Wednesday, November 22, 2023

ACKS 2 Kickstarter - Last 24 Hours

Before I forget - Adventurer Conqueror King is coming out with a second edition.  The kickstarter is in the last 24 hours.  Alex had been posting playtest versions of the rules and we've been using them in our bi-weekly Greyhawk game - he's created procedures for thief skills and dungeon crawling that we've found immediately useful in our Temple of Elemental Evil campaign, so I'm looking forward to reading the whole thing.  ACKS takes the promise of the BECMI line - Basic Expert Companion Master Immortal - with tiers of play where players engage in domain building and conquest - and packs the main arc into a concise levels 1-14 like the original red box/blue box Basic-Expert rules.  It captures those high level campaign elements in a way that no other clone game has embraced, while still being a fully realized dungeon crawler if that's the end-all be-all for your style.

The two games I'm running - Lamentations of the Flame Princess and Adventurer Conqueror King - come at old school gaming and D&D from radically different places.  It's worth a discussion!  I'll write about it this weekend as I'll have some time.  In the meantime get over to the ACKS kickstarter before the clock runs out:  ACKS 2 Kickstarter - Last 24 Hours

Sunday, November 19, 2023

LOTFP Review: Winnie the Shit

Get yourself a blender, pour in a parody of Winnie the Pooh, a heap of The Island of Dr Moreau, a pinch of seasoning from Animal Farm, and some references to the Kelvin-Verse, and you've got the adventure locale for Winnie the Shit, Kelvin Green's latest offering for the LOTFP line.  This one is a 48 page hardcover with Kelvin doing the writing, cover, and interior art.  This is a solid addition to the Kelvin-verse; I don't rate it up there with the big three - Strict Time Records, Forgive Us, or Green Messiah - but it definitely has play and should go in your "Kelvin-verse" sandbox.  You can get the hardcopy at the LOTFP webstore (here) or DriveThruRPG (here)

The book describes a mini sandbox area in a place called Lancaster Great Park (modern day Ashdown Forest) in early 17th-century England.  A misanthropic sorcerer, AA Moreau, had fled to the forest to work on his master spell, The Ascendant Synthesis of the New Man, which creates sorcerous human-animal hybrids.  He had hopes of replacing humanity with a newer, better race.  At the start of the adventure, Moreau's creations, the New Men, have imprisoned him and depopulated the nearby village of Hartfield of its people who were used as raw materials for more New Men.  Their sadistic leader, Edward Bear, tortures AA Moreau and forces him to cast the spell each day to create another hybrid (assuming the New Men have a ready human victim and animal to synthesize).  There are several loose plot hooks that can get players investigating the area, but the moment the characters run into a few violent hybrids, the game is afoot, as they say.  There's something extremely satisfying as a referee to imagine wailing on the player characters with a hatchet-wielding Piglet or a savage Winnie the Pooh.  The sandbox gameable content includes lairs of the various main characters (all allusions to the main characters from the 100 Acre Wood, after being re-envisioned as misanthropic human-animal hybrids), and some places to explore like AA Moreau's house, Rabbit's underground warren, or the creepy Woozle's spinney.

There is something solid and accessible about the adventures set in the Kelvin-verse.  When you open a non-Kelvin LOTFP book, there's a risk of being confronted with a tortuous premise such as... "This adventure takes place in July of 1647 in a Swiss chateau overlooking the Bodensee on the exact day before that year's solar eclipse..." and you're wondering, "neat idea but how am I ever going to fit this thing into an actual campaign?"  Many of the Kelvin-verse adventures are set in England and feature an uncanny locale where something nefarious is happening - that looseness makes them extremely referee-friendly to place and establish.  The premises allude to pop culture in a fun way; there will be puns and humor (checking off the box "entertaining for the referee to read"); you'll still get a dose of horror and weirdness before you're through.  Over time they've started to reference their own Kelvin-verse mythology that connects to other locales in the Kelvin-verse... John Dee's 'Men in Black' from Green Messiah make an appearance in the 100 Acre Wood, for instance.  I suppose the highest praise I'd offer is that I'm actively working several books from the Kelvin-verse into my 1630's York game - we'll feature Bee-Ware, Magic Eater, Strict Time Records, Green Messiah, Fish F*ckers, and this fella, Winnie the Shit, just off the top of my head, along with some of the LOTFP classics.

With this review done, I've finally finished looking at the summer's batch of LOTFP books.  I still think The Yellow Book of Brechewold is my pick for favorite new book from the past summer.  Both the ACKS Greyhawk game and LOTFP York 1630 are going strong, so I don't know that we'll get to visit Brechewold any time soon (unless I make time travel a thing for the York crowd...) but Brechewold is high on the list to get the campaign treatment in the future.  Apologies for the glacial pace of my blog of late; the end of year has been quite busy in the real world (the pay the bills world) but have some time off with the USA's upcoming Thanksgiving holiday.  I'll be getting back to older LOTFP reviews next, starting either with something called The Obsidian Anti-Pharos or The Curious Conundrum of the Conflagrated Condottiero.  Should be fun.  Oh, and I'll get some game reports posted - the players are chugging along in Greyhawk and York. See you soon.

Sunday, November 5, 2023

LOTFP Review: Galileo 2: Judgment Day

Let's establish something right from the start - this is mostly set up as a one-shot adventure designed to evoke a vibe that blends slasher horror and a little dark humor.  The player characters are ostensibly deep in debt to the Inquisition, destitute and working off their debt by carrying out surveillance against a man under house arrest - the famous scientist Galileo Galilee.  They watch his villa day and night, until one evening they see him fleeing into the night, disguised poorly as a nun.  They're faced with a crucial decision… do they recapture Galileo, or use his escape attempt as a chance to ditch their post and loot his wealthy villa?

Unbeknownst to the players, Galileo's villa has hosted a prison warden for the past several years, a merciless automaton created by the Church and equipped to use the voice of Galileo's oppressor, Pope Urban VIII.  When you are a fictionalized version of the Church, of course you can invest untold sums into manufacturing a weird science robot to torture enemies of the state.  The scenario kicks off when Galileo has zapped the mechanical terror with a kit-bashed device to give him time to escape.  If the players explore the villa looking for loot, they'll need to deal with the automaton as it reawakens; if they head off into the night in pursuit of Galileo, the automation emerges from the villa to track them through the woods and into the nearby city.

The meat of the scenario involves chase rules and the tactics and capabilities of a powerful opponent with a series of pro-wrestling style finishing moves and a sadistic streak.  Depending on whether the players loot the house or hit the road with Galileo, there are opportunities to introduce bystanders and similar 3rd parties to get in the way of the automaton and allow it to demonstrate its killing potential.  As a 9 HD terror, it's probably a death sentence if the players assume they can beat it without wearing it down, luring it into water, getting it to fall from a high place, or some other clever environmental tactic.  (Galileo used an electrical device in his basement to zap it, so players looting the villa may also chance upon that device).

That's about it for this one.  If you believe your referee style could create a suspenseful adventure portraying a ruthless automaton with the voice of Pope Urban VIII relentlessly pursuing the characters, while executing deadly wrestling finishing moves with panache and showmanship, this could be a fun one shot scenario.  Even in the realm of dedicated horror games, there aren't too many scenarios that capture the "relentless killer" vibe, putting this in a rarified spot.

So what do I think about it?  Well, I don't typically run convention games or one-shots, so I'm probably not the ideal target audience.  I do think a creative referee could integrate this into a campaign without too much trouble… its 1637, Galileo is a brilliant scientist under house arrest, and he may be in possession of books or knowledge a typical group of early modern LOTFP adventurers (or their patron) could require, necessitating a side trip to Florence and a mission to evade the spies of the Inquisition and secure a surreptitious audience with Galileo.  It could be like a heist or infiltration adventure that transposes into a slasher horror.  It's a short scenario and would probably get done in a 2-3 hour sitting.  There are a few thousand XP available for looting the villa, and a similar amount in payment for helping Galileo escape.

Galileo 2:  Judgment Day is available in hardcover (40 pages) at the LOTFP web store or PDF over a DriveThruRPG.  It's written by Bradley Anahua (a LOTFP rookie) with art by Charlie Gillespie.

The Automaton


Saturday, October 21, 2023

LOTFP Review: Black Chamber

A new challenger has rattled its spurs and stepped through the batwing doors onto the dusty streets of Review Town to take on the LOTFP-verse.  This one is called Black Chamber, and features a theme of arena combat with unwitting victims popping out of the floor in an alien danger-room setting.  Maybe that's why the phrase "a new challenger approaches" is on my brain.  We'll look at the good, the bad, and the ugly of this one as we break down the walls of the Black Chamber.

As usual, reviews are meant for referees, there will be spoilers.

The Good

I enjoy dystopian science fiction and horror movies like Cube, or The Platform, that unsettle the viewers with a dangerous, unknown environment, and force the characters to survive long enough to figure out what's going on and escape.  Black Chamber leans heavily into that theme, temporarily trapping the players in a pitch-dark arena where bizarre and random opponents will be thrust upon them.  Adversaries can range from zombie conquistadors, robots that grind opponents into sausage, to ordinary people who have been trapped in the dark and just want to escape.

There is a back-story to this one that involves an infectious alien intelligence that co-opts living creatures, making them part of a collective while it changes their blood and organs to black oil and coal - a kind of alien zombie.  There's a constant threat of infection to the players while fighting in the arena itself, including guidelines on handling "alien rabies".

Beyond the chamber (and it's expected the players will figure out a way to escape) there's a small dungeon, where the players can learn the ancient history of the place, find potential allies, and deal with a few powerful foes.  One of the foes is a potent magic user, controlled by the alien collective, who can cast a quirky spell called Seven Gates, which opens up seven portals throughout the dungeon.  The portals can last up to several hours once created.  You can imagine some madcap chase sequences like a Looney Tunes cartoon or a Scooby Doo chase scene, as different groups use the portals to pop around the dungeon.  Oh, and the destination each time someone enters a portal is random.  Zoinks.  Cue the Benny Hill music.

Finally, if you like the flavor of Gamma World, or Expedition to the Barrier Peaks, there are hi-tech devices the players can loot, and a fair amount of treasure.  This adventure creates a balanced tone of horror, sorcery, and super science that checks off a bunch of interesting boxes.  I'd love to hear how the playtests went for this one.

The Bad

If you're in the market for a Lamentations of the Flame Princess adventure for your 1657 Portuguese campaign during the Portuguese Restoration War, you are in luck my friend.  This one is not quite "tell me you're a one-shot without saying you're a one-shot" territory, because it wouldn't be too hard to scrub the historical context and place this in a decade or setting that actually matches your LOTFP campaign.  There are certainly cases where LOTFP authors pursue their vagaries and make obscure adventures difficult to integrate into an existing campaign.  This one isn't too bad.

The Ugly

My eyes.  I love dark mode on my computer screens and iPad, but it was a bit jarring for a game book.  I'll put a picture of one of the pages below.  The aesthetic certainly drives home the oppressive theme of black, seeping infection and gives it a metal vibe.

The Judgment

I loved this one - it's why we come to the Lamentations of the Flame Princess.  It's a challenging adventure, it's got horror, weird science fiction stuff, and puts interesting pressures on the characters to escape before they all succumb to infection.  I'm not sure a first level party would even make it out of the chamber, so this is probably something for a party with a little experience.  Access to cure disease would improve their long term odds.

It's a 40-page softcover, but this should have been one of the hardcovers and gotten the deluxe treatment - it's a keeper.  I think the softcovers were community submissions.  The author here is Becami Cusack.  The best of the summer LOTFP releases have been Yellow Book of Brechewold, Temple of the Wurm, and this one.   Let's see where it lands as I finish the last two new books.

You can get a PDF of Black Chamber over at DriveThruRP (DriveThru), and it looks like physical copies are available at the LOTFP web stores (LOTFP Web Store).

Tuesday, October 10, 2023

Game Reports - ACKS and LOTFP

York 1630 - F*ck Around and Find Out

I'm a few weeks behind on game reports for this one.  Our players, the magic user Allister, cleric Blackburn, Yuri the Elf, and Remy Knotwise the Halfing, have been exploring a puzzle dungeon called The Grinding Gear, a dungeon beneath an abandoned inn within the woods west of Aldfield.  Allister has two henchmen as well, a fighter named Wood and a specialist named Toby.  Rather than post a dull play by play, I'll just focus on some highlights.

At one point they encountered a set of stairs that led up to a landing, the passage turned right, and the stairs continued up.  The landing was one large pressure plate trap, and anyone that triggered the trap got launched in the air by a spring-loaded wall that threw them off the top of the stairs, like a giant pinball bumper.  The players avoided the trap and straddled the corner to avoid the pressure plate - that's not the interesting point.  Later in the dungeon when they ran into some "fast zombies" (ie, ghouls) the cleric used a scroll of turn undead to drive them down the same hallway - he quickly reasoned he could make them flee down the stairs and let the pinball bumper take care of them.  There was a moment, much later in the game, when they went by that way again and found the broken bodies of the zombies at the base of the steps, horribly mangled after being launched into the air.  I think one of them was still snapping it's jaws futilely at anything that came near, unable to even crawl with it's broken body.

They were running low on water and needed to leave the dungeon and return to the surface (they hadn't yet found the water source in the dungeon).  So they returned to the surface and carefully retrieved water from the well, cautious that there were still mosquito bats in the vicinity living in the attic of the inn.  It had been several days since the players first smoked them out.

A random encounter while the players were staying top-side brought some inquisitive bandits into the area of the inn, and they caught sight of some of the players fleeing into the inn and barring the door.  The bandits gave up investigating the statue and bodies in the clearing to mess with the players in the inn.  "You better leave us alone - don't f*ck around and find out", yelled one of the players through the door.  (We're from Philly where Gritty - the Flyers mascot - is basically the mayor of f*ck around and find out).  One of the quick thinking players ran up stairs with a pot and pan and started waking up all the mosquito bats in the attic with a huge racket, while the players continued to goad the bandits into yelling back at them through the front door.  This picture perfectly captures the moment the bandits got swarmed by angry mosquito bats while the halfling and elf laughed at their misery from the safety of the inn.  I love how this group repeatedly figures out how to use the environment as a weapon.

Here's a pic from a previous session when they were exploring an area with pits, and the halfling went down to explore after they killed a ghoul safely from outside the pit.  The halfling player was over the moon with the way his character has been depicted in these game vignettes.  He's even got a tiny pin with The Pillories logo on his hat.


ACKS Greyhawk - Let's Look Fabulous

In Greyhawk news, they did it.  The players finally had enough of Temple of Elemental Evil level one and started exploring the second level.  They seem to be figuring this D&D thing out.  They murdered a minotaur, and cut through a lair area with room after room of bandits wiping them out with a barrage of sleep spells and scooping up the spoils.  As an impartial observer, I believe they'll start getting more experience and leveling up... their insistence on grinding out all of level 1 was getting a little tedious.  Note - there is a horrifying room in the top center of level 1 with like four Earth Elementals patrolling it... the players learned about this place by interrogating some bad guys, and astutely decided to leave if for now.  They found a scroll of protection vs elementals on level 2, so now the wheels are turning.

Their fabulous moment came when exploring a junk-filled room with chests and wardrobes... full of many garments, clothes, dresses, and other sartorial accoutrements.  Old Gary (or perhaps Frank) was being generous when he wrote, "If care is taken in sorting, adventurers can fill three large sacks with good garments, worth 500gp per sack".  This was the last thing the players did on their way out of the dungeon for the night, and many jokes were made... "gee, we barely get any experience for fighting in deadly combat, but bargain hunting for clothes in the bandit's thrift store and suddenly my mojo is pointing up".  Like my son the football player always says about his "drip", look-good, play-good.  That's 1500xp of looking good for you, fellas.

In other ACKS news, I just learned that ACKS 2.0 (second edition) will be hitting the kickstarter later this month.  Oof - I love the compactness of the original book, it's an all-in-one, but ACKS 2.0 will have a player's books, judge's book, and monster book.  It's a great rules set for combat heavy, oldish school heroic fantasy, but a three book set is not an auto-buy for me - I have questions.  We may stick with first edition, we'll see.  Anyone else in the same boat or you diving in?

Sunday, September 24, 2023

The Strigoi - Vampire Alternative for LOTFP

Zombies?  Nope - vampires!  The Strain.

To quote my teenage daughter, I've become "low-key obsessed" with Guillermo Del Toro's The Strain.  I binge watched the four season TV series on Hulu, and am working my way through the source novels (I'm on Book 2).  The novels were written with the help of Chuck Hogan, a spy novel author, and so they read like page turner thrillers with a horror twist.  The TV series presents a squirmy, gruesome re-envisioning of the vampire myth with plenty of visceral body horror.  It's a perfect take on vampires for your LOTFP game, and in time for Halloween if you're looking for some horror reading or viewing.

The books have been out since 2009 and the series came to TV in 2014, so I'm not spoiling any ground-breaking new show as I discus the general plot.  Be warned, some discussion of the plot will follow.  The series starts with the arrival of a dead airplane landing in JFK Airport, a 21st century re-imagination of The Demeter crashing into Whitby along the English coast.  In The Strain, the 200+ dead passengers on the airplane are infected with vampirism, going through a biological transformation while their bodies are sent to various morgues around the city.  They awaken at night and wander off to infect their loved ones and passersby, and suddenly a vampire plague begins to quickly spread across the Five Boroughs.

New York is honeycombed with subways and transit tunnels that give the vampires places to hide during the day, and the plot features wealthy opportunistic "human familiars" teaming up with the vampire lord, The Master, by spreading misinformation and slowing down the response of government agencies.  Instead of an apocalyptic zombie plague, New York faces a vampire plague, which spreads beyond the city, and the series eventually goes full-on apocalyptic, with nuclear winter providing safety from UV radiation for a dystopian future ruled by the vampires.  It's bonkers.

The Strain upends the glamor that has claimed hold of the vampire myth - there are no sparkling, handsome or beautiful sexy vampires here.  They are victims of a fast-acting, incurable, mutagenic virus, spread by worms, that rewrites their biology to turn them into giant leeches or ticks - they eventually lose their hair, sex organs, and even their nose and ears will wither away.  Instead of fangs, The Strain vampires (called the Strigoi in the series) have a six foot mouth stinger that lashes out and attaches itself to a victim, followed by a slow glug glug glug as it siphons out all of the victim's blood.  Anyone bit by the stinger is infected with the vampire worms, and anyone engaging in combat with the Strigoi risks getting infected if splashed by the vampire's white blood.  There are many moments of body horror in the series as wriggling worms burrow into open wounds or eyeballs to infect a new host.

From the cover of Book 1 The Strain.  It's gruesome.

Classic D&D vampires had that weird problem where they've got the blood-drinking fang equipment, but really what they want to do is touch you in melee and drain life energy levels.  The Strigoi represent a terrifying way to put blood draining vampires back into your game in an action-oriented style that plays well with classic fantasy and D&D style combat.

Strigoi (Munchers - the newly formed)

Unarmored, Move 120'. Hit Dice 1-4. Attack range 6' doing 1-4 damage + specials, Morale 8.  Chaotic.

Newly formed Strigoi start with 1 HD and gain a HD each week they're able to feed.  There are powerful free-willed strigoi (Lieutenants and Ancients) that are significantly more capable than "munchers" - we'll tackle them another time.  Munchers have animal instincts, with an innate desire to return home and feed on their loved ones.  However, they are connected through a hive-mind back to the Master, who can force groups of Munchers to apply tactics or carry out more complicated actions as the situation dictates.  Strigoi have 60' infravision and heightened senses, including hearing - sensitive enough to hear nearby heart-beats.

In melee, the Muncher uses it's 6' stinger attack.  A hit target must save vs paralysis or be helpless while the muncher drains constitution at the rate of 1d6 per round until the target dies.    The stinger is unarmored and can be severed in combat by an ally with an edged weapon attack doing 2 or more points of damage.  Anyone hit by a stinger in combat is infected with capillary worms (see below).

Glug-glug-glug.  This should terrify any D&D character.

Strigoi are vulnerable to silver weapons, and must make a morale check at -2 when confronted with silver weapons and each time they are hit by silver.  They will likewise shun silver mirrors, as such mirrors reveal their true nature (undead and riddled with parasitic worms).  They are destroyed in sunlight.  

Strigoi take half damage from normal weapons due to their mutated biology.  (Alternatively, I suppose you could say any damage roll in the lower half of the damage range is ignored, while a roll in the upper half represents a hit to a vulnerable area like the neck or head - whatever is less fiddly and more fun for your table.  I like the latter.)

Capillary Worms

Each time a Strigoi is killed in melee combat, roll a d6 - on a 1 result, the victor is splashed by Strigoi blood (including the parasitic capillary worms) which seek to burrow into the victim's flesh and cause infection.  Like rot grubs, the victim must immediately apply flame to the worms (1-6 hit points of damage) or a worm burrows into their flesh.  At that point, only a cure disease spell can end the transformation into a Strigoi.  (In the series, modern UV lights can also destroy capillary worms).  Anyone hit by a Strigoi stinger is automatically infected by worms.

The disease weakens the host over a 24 hour period as the capillary worms multiply and overwhelm the victim's system, colonizing the victim's organs and growing the vampiric hinged mouth and throat stringer.  Strigoi have heightened metabolisms and "burn hot" for purposes of infravision, a possible way of detecting them at a distance if your game uses infravision.  The newly formed Strigoi will arise the following evening and return home, seeking to infect their loved ones.

Note:

Although the TV series focuses on a biological, viral explanation for the Strigoi, there are mystical and alchemical elements in both the show and  novels that involve a Judeo-Christian mythological view of the vampires and their origin.  Their history is recounted in a book of esoteric lore called the Occido Lumen.  While the Strigoi disease appears to be a purely biological phenomenon, they are actually a supernatural plague and count as true undead, meaning they can be turned by clerics with a Turn Undead spell or ability.  Munchers are turned as Wights.

Potion of Longevity Ingredient

In the series, 3rd century alchemists created a formula to leverage the capillary worms as a component in a potion of longevity - more to come as I get deeper in the books.

I don't think I'm done with The Strain or the Strigoi yet, as I read further I'll likely provide some stats for the powerful free-willed "Lieutenants" and the terrifying "Master".  It's the Halloween season, after all.

Note:  All the images are from The Strain TV series, subject to copyright, and used here only under fair use as part of a review and discussion of the work.

Wednesday, September 13, 2023

LOTFP Review: A Gift for All Norway

Is it?  Is it really a gift for all Norway?

Disclaimer:  Reviews are for referees.  I'm a spoiler.  Stay out, players.

I'll come right out with the judgment… I have some issues with this adventure for campaign play because of how much work is left to the referee, but it'd work fine as a one-shot at a convention.

A Gift for All Norway is a short book - 16 page pamphlet with a soft cover.  The dungeon involves the adventurers entering a cave seeking a stolen artifact, the Heart of Hrungnir, named after a figure from Norse legend, a Jotun.  Within a few rooms of the cave structure, it should be apparent the characters are traversing a gigantic digestive tract like the miniature scientists and doctors from the movie Fantastic Voyage.  Challenges include environmental factors (like lakes of acid) and oozes and slimes (crawling and slithering anti-bodies).  There aren't really NPC roleplaying opportunities in the dungeon, and little or no treasure (unless the players keep the artifact).

All gut-tract dungeons need more Raquel Welch.

If the player's find the artifact, there's a location where it fits in the dungeon, and funny things can happen.  I won't spoil all the fun!  It's definitely a gift for somebody.  I can imagine a party making it to the ultimate location, and deciding what to do next should be an interesting dilemma.

My knock on this one for campaign play is it requires a bit of hand-waving or a lot of referee work.  The players supposedly start in England, travel to Norway, and have to deal with an evil Nordic cult waiting for them at the village of Vihavn not far from where the adventure begins.  All that stuff is left for you (the referee) to figure out.  The evil cult is actually just called "the Nordic cult".  I asked ChatGPT to help me name it and the AI cranked out a handful of evocative names:

  • Frostfang Covenant
  • Rimeborn Disciples
  • Hrungnir's Cursebound
  • Jotun's Whisper
  • Jotunheim's Doomcallers
  • Frostforged Creed
  • Nidhogg's Vanguard
  • … you get the idea.

So you’re buying (and playing ) this one for an 8 room romp through a digestive track dungeon (no Raquel Welch in sight) and a LOTFP worthy decision.  For a one-shot, you could start the players already in Norway - right at the cave mouth - and probably get through the dungeon in a 2 hour convention slot.  I can see it being a satisfying short dungeon in those circumstances.

It's kind of weird this batch of LOTFP adventures had two "crawl around the inside of a giant ancient being" adventures - don't forget we had Meanderings of the Mine Mind earlier, and now A Gift For All Norway.  They are very different - we're talking about Night at the Museum vs Fantastic Voyage.  The Mine Mind is all about interacting with anachronistic people, while this one is Man vs Nature (and by Nature, I mean gigantic digestive and respiratory tracts).

You can get this one at the usual places, the LOTFP store and DriveThruRPG:  A Gift for All Norway.