Thursday, March 8, 2012

The Battle of Tharizdun, Part 2

This is the continuing chronicle of my player's efforts to enter  THE FORGOTTEN TEMPLE OF THARIZDUN, after meeting fierce resistance in the place's upper room.  (This is game report 57)

The players were in a bad spot after last week's game.  Their thieves were on the front line, their fighters were pinned by humanoids, and reinforcements were coming up the stairs.  The good news was that the players used all those detailed pictures to plan during the week!  I saw plenty of chatter over email, involving looking through the backlog of scrolls, unused spells, and even consulting the rules (on AD&D Fighting Withdrawals) to figure out how to turn the situation around.  They came to game night loaded with ideas.

The bad news is those reinforcements they heard showed up almost immediately, in the form of 5 nasty trolls followed by a giant troll.  Back when we played minis-heavy D&D, I'd used blocks of wood if I didn't have enough miniatures, so we've got a couple of trolls represented by wood blocks in there.


The party won a miraculous initiative, beating the trolls with enough segments that Forlorn and Konstantine were able to layer a couple of fireballs on the left side of the battle before those trolls were able to attack after closing.  I've got to give my players credit, they are committed to taking dice out of the DM's hand by layering damage and ensuring kills, rather than spreading the damage around.  They'd rather overkill than leave a 1 hit point monster.  After a handful of bad saving throws by me, at least 3 of the trolls were eliminated, and the giant troll on the stairs was in bad shape (and then dropped by a flurry of magic missiles).


Meanwhile, the clerics were freed up enough to start using Hold Person to drop norkers, and Mister Moore went Invisible (getting the spell off before being attacked) and he was able to escape from the back corner.  As an unarmored person with 120' movement, he's able to move 24 squares when using a battle grid, and that was enough for him to skirt the entire melee and get back behind friendly lines. The AD&D combat movement rates are silly.

In the next phase of the battle, the group started to execute fighting withdrawals to get the thieves back to safety, and Leonidas and Kobra formed a front line with Mordecai (they're a little hard to see past the trolls).  The AD&D Fighting Withdrawal is interesting, because the monsters get to follow for free, if able - the fighters never broke contact, parrying the whole time, but still able to reshape the battle field.


Monster reinforcements kept coming up the stairs, and the clerics had been working on a solution - while Mordecai was holding the line, Donavich rummaged through the scrolls and found the scroll with Blade Barrier.  Unfortunately, there was an obstacle separating the sets of stairs, so the Blade Barrier only blocked the right stairs, but at least one big creature ran into it and got chopped to mince meat before the rest of them decided to forebear.

Meanwhile, Mister Moore used Slow on the surviving trolls and norkers, giving the front line fighters much-needed breathing room - we used pennies to indicate monsters that were slowed.  Then he switched to tossing fireballs with the wand of fireballs towards the open stair case where reinforcements were coming.  Multiple waves of foot soldiers ended up incinerated.


As monsters realized the right-hand stairs were blocked by the whirling blades of death, they started to jam the left-hand stairs, with some reinforcements coming out every round or so.  One group managed to clear the stairs area before getting incinerated by Mister Moore's fireballs, and they charged Shy, Boris, and the bear.  Boris's heroic brown bear was finally dropped by a norker, after soaking a lot of troll damage earlier in the evening.  Boris prepared a Cure Light Wounds to heal it, but was clubbed by a norker and the spell was ruined.  The trolls are only attacking every other round due to Slow, and one of them is down while it regenerates - the party is scrambling to burn it quickly.


Right  near the end of the night, an ogre appeared at the top of the stairs, leading another  troop of norkers. However, the party has formed a solid front line of fighters, with clerics performing a bit of spot healing, and Mister Moore is blasting with the wand of fireballs.  It no longer looks like a TPK is about to happen, but Boris, Shy and the Bear all need help.  The arcane casters have exhausted all of their attack spells, except for the wand of fireballs and whatever they have on their scrolls, but there is a fair amount of healing and clerical magic left.

The gigantic battle at the beginning of THE FORGOTTEN TEMPLE OF THARIZDUN will continue next game session.

Wednesday, March 7, 2012

Weapon Specialization Poll and More Fighter Ideas

Back when we started our AD&D experiment a month or so ago, I asked the readers whether they use Weapon Specialization or not in their AD&D games.  Here's what said about it:

DO YOU USE WEAPON SPECIALIZATION IN YOUR AD&D GAME?

Yes; Love it - (30%). No; Unearthed Arcana was the devil - (50%). What? - (18%).

I'm not a big fan of 1E's Unearthed Arcana, where weapon specialization appeared, so maybe those 18% of folks that said "What?" have the right of it, never having cracked open a copy of UA (along with the 50% of UA haters, where I tend to sit).  So far we are soldiering on without specialization; however, I don't mind beefing up fighters and have the impression (still to be tested) that they get left behind at higher levels compared to the other classes, and we intend to run this game through to high levels.  But I don't like what specialization does to limit weapon use .  If we were to implement that particular rule option, I would let someone specialize in a coarse-grained class of weapons, like all bow weapons, all two-handed weapons, or all one-handed weapons.

One of the commenters (Peter) mentioned that Dragon 104 had a good analysis of specialization, and it was a good read.  Len Lakofka's column runs the numbers and shows how a 2nd level fighter with specialization takes out a 4th level fighter without specialization, and has a good shot at besting a 5th level fighter without specialization, too.  That's a big jump in power - like gaining 2-3 levels by specializing.  If you consider the fighter is similar in base line power to a monster of the same level, that means your 2nd level specialized fighter is nearly a match for an ogre.

I don't think the door is totally closed for us, though.  Specialization was in base AD&D 2E, and one of the clones I like (ACKS) beefs up the fighter by giving all fighters a "cleave" ability - basically a free attack anytime you down a foe.  The nice thing about the ACKS cleave is that it applies equally to monsters; if a monster downs a PC, it gets to cleave too.  I also appreciate the LOTFP approach, where the fighter is the expert on to-hit rolls and is the only class that advances in fighting ability.  The point is, newer designs (post-AD&D and classic) have all done something to give the fighter a stronger combat presence.

Prior to our AD&D conversion, we were using "weapon by class", where magic users did a d4, all other classes a d6, fighters and dwarves did a d8 for damage or d10 for 2-handed.  That did a good job of giving the fighters a decent niche without major rules surgery.  But with the move to AD&D we're back using the quirky "damage by weapon type" along with S-M/L damage dice - that's too big a part of the 1E experience to omit!  If we don't do a form of coarse-grained specialization, the next easiest thing would be to reimplement cleave for fighters and monsters.

Monday, March 5, 2012

Welcome to the SCD - A Campaign for Cthulhu Gaming



In which the phrase, "Luca Brasi sleeps with the fishes", takes on a wholly different meaning from the Godfather movie.


My Monday blogthulhu posts the past month or so have been promoting a theory on structuring a Cthulhu sandbox to maximize player choice and avoid common problems in horror gaming.  Now it's time to bring it all together in a sample campaign structure.  This is for 1920's or 30's Cthulhu gaming, but the theories behind what makes this type of campaign structure work apply to historical and weird horror gaming in other periods, as well.

The Campaign
It's the 1920's in the Big Apple - gangsters, prohibition, the jazz age, and the Harlem Renaissance.  But even on the mean streets of the city, there are some crimes that defy explanation, some events that can't be solved through conventional policework.  When New York's Finest and the suits at One Police Plaza are confronted with bizarre enigmas and mysteries, those cases get shuffled to the NYPD's Special Crimes Division - the SCD - and their set of dusty offices down near the archives.

Special Crimes is an unpopular assignment with the rank and file; folks that make detective there get stuck on long assignments and rarely make sergeant or lieutenant in the boroughs or precincts.  Detectives in the division don't exactly buck for promotions, either.  It's a close knit group with a lot of secrets, and officers get a bit distant after they've experienced a few SCD cases, as if they've seen too much.  The chief has tried to have the division closed a number of times, but the commissioner keeps it open, and there's someone in the mayor's office that has a vested interest in the group.

The Big Apple attracts all sorts of creeps and cultists; sorcerers seeking forbidden tomes, high society dabblers in forbidden magic, decadent art collectors, crazed wizards, and blasphemous deep one cults among the shady crews near the docks.  Somebody has got to stop all these nutcases from calling down their ancient horrors, and that group is the SCD.

Characters
Players in the campaign take on the role of detectives in the SCD and the various contractors that work with the police.  The great thing about the police procedural genre is there are always contractors and adjuncts to the department getting pulled into cases.  Because of the occult nature of SCD's cases, the department employs psychics, sketch artists, hard-boiled private detectives, a local priest, and even a few scholarly professors, for those times when they recover indecipherable eldritch books or strange relics.  A psychologist might be a regular consultant for profiling perpetrators.  A nosy reporter or journalist could be in on the secret, helping to piece together clues while keeping the horrible truths off the front page.  Players will have some wide open choices.

NPCs and Organizations
A campaign like this will have a ton of familiar, recurring NPCs; you've got all the folks in and around the NYPD, the political side of the force, characters like the commissioner, the chief, and the lieutenant in charge of SCD.  There's constant pressure to stop the bad guys while hiding the truth.  Then there's the folks that support the genre, archetypes we can borrow from Film Noir like the street pigeon, the cop on the take, the femme fatale, the gangsters, and the movers and shakers in New York society.

There are a lot of interesting organizations that can be worked into a New York city-based campaign.  The Fate (from the Delta Green setting) has existed for centuries in New York, so I'm sure there's a 1920's version that can be used as a secret power behind the streets.  Organized crime will be a big influence.  I'll probably transplant the Hermetic Order of the Silver Twilight from Boston to New York and put that occult society in the background.  There might even be a government branch related to Project Covenant that could be an erstwhile ally from time to time.

Themes
This campaign uses two Cthulhu gaming themes from the D20 book - Hometown Heroes and Badges and Guns.  New York is big, but the cast of characters will be small enough that the Five Boroughs (hah - five Burroughs) and their varied neighborhoods will become familiar, with locations and regulars that recur over time, like the university and its library stuff, the denizens of the favorite pub, the coroner, and the beat reporters for the daily news.

Badges and Guns gives the players a bit of formal authority and the power to bring legal and governmental resources to bear, but constrains them in other ways - like the pressure to keep their exploits off the front page of the newspapers, and to get things done quietly without embarrassing the mayor.

Solving Common Problems
Let's look at how this structure solves some common problems with Cthulhu gaming.

Active Plot Hooks
One of my biggest gripes with most published scenarios are passive plot hooks; plot hooks that are related to the character's relationships and backgrounds, and not their jobs or activities.  The first problem solved by an organization like the SCD is that it provides a funnel for active plot hooks.  There's a backlog of cases, and the Keeper can introduce new crimes all the time, because the organization is actively taking on cases that fit the occult profile.  It's The X-files for the Five Boroughs.

Target Rich Gaming
The second benefit of the plot hook input funnel is what I call target rich horror gaming; there may be one or two high profile cases at any given time, but there's also a backlog of unsolved cases in the player's hands.  This is the top level of player agency, the opportunity to prioritize and pick and choose from a couple of different options.  It may not mirror how a real life department would work, where priorities are usually set by superiors, but choice is important to how I run games.  The players aren't puppets and they'll get to pick most of their assignments.

The next level of agency is making the actual investigations themselves non-linear, with clouds of clues and multiple paths of victory.  This one's all on the Keeper.

Replacement Characters
The last benefit of a campaign structure like the SCD is easy replacement characters.  By tying plot hooks to the activities of the organization, individual characters can come and go if the death toll or sanity loss mounts.  The campaign keeps chugging along.

Open Questions
I've been thinking this would be a 1920's game, but there are some compelling reasons to consider advancing the timeline to the 1930's.  I get to assume all of Lovecraft's 1920's stories are true and actually happened in the campaign's past; this lets me play with aftershocks, perhaps moving some of the key players to the city.  The rise of the fascist dictatorships in Europe means I can have Nazi agents in the city looking to carry out Hitler's occult agenda - robbing the Natural History Museum or raiding a private collection.  The players can be there for the forming of the early Karotechia.  However, by moving out of the 20's, I lose the charm of the prohibition era, with its gangsters, speakeasies, and glitzy jazz music.

The other open question is whether I should use Trail of Cthulhu or Call of Cthulhu.  Trail would work really well for a game based on police procedurals; the Trail skill system supports ultra-competent investigators.  But I'll put it to a vote - the players would probably prefer COC style character attributes and dice rolling.

There's an official Chaosium supplement for the city, Secrets of New York - that's going to the top of the reading list.  Miskatonic River Press has been threatening to release some New York based scenarios for a while, so that would be an immediate add, too.  I'm going to work my way through the various Chaosium collections looking for earlier scenarios that would work well in the city.  I'll also be skimming some of the Trail collections for suitable investigations, like Arkham Detective Tales, Stunning Eldritch Tales, and Shadows Over Filmland.


Readers:  if you have favorite scenarios that you think would work well in New York, I'd be grateful for recommendations!  I'd also like to hear any thoughts about using the 1920's versus the 1930's for this kind of game.  I have no problem replacing the plot hooks, transplanting a mansion scenario to an urban brownstone, that kind of stuff; I'd never run something as is.

I have some time to get the details of this campaign together - we've got plenty in the queue for the AD&D game before having an opening to start some Cthulhu one-shots, probably in April.  I like that this campaign could be episodic, with short adventures - we could do an investigation every few months for a change of pace, continue the regular D&D campaign, and then run another SCD one-shot in between major D&D stories whenever I need to scratch the COC itch.

Now I just need to find a great kick-off scenario.

Sunday, March 4, 2012

Idle Musings and a Black City Update


Blah blah blah navel gazing and idle musing follows

Every once in a while, it's good to pop in and talk about how the Black City project is going.  It's still progressing.  I look back at last year, and there were a bunch of things that got in the way of project work - we adopted a child from Ethiopia, and severely underestimated the kind of changes a third kid has on your family.  Once you're outnumbered by the kids, you and the wife can't play man-to-man defense, you've got to switch to running zone defense.  It probably took until October for things to settle in, and for our other kids to get used to having a brother from Ethiopia.  There was much drama.

The other big change for me was work related, moving up, but also getting a crushing workload.  I think I've finally figured out the work-family-gaming balance, and I've been doing most of my writing at like 5-5:30am - waking up an hour or so before work to get in some early writing.  I can report good progress is being made on the Black City again.

I went ahead and created text files for each bit I'm putting into the city.  I don't know if it was a great idea or not; I write the text in a basic text file, figuring that it's best just to get the words on paper and worry about layout and formatting when it's time for layout and formatting.  Psychologically, I keep two folders, an in-progress folder and a done folder, so it feels good to finish pieces and move them into the done folder.  It gives me a rough table of contents, too (although I'll likely put all the background in an appendix, eventually).

Of the 120 little files, nearly 60 are done, but that doesn't count all the map work for the levels below 2 (which are just scrawlings in my brainstorming notebook).  We'll probably start some playtests with the local group after Tharizdun and/or Tsojcanth; I'll be working in some Cthulhu games here and there too.

I'm never sure what to put on the blog - once I made the decision this was something that could be worth publishing, I got a bit weird about putting rules and stats and keyed areas on the blog, but we'll see how I feel during playtesting.  I know there are some readers that liked the Black City posts, so I'll see what I can do to get more excerpts up and maybe update the project page (which is quite a bit out of date).

Here's that crazy file list:

1.1 introduction.txt
1.1.1 what is the black city.txt
1.1.2 rules and setting.txt
1.1.3 what is a sandbox.txt
1.1.4 tips for managing a sandbox.txt
1.2 overview of the campaign.txt
1.3 the northmen.txt
1.3.1 about the northmen.txt
1.3.1a ships.txt
1.3.1c culture notes.txt
1.3.2 northman names.txt
1.3.3 names of ships.txt
1.3.4 adventuring companies.txt
1.3.5 female names.txt
1.3.6 dwarves and elves.txt
1.3.7 human encounters.txt
1.4 races and classes.txt
1.4.2 sample ship.txt
1.4.2.1 generate your own.txt
2 welcome to trade town.txt
2.1 overview of trade town.txt
2.1a life in trade town.txt
2.2 law in trade town.txt
2.5 details of trade town.txt
3 the black city.txt
3.1 overview of the ruins.txt
3.1.2 history of the city.txt
3.1.3 grey technology and cultural artifacts.txt
3.1.4 watchers.txt
3.2 wandering monsters in the city.txt
3.3 hex contents in the city.txt
3.3.1 table of artifacts.txt
3.4 climbing in the ruins.txt
3.5 surface areas within the city.txt
3.5.1 area a the well of woe.txt
3.5.10 area j the blue obelisk.txt
3.5.11 area k the hippodrome.txt
3.5.12 area l the tower of pain.txt
3.5.13 area m the face in the ground.txt
3.5.14 area n the palladium.txt
3.5.15 area o institute of the arcane.txt
3.5.16 area p the main plaza.txt
3.5.17 area q the spire of thaumaturgy.txt
3.5.2 area b tower of astronomy.txt
3.5.3 area c sunken vaults.txt
3.5.4 area d the maze.txt
3.5.5 area e the misty hollow.txt
3.5.6 area f central command.txt
3.5.7 area g the great ramp.txt
3.5.8 area h the great glacier.txt
3.5.9 area i watcher plaza.txt
4 beneath the black city.txt
4.1 overview of the dungeons.txt
4.1.1 cross-section of the dungeons.txt
4.2 level 1 transit tunnels.txt
4.2.1 a well of woe.txt
4.2.2 b the loading docks.txt
4.2.3 c the healthy inner glow.txt
4.2.4 d electric company.txt
4.2.5 e the dragons den.txt
4.3 level 2 warrens of decay.txt
4.3.1 the eternal flame.txt
4.3.2 kingdom of the cave men.txt
4.3.3 the morlock caves.txt
4.3.4 chasm of the crawlies.txt
4.3.5 backstage apparatus.txt
4.4 level 3 the fabricators.txt
4.4.1 3a halls of praetoria.txt
4.4.2 3b the machine.txt
4.4.3 3c the android maker.txt
4.5 level 4 halls of machinery.txt
4.5.1 4a water world.txt
4.5.2 4b vapors of green death.txt
4.5.3 4c the dreaming prison.txt
4.6 level 5 lesser chambers of science.txt
4.6.1 5a hyperborean dream gods.txt
4.6.2 5b the bio builder.txt
4.6.3 5c alien autopsy chambers.txt
4.7 level 6 greater halls of science.txt
4.7.1 6a ghost in the box.txt
4.7.2 6b the negative zone.txt
4.7.3 6c mars attacks.txt
4.8 level 7 cloning chambers.txt
4.8.1 7a caverns of the enigma.txt
4.8.2 7b cold storage.txt
4.8.3 7c pools of malefic birth.txt
4.9 level 8 vaults of esoteric knowledge.txt
4.9.1 8a tablets of zeta prime.txt
4.9.2 8b chambers of the crystal skulls.txt
4.9.3 8c the hall of deeper slumber.txt
5 the thule archipelago.txt
5.1 overview of the islands.txt
5.2 weather  for the islands.txt
5.3 sea encounter tables.txt
5.4 thule island encounters.txt
6 appendixes.txt
6.1 black city bestiary.txt
6.1.1 bestiary list.txt
6.1.2 automatons and workers.txt
6.1.3 ape men of the black city.txt
6.1.4 berserkers and worm madness.txt
6.1.5 watchers.txt
6.1.6 the creators.txt
6.2 new magic.txt
6.2.1 new spells.txt
6.2.2 viral spells.txt
6.2.3 new magic items.txt
6.3 the ongoing campaign.txt
6.3.1 campaign events.txt
6.3.2 list of events.txt
6.3.3 Navigating to the City.txt
6.3a the viking calendar.txt
6.4 guide to the northlands.txt
6.4.1 20 campaign questions.txt
6.5 maps.txt
6.5.1 thule.txt
6.5.2 trade town.txt
6.5.3 black city.txt
6.5.3.a black city regional map.txt
6.5.4 northlands.txt
6.5.5 building geomorphs.txt
6.5.6 transit tunnel geomorphs.txt
6.6 a note on cosmology.txt
7 New class option - Skald.txt
z2.3 rumors in trade town.txt

Saturday, March 3, 2012

Mystara in the Blog News


Here's a quick bit of Mystara-related news.  Bruce Heard started a blog recently.  Bruce was the product manager at TSR through the period of creation for the Gazetteers of the Known World, the Almanacs, Hollow World, Wrath of the Immortals - the heyday of Mystara.  One of the more interesting series at the time was The Voyage of the Princess Ark in Dragon magazine; each installment covered the voyage of an Alphatian sky ship to previously undiscovered areas of Mystara, and then included maps and game stats for using the areas to expand your campaign.

I've often said here on the blog that while it seemed TSR was focusing corporate oversight on AD&D 2E, the classic D&D line was given freedom to move in other directions, and that creativity can really be seen in these Gazetteers and products of late 80's / early 90's D&D.  You can get some background on the creation of the Glantri Gazetteer at Bruce's place:  Bruce Heard Q&A

If you're not sure what is the fuss about all of these Known World Gazetteers, a good place to start is over at the Age of Ravens blog; Lowell Francis has been putting up excellent reviews of the gazetteers in order:  Age of Ravens Gazetteer Reviews

I haven't done any Mystaran reviews per se, more like paeans and odes to Mystaran goodness.  You can see my own exaltation of Mystara's gonzo excellence in some of these posts:


Friday, March 2, 2012

Norway has Trolls, So More Power Lines Are Needed


I recently had the chance to watch The Troll Hunter, a 2010 Norwegian movie that blends dark humor with a touch of horror.  It's available through Netflix streaming, so that gives me a lot of flexibility to catch a movie when the kids are asleep.  The movie is presented as "found footage", a mock documentary that details how a group of university students investigate ecological concerns around illegal bear hunting in the mountains.  When they start trailing one of the hunters at night, they learn he's actually hunting something much larger and more dangerous than bears.  Trolls are real, and they're migrating out of their ranges and munching tourists!

Over the course of the movie, the students enter the confidence of the troll hunter, a grizzled ex-soldier, and learn the secret history of the TSS, Norway's Troll Security Service.  They learn about troll baiting, troll ecology, and how the government keeps them secret and isolated.  The central mystery is about unraveling why various trolls have gone on a rampage.  The title of this post is a line delivered by the actual Prime Minister during a discussion on energy policy, which the film makers humorously worked into the context of the movie.

Gaming Inspiration
The Troll Hunter has a lot to offer as inspiration for both fantasy and horror games.  First there's the central character, the iconic monster hunter.  There's a literary and cinematic tradition of the hardened outsider that understands the nature of the foe, the necessary weapons and methods to hunt and destroy the beast.  I'm not giving it a lot of deep thought right now, but the first two that jump to mind include Van Helsing from Dracula, or Quint the shark hunter from Jaws, with his finger nails scratching the chalkboard - "Y'all know me. Know how I earn a livin'. I'll catch this bird for you, but it ain't gonna be easy. Bad fish. Not like going down the pond chasin' bluegills and tommycods. This shark, swallow you whole."

The troll hunter roams the scenic Norwegian wilderness in a beat up truck and fifth wheel camper, loaded with ingredients to make troll musk, ultraviolet light weaponry in various configurations to blast trolls to stone, and a stereo system with external speakers to play the kind of music that drives trolls nuts, like You Have a Friend in Jesus.

The other angle I enjoyed in the movie was the scientific exploitation of myth and folklore.  The movie takes certain aspects of troll folklore, assumes it's true, and then goes on to explain the "Monstercology" behind the folklore.  And the troll hunter takes full advantage of the troll's vulnerabilities and weaknesses, such as having a pint of "a Christian man's blood" in a container to use as bait.  The trolls can tell the difference between how believers smell and the pagans, you see.

Highly recommended; it's a low-budget sleeper with a lot of charm, and be sure to see the Norwegian original before the inevitable American remake - apparently an American film company already has the rights.

Here's the full image from the poster, showing a "Jotnar", one of the ancients, much larger than the standard trolls:

Thursday, March 1, 2012

Firearms for LOTFP


I was out checking out the recent LOTFP indie gogo and I saw something I missed last time - it's still the two modules that are being funded, but one of them also includes rules for firearms!

This is such a natural fit for that rules system.  The horror and weird fantasy tone of LOTFP works really well in a Renaissance or early modern game, so I'm glad to see firearms added to the mix.  Solomon Kane-style adventurers and musketeers need their muskets!  James Raggi was threatening to add firearms to LOTFP last year, and here we are.

The two modules are suitably interesting - The Monolith from Beyond Space and Time is explicitly Lovecraftian, so that puts it right in my sweet spot for adventures, and I'm intrigued that the forward is by Kenneth Hite (besides authoring Trail of Cthulhu, he has a storied career writing other Mythos adventures and essays).

I don’t know much about the second adventure, The God that Crawls, other than it involves a cult in a dungeon, and includes rules for firearms.  There's a picture of one of the monsters on the project site, and it looks a bit like Abhoth, or a shoggoth, or similar nasty thing from the Mythos.  Great stuff.  Just about every release from this publisher has been a home run, so I'm expecting similarly excellent adventures this time around.  You can check out the project page here:  The Monolith from Beyond Space and Time.  Make sure to click over to the gallery to see the shoggoth-like monster.

It was pay day, so that's a good time to set aside some extra cash to a kickstarter or similar crowd-sourced project.  Lulu also had a big sale, so I picked up a book that's been on my wish list, Play Unsafe, a piece on improv and gaming, by Graham Walmsley.  Graham's done a bunch of Trail of Cthulhu scenarios, and I really enjoyed Stealing Cthulhu, a guide on adapting Lovecraft stories to gaming.  That one's somewhere in my backlog of reviews to write.  Actually, isn't Dungeon Master appreciation day coming up in a few days?  RPGnow usually puts on a sale at that time, and there's a few RPGnow titles on the wish list, too.

I can't believe it's already March.  This year is already flying by at breakneck speed.