Top 5 Solo TTRPGs

DriveThruRPG.com

Hello TTRPG fans! It’s Slick Dungeon here. You know how it’s awesome to have a group of friends to game with? Well, it is! But, do you also know how it can be nearly impossible to get a whole group of people together because of scheduling, work, family obligations and the fact that no one can even agree on a game to play sometimes? I’ve got a solution for you. Try one of my favorite solo TTRPGs! These are all available on Drivethrurpg and are worth checking out. Some are games in and of themselves and others are ways to adapt a great game. These are in no particular order and they are just my favorites. Let’s get right into it!

5. Alone in the Dark, Solo Rules for Blades in the Dark

Alone in the Dark

Blades in the Dark is a game where everyone basically plays a rogue. It’s full of heists and scoundrels and infiltrating cults and all the awesome sneaky stuff you love if you love rogues. But did you know you can play this one without a Game Master? All you need is this rulebook for going it alone. It’s $3.99 if you want just the PDF (probably all you need really) but if you want to pay a little more you can get a softcover or a hardcover for $10.99 Check it out here.

4. Dungeons & Dragons

The Wolves of Langston

There are a bunch of different 5E adventures I could put here but The Wolves of Langston is one I have played and enjoyed. It doesn’t take a ton of work upfront as long as you know 5E rules. You basically just make a character and off you go on this adventure. You can get it for $19.99. Check it out here.

3. Call of Cthulhu

Alone Against the Flames

I really can’t recommend this one enough. I love Alone Against the Flames and I’ve played it several times, usually coming to a rather tragic end. It’s fun and it teaches you the rules of Call of Cthulhu so it is perfect for beginners. You can grab this for $12. Check it out here. Plus, if you love this, there are a whole bunch more of the Alone Against series which are really fun to play.

2. Stars Without Number

Stars Without Number Solo

Feeling spacey and want to play in the vast expanse of the universe? Stars Without Number is a great game with a solid rule set but it’s tough to play without a group. Unless, you have the Solo Adventures ruleset for the game. This one is a bargain at $5 for the PDF (probably all you need) or you can splurge and get a hard or soft copy for around double the price. Check it out here.

1. Ironsworn

Ironsworn

There’s a reason Ironsworn is at the top of everyone’s solo rpg list. First, it’s got that full fantasy flavor you want. Second. it’s nice and gritty if you want it to be, or you can scale it back a little to give your hero a bit more of a chance to succeed. Third, it has everything you need to play on your own right there, including rules, setting, character creation and advice on how to play the game in a few different ways. And last but not least, you can get this for the fantastic price of nothing. That’s right! If you get the digital version it won’t cost you a penny. You can, of course, pay more for the print versions if you wish but the entry point here is free. Check it out here.

Well, that’s my list. Now, go out and get yourself something to play when your group falls through and have fun!

Solitarily yours,

Slick Dungeon

Advertisement

The Project Black Flag Playtest is Here!

Art and logo by Kobold Press

Hello fellow tabletop role play gamers! It’s Slick Dungeon here and I wanted to talk about the new play test material Kobold Press has put out for its upcoming fantasy role playing game.

What is Project Black Flag?

Project Black Flag is the super cool name Kobold Press is using for a new 5th edition compatible tabletop game they are working on. This project was in the works well before the whole OGL debacle with Wizards of the Coast but this project got a lot more attention during that time. It’s still early days but this new game has the potential to take TTRPG’s in new and interesting directions. While Kobold has consistently been posting information, including some artwork, and blog posts on Fridays, and telling us the play test material would release in February, they threw us a curveball by releasing their first packet on Monday the 13th of February. The packet is a quick read at only 12 pages and while there is a lot of good information in it, this packet doesn’t quite give us enough to build a full character. However, it does give us some key insights into what to expect. Read on to find out what it is about and how you can get your hands on a copy.

What’s in the Packet?

The packet is a set of rules Kobold would like TTRPG enthusiasts to play test, and then give feedback on. In the packet we get some basic information about what a TTRPG is, what a fantasy role playing game is, what materials you need and who does what at the table. If you’ve ever played a TTRPG, especially Dungeons & Dragons, you’ll have no trouble understanding this section of the packet.

They do give us a few things to let us know what kind of game we have to look forward to. It’s going to be a fantasy world full of heroes going through unique locations fighting against villains and organizations that oppose them. In other words, it’s a fantasy game for heroes. Some people might think this is unoriginal but it does happen to be the kind of game a lot of folks love playing most so I can’t really complain.

Next they give a step by step guide on character creation. If you’re familiar with 5th edition, a lot of this is going to look extremely familiar. You’re guided through coming up with a character concept, choosing a class, proficiencies, levels, hit points, and the standard array of ability scores. The packet does mention that creating a character using their method makes these characters a bit stronger than a 5th edition character but it’s not so out of range you can’t use them in your 5e games. They also go over a few different ways of getting your character stats including rolling for stats, point buy, and standard array. This is where some of the rules start to differ from 5e and start to build a potentially stronger character.

They then go on to introduce Lineages and Heritages. Lineage essentially replaces what was originally termed as Race in 5th edition Dungeons & Dragons. This is a pretty minimal packet for the moment so we only get Humans, Elves, and Dwarves. Heritages are more about the environment where your character grew up or what groups they associate with. Personally, I think this is great because it allows for a lot of customization so you could have an Elf character who grew up with Dwarves or vice versa and any number of combinations. While you could go with the usual fantasy tropes for each Lineage, you don’t have to.

You also choose a background for your character and the packet gives a couple options to choose from including Scholar and Soldier. This is basically a way to help shape the backstory of your character and gives you some increased abilities and what Kobold terms Talents. Talents seem to be similar to Feats in 5e. I love using Feats so I like that Talents are available right off at 1st level for this system.

I’m not going to go over all the specifics of what is listed in the packet because I haven’t used these in a game yet. I’d like to see a little more of what makes a character so I can build something that works for me at this point but it’s worth reading through the packet and if you can build a character with this, go for it. I feel like there is a good amount of stuff for magic characters here but a bit less for martial classes so far.

While I do see a lot of similarities here with D&D, we haven’t seen much of the overall project yet so there is still room for a lot to be different. I love that it’s easy to pick up if you are familiar with 5th edition because that’s going to make starting the game much easier for a ton of folks.

How Can I get in on the Playtest?

If you want the playtest packet you can get it right from Kobold Press here. You may have to sign up to do it but it won’t cost you anything. Once you have the packet, give it a read, make a character and play a game and then fill out their survey.

If you have the packet, what do you think of it? Have you used any of these rules yet and if so how did it go? Let me know in the comments.

Testingly yours,

Slick Dungeon

14 Gifts Perfect for Any Game Master

DriveThruRPG.com

Well, it’s February and love is in the air. Or maybe not. Either way if you love TTRPG’s here are 14 gifts you can give to your favorite Game Master, whether you have romantic feelings toward them or you just want to hang out on the weekend.

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

Fire-Breathing Dragon Coffee Cup

If you want your GM’s coffee cup to stay as hot as dragon’s breath, try this cup out. It’s $17 but well worth the extra XP you are sure to get in appreciation.

DND Cat T-Shirt

I mean, I feel like this every single day. I bet your GM does too. Or anyone at your table. The shirt costs $20 but it’s really cute so probably worth it?

A Bag to HOld Stuff with

To be a good Game Master you have to have a lot of stuff. If you like your stuff to be physical, it’s really nice to have a bag with which to hold your stuff. (I bet there is probably a good name for a bag like that.) This one is pretty nice and your GM will be over the moon for it. It costs $60 so make sure you really do like your GM before you give it to them. Or, maybe get one for yourself.

D&D Campaign Adventures for Mythic Odysseys of Theros - Available now @ Dungeon Masters Guild

Let Your GM Be Lazy

The title of this can be misleading. The Lazy DM is one of the best books about running a great game without burning out you can find anywhere. Let’s just say I’ve had some campaigns I would never have survived without the help of Michael E. Shea and his great advice (Looking at you Storm King’s Thunder). It’s a great deal at $12. And if your GM already has this, there is a sequel called Return of the Lazy Dungeon Master which you can get for $20. Worth it’s weight in gold in time saved and headaches avoided for any GM.

Spell Area of Effect Template

It can be tough to judge actual distance of spell effects and depending on the dice roll this can be absolutely critical. Let your GM take the guess work away with this fine template that is transparent and will help everyone at the table see just how many in your party are about to bear the brunt of your wizard’s fireball spell. It’s a good deal at $14.

Keep your GM’s table nice with these coasters

These coasters are great for keeping a gaming table free from rings and water stains. There are 14 of them all with different class symbols so players know exactly where to set their mug of ale. It even comes with a pretty sweet holder to match. It costs $30.

Dice Jail!

Okay this is more of a time out chair than an actual prison. But we all know dice can behave badly and sometimes shaming them is the only way to get them back to rolling those critical successes we all need. Your GM would love one of these. Although, you may want to keep it for yourself because you don’t want Tiamat rolling a 20. The little chair and dunce cap will cost you $20.

Bronze Dragon Journal

Game masters are constantly thinking of, or seeing, things they know would be great to use in their campaigns. But the bad part about that is if you don’t have a place to organize your ideas, they just kind of go poof and disappear. So, give your GM a great place to write this stuff down. Just ask them to make sure it’s not going to be a TPK kind of idea. This journal will cost you $25.

Condition Markers

Another thing that can be very difficult to track during game is who is in what condition. Which player was poisoned again? Is that spell one that uses concentration? If you use minis in your games, these rings are super helpful and will make your Game Master’s life so much easier. These will cost you $40.

Cool Socks

Cool socks. Everyone likes cools socks. Get your GM some cool socks! Or, get some for yourself, assuming you want your feet to feel good and look great. These are $16 right now.

Roll up Dice Mat

Nothing is worse than accidentally scratching up a gaming table. This roll up dice mat does a great job of preventing those scratches. Plus it comes with dice! How could you go wrong? This neat little set costs $16.

Dragon Flame Goblet

It’s a wine goblet and it has a dragon on it. A dragon wine goblet! I mean, you don’t have to drink wine out of it but your GM will sure look like they know what they are doing when they set this thing on the table. This libation holder will run you $22.

A Great GM Screen

Your Game Master may already have a good screen but this one has pockets where they can stuff all there notes and all that good stuff which is super helpful when running a game. It’s good for nearly any kind of fantasy TTRPG. And it looks amazing. You can get this one for $50.

A Whole Bunch of Dice

What’s one thing every Game Master can always use more of? Dice. Lots and lots of dice. Why not just give them a big old pile of math rocks? This set gets you 140 dice for $23 but you can buy smaller sets if that price is too high for you.

In Conclusion

Well, that’s my list of 14 cool things to give to your favorite Game Master (or TTRPG enthusiast) on 2/14 or any other day really. I’m not trying to make the hard sell on any of this stuff. Do you need anything here to be a great Game Master? Not at all. Well, it does help to hav dice. But if you were thinking of giving someone a cool gift and you buy through this post, it really helps the blog out and allows me to keep doing what I do. Whether you buy anything or not, thanks for reading and I hope all your rolls are critical successes!

What in the World is Going on with TTRPG’s Right Now?

Hey all, Slick Dungeon here.

As most of you who read this blog probably know, I really enjoy playing Tabletop Role Playing Games. AKA TTRPG’s. Even if you have never heard the term TTRPG in your life, you know what one is. If you’ve ever heard of Dungeons & Dragons, that is the most famous one. That game is owned by a company called Wizards of the Coast or WotC for short. Even if you’ve never heard of WotC you’ve definitely heard of the company that owns WotC. Hasbro owns WotC. So when people talk about Dungeons & Dragons being a major TTRPG, owned by a big company, owned by an even bigger company, that’s what they are talking about. Hasbro is a very famous brand but they have a bit of a problem. Not everything they make is making as much money as they would like.

One brand of theirs doing well though, is Wizards of the Coast. Not only do they release D&D stuff, they’re also the company that owns Magic: The Gathering. And they are on the verge of launching a bunch of what could be really cool stuff. There is a D&D movie coming out soon starring Chris Pine. There is a Virtual Tabletop (or VTT) coming. There are several video games, books, toys, accessories and other various merchandise about to come out. And, they are about to move to the next iteration of Dungeons & Dragons. Currently they are on the fifth edition of the game. They’re moving to the next version but they are calling it One D&D. As in, we don’t need editions any more we’re just going to say it is D&D. Whether that name and attitude sticks remains to be seen.

With all of this cool stuff on its way it would seem like WotC is in a prime spot to make more money than it ever has. And honestly, as a lover of D&D and TTRPG’s I don’t mind them being successful. We’re talking the chance for them to go Marvel or Star Wars big if they do this right.

But, there has been a major snag, of WotC’s own making in the last month or so.

Usually on this blog, I don’t really delve into current events or news or whatever about TTRPG’s, I just like to talk about the stuff I like. But I honestly can’t keep silent anymore. Everything in this blog post is nothing more than my opinion, none of it is in any way legal insight or advice, and a lot of this ground has been covered by people much more knowledgeable than myself. However, since there are people who read my blog who like TTRPG’s, I kind of feel like I owe it to them to say something even if I have what anyone would consider a small audience. Because, here is the thing, at this moment in time I think Hasbro and WotC are forgetting absolutely everything that makes their own game great in the first place. Yet, I don’t think it is too late for this all to be corrected. If you’re not a TTRPG nerd, this article may not be for you. I promise to get back to movie and book reviews and all the other stuff I do on this blog soon. But if you do play TTRPG’s I hope you’ll read this because I think it’s important that we all as enthusiasts of this hobby realize we are what make TTRPG’s work, whether you make content, play the games at your own home, or just read the books and do nothing else with them.

If you follow the world of TTRPG’s even a little bit you’ve probably heard about the huge dust up between WotC and independent creators over something called the Open Gaming License, or OGL for short. This license, along with the set of rules you can use to play D&D called the System Reference Document or SRD for short is what allows people to make things related to D&D for others to use and then buy those products. For example, if there was a creator like Matt Colville who decided to make a subclass for Rogues, and wanted to sell it for $0.99 he is allowed to do that as long as he acknowledges the OGL.

WotC and Hasbro, or more accurately, their lawyers want to change that. They want to revoke the OGL and put in a new version of the OGL. Whether or not they have the right to do that, and whether or not someone would get sued for making D&D third party content under the new license is really up in the air at this point in time. You see, WotC, sent a bunch of contracts with a new OGL, that would frankly, take away a ton of revenue from almost anyone who makes third party content for D&D. These contracts leaked to the press and there was strong outrage over the terms in there from the TTRPG creator community. I won’t get too specific here but basically it boiled down to this. WotC would almost certainly be able to tell anyone they want that they can no longer use the old OGL, and might have lawyers come after those creators. In addition, if you used the new OGL, you’d have to pay fairly high royalties to WotC. This meant that publishers such as Paizo or Kobold press, who make products that use the OGL, might very well be sued by Hasbro. Worse than that, WotC was saying they could have the rights to any new characters or ideas made using the new OGL, so, say Grogg from Critical Role, might now be a D&D property even though the folks at Critical Role clearly came up with him.

To make a long story short, community creators didn’t like this and there has been a lot of pressure put on WotC to do something about it, or at least acknowledge the problems people were complaining about. In fact, WotC waited so long, Paizo may end up looking like the biggest heroes in the TTRPG space for decades to come. (More about that later in the post.) The pressure seemed like it might have started working as people began to unsubscribe from D&D Beyond, where you can buy lots of virtual stuff for D&D fifth edition. Hasbro has assuredly at this point realized they are losing money. Whether or not they care about that is still unclear in my opinion. WotC released a statement over the whole debacle and there was something in there that just angered and saddened me so much that I had to write this post.

On the one hand, they have delayed the release of the new OGL, probably because they now need to scramble with the wording to make it more palatable for creators, but still basically suck as much money from people as WotC can. It makes sense for them to delay given the context of what is going on. But in their statement, giving what amounted to a non-apology apology, they had a paragraph in there that just blew my mind as to how adversarial and negative the Executives at WotC and Hasbro must think towards their audience.

The quote is below and I’ll talk about why it made me so upset after.

A couple of last thoughts. First, we won’t be able to release the new OGL today, because we need to make sure we get it right, but it is coming. Second, you’re going to hear people say that they won, and we lost because making your voices heard forced us to change our plans. Those people will only be half right. They won—and so did we.

WotC STatement on 1/13/2023. Full statement available on D&D Beyond

Like I said, delaying the release of the new OGL makes perfect sense. I don’t have any issue with that. But the statement in full did not completely address some of the biggest problems with the proposed new OGL. If Wizards of the Coast was smart and could see the writing on the wall, they would have given up and said they would just stick with the old OGL.

There is another alternative WotC could have chosen but we’ll get to that later as well. What they instead chose to do, was to talk about winners and losers. I want you to keep something very basic about D&D in mind as you read the rest of this post because this just shows how little WotC and Hasbro seem to get it right now. There are no winners or losers in D&D. Never have been and never will be. We’re not playing Monopoly here. This is a cooperative game where people are supposed to work together to slay the dragon. WotC and Hasbro don’t seem to realize that at this point, they are the dragon. In my opinion, this whole “people say that they won and we lost because making your voices heard forced us to change our plans.” section absolutely is trying to devalue any opinion long time lovers of this game have. It’s not so much how they phrased that but that they think there should be any us against them at all in the TTRPG community. When D&D does well, other TTRPG’s also do well and vice versa.

In essence Hasbro expects that they can lose a bunch of old timers who have been playing this game since forever and replace them with all the new fans they will get once a shiny new movie and edition come out. They may even be right about that. It’s possible D&D will see more devoted and dedicated players than ever before and they won’t need any of us who have always played this game. But I have my doubts that will work. For one thing, I’ve never heard of a show or movie convincing anyone to actually sit down at a table and play a D&D campaign for hours on end. As successful as Stranger Things is, I don’t think there are very many people who started playing solely because they watched that show.

You know who does get people to start playing D&D? People who already play D&D. Older sisters, younger brothers, friends, cousins, teachers, mothers, fathers, sons, aunts, uncles and anyone else who just really loves the game and wants to share it with others. As much as I love this game, it’s going to be hard to tell someone I want them to play this game, but be warned, the company that makes this game does not care at all about the people who play it. And right now, that’s what I would have to say in order to be honest.

Now, maybe Hasbro actually doesn’t care about the TTRPG known as D&D. Maybe they only care about the movie, video games and VTT that are coming because those are potentially bigger money makers. But a big chunk of their audience is upset and disappointed in the direction this stuff is going. I don’t, nor should anyone, blame people who just so happen to work at WotC or Hasbro and have no influence over this decision. The people I do blame are the ones who don’t seem to understand this game at all, don’t care about the creators, players, older sisters, younger brothers, friends, cousins, teachers, mothers, fathers, sons, aunts, uncles and anyone else who just really loves the game and wants to share it with others. Instead they see us as roadblocks to money. It’s as boldfaced an incident of corporate greed as I have ever seen. And I was willing to hand my $50 over for almost any book WotC printed before. I’m not so willing now.

I had some content coming up this year that was going to feature some 5th edition D&D. I was strongly considering doing a solo D&D 5E play through and writing about it on this blog. I was also considering writing an adventure for D&D this year and releasing it on The Dungeon Master’s Guild website. I still may do so, but it is going to 100% depend on what WotC does next. I would be considered the tiniest of tiny creators but even someone as small as me is having second thoughts. I would encourage anyone reading this to think twice about making anything using the OGL at this point in time because we just don’t know what will happen and it would be a major shame for all that energy and effort to simply put you in a courtroom.

I know I sound negative and like doom and gloom is coming. But there are spots of hope. For one, WotC did delay the release of what would have been an utterly horrendous OGL and that is for one reason and one reason alone. The TTRPG community is a tight-knit, friendly community, who knows how to read and understand rules, and is more than willing to organize. For goodness sakes, most of us devour 500 page books regularly and organize 5-7 people weekly guiding our players through rules that can be very difficult to understand. That’s just to say, we can tell when a company thinks we are too dumb to understand something. That’s exactly what WotC is saying with their statement. It’s been inspiring to see the TTRPG come together and activate so quickly. Now, there are some who seem to blame people who are just doing their jobs at companies like WotC and Hasbro and that should not be the norm here. We’re better than that. Fat cat executives who only care about the price of stock and the lawyers who are more than happy to squeeze every penny out of every person playing D&D are the ones to blame, no question.

The second inspiring thing here comes from one of D&D’s largest competitors (although I don’t actually see them as competition because as I said, TTRPGs all do well when any one of them does well), Paizo. Paizo knew it would be inevitable that at some point, if the new OGL was released, they would end up in court over it. They rolled with advantage on their initiative and announced they would get behind something called the Open Resource Creative License nicknamed the ORC license. Essentially the statement from Paizo did absolutely everything right that WotC did wrong. They got ahead of an issue, even one that wasn’t of their own making, they respected the TTRPG community while doing it, and they offered to bring their lawyers to slay the dragon of Hasbro if needed. Contrast the statement below with the one above and see if you can tell which company is being friendly to their audience.

We believe, as we always have, that open gaming makes games better, improves profitability for all involved, and enriches the community of gamers who participate in this amazing hobby. And so we invite gamers from around the world to join us as we begin the next great chapter of open gaming with the release of a new open, perpetual, and irrevocable Open RPG Creative License (ORC).

Full statement available at Paizo.com

Now, we need a little bit of caution here. We haven’t seen the final draft of the ORC license but man, I already want to go around saying I have an ORC license. Something else very encouraging here is that Paizo doesn’t actually intend to be the caretaker of this license. They want to give it to a non-profit organization who has expertise in dealing with open source material. If you know anything about software think about Linnux as opposed to say Microsoft. The point is for everyone to use it and everyone to have the same basic building blocks to make stuff with. It will be important that there be some set of rules to go with the ORC license. I’m talking game rules, not law rules, although those are also important. It’s one thing for a company like Paizo to say something like this but it’s something entirely different to hear that a ton of other companies have also said they would adopt the ORC, including Chaosium Inc, Kobold Press and a bunch of other publishers well known in the TTRPG industry. This move is so bold, TTRPG gaming may have just been changed forever. And when people look back at what happened in January 2023, they are going to say Paizo innovated, thought well of their fans, and landed boat loads of good will. It’s possible Paizo’s idea won’t work but they are seriously trying to make it work and it helps that several of the people from Paizo who are working on the ORC also worked on the original OGL. In other words, Paizo had major, major credentials here.

I will admit this to everyone reading. I have never played Pathfinder which Paizo produces. I have played a few sessions of Starfinder and enjoyed it but I’m by no means as well versed with Paizo products as I am with WotC products. But I’m seriously considering the switch. (Also I love Chaosium and they were never in danger from the OGL issues but they’ve also had a good response to the whole debacle so I’ll still be playing their games.)

If you think the OGL issues has no effect on you and you play 5th edition Dungeons & Dragons at all, you’re wrong. There is some rule or mechanic, or situation you have used that came about because of the OGL. And even if you’ve never played any D&D this OGL could still affect you. The video game Knights of the Old Republic uses the same d20 system that D&D does. I don’t think Disney is going to line up to hand over money to WotC any time soon though and there’s no way, any Jedi get to become part of D&D because of this proposed move.

If WotC wanted to maintain good will and bring people back from the brink of walking away with money in their pockets, their smartest move would be to sign on to the ORC. There’s almost zero chance of that happening but if they did, I think a lot of people would come right back to sing the praises of WotC.

At this point, unless we’re major creators, all we can do is wait and see what happens. I will say this though. If you feel strongly about the OGL needing to stay as is, or if you think WotC should sign on to the ORC, the best way to demonstrate that is with money. Or, rather, the withholding of it. If you were considering purchasing a book printed by WotC, wait a little while and see how this resolves. If you have a D&D Beyond subscription, consider cancelling it. Don’t shout at WotC employees online or in real life. Even if they are executives, they won’t hear you, but they will miss your money. And if you just can’t bring yourself to cancel that D&D subscription, I totally get it. D&D is fun! It’s supposed to be fun and giving it up is hard. But, maybe, take that money you were about to spend at WotC and go buy something new from an independent creator. Buy things on Drivethrurpg. Get something from Paizo, or Kobold Press, or Chaosium or Modiphius or any other TTRPG publisher you’ve heard of and always wanted to try. Or heck, try one you’ve never heard of and find out if it’s fun. There’s a good chance it is.

If you decide to cancel your subscription to D&D Beyond or buy a book from another publisher, use the hashtag #OpenDnD to let WotC know you can’t simply be lied to. Let them know you’re not okay with that. As always, be polite about it and thoughtful in your reactions to any news you hear. Spread the word about games you love playing that are not D&D. Or, in the case of some of these publishers who are publishing 5th edition content, such as Kobold Press, buy directly from them and use their books in your games. While D&D is the biggest name out there, they are by far not the only name out there.

Some games and supplements I strongly recommend you check out, not just because of gameplay at this point, but because of the ethical response from these companies, are as follows. Call of Cthulhu by Chaosium Inc. Pathfinder and Starfinder by Paizo, Midgard by Kobold Press, Sword Chronicle by Green Ronin, Aegis of Empires by Legendary Games, Jewel of the Indigo Isles by Roll for Combat, Super Powered Legends Sourcebook for Mutants & Masterminds 3rd edition by Rogue Genius Games and anything printed by MCDM.

To be 1000% clear here, none of the links above are affiliate links, meaning I get absolutely no percentage of anything bought through those. I just think we should all take the time to take a stand against a company who will discard its own best audience. Purchasing something at the links above may help to do that.

I really hope in the end WotC saves face here, stops thinking of people like me and those of you reading this as the enemy, realizes we all can love this game together and if a smaller publisher is profiting because they are producing content for the game you have ownership of under an open license allowing them to do so, everyone benefits. The person selling the content benefits, the person buying benefits, and WotC benefits by spreading the word of this amazing game that has enamored so many of us.

I know this is a long post but I want you to just hang in there with me for a little longer. Before I go, I have to mention some of the people on YouTube who have done much more insightful, thoughtful and compelling pieces on this subject than I ever could. If you haven’t seen anything from these channels, take a look at their videos. I’ve curated what I think are the best of them so far.

Dungeon Dudes
Roll for Combat
The Rules Lawyer
LegalEagle
Sherlock Hulmes

With all of that said, I’m going to sign off here. I don’t know if I’ll ever do another post like this. It was kind of heartbreaking and frustrating to write. I never thought I would ever be in any position where I might want to step away from D&D at all but here I am. I hope I never have to completely walk away but the next move is WotC’s to make. Do they want to lose people like me, move on with their megacorporation plans, and only let in new players who are just here because of what they saw on television or in a movie theater? I am all for new players but I can’t recommend anyone become one at this moment. Hasbro may not care about that. I’m going to keep playing TTRPG’s no matter what.

If things all work out, maybe my next post will be about how awesome it to use horror elements in D&D. If not, well, Call of Cthulhu is pretty damn scary if you want it to be also.

I hope you’ve gotten something out of this post. If you get nothing else out of it, just take this with you. People who play this game, even the smallest of us, deserve to be heard. We deserve to be respected and we can tell when a corporation thinks of us as walking wallets. It’s not okay to treat people that way and not okay to have an us vs. them mentality when it comes to your own customers. It’s just not. WotC needs to hear this. And while there’s pretty much zero chance they will read this, maybe some of you will. If you do, feel free to share this post, reply back to me, tell me what you think in the comments (politely) and keep playing TTRPG’s. I think no matter what happens this community of people is smart enough and kind enough to keep this hobby thriving with or without big companies trying to stop us. I hope to be talking about something more positive the next time I write but until then, do what you can to help others in this community.

Long windedly yours,

Slick Dungeon

Having Trouble With the OGL? Try This Instead

Basic Role Playing: The Chaosium Roleplaying System

Hey TTRPG fans, Slick Dungeon here. If you are at all involved in the TTRPG community, you’ve probably heard about the whole Wizards of the Coast Open Gaming License debacle. I’m no lawyer and really can’t give anyone advice on what to do about that situation but I will try to sum it up real quickly here before I give you an alternative.

Basically, there is currently an Open Gaming License known as the OGL 1.0a which allows content creators to make stuff for Dungeons & Dragons. It’s worked really well for a long time but Wizards of the Coast is making changes to it and not to get too into the weeds here but creators are going to potentially see much less profit and maybe not be able to produce content without handing over a ton of rights and royalties and whatnot to Hasbro. As I said, I can’t give anyone advice on that. But, I do have a suggestion for everyone and it comes from one of the biggest competitors to D&D, Chaosium Inc.

Chaosium makes some outstanding products with lots of fun games to choose from. As a horror fan, my favorite is their Call of Cthulhu 7th edition game but they have several others including RuneQuest, StormBringer, Superworld, Pendragon, and Rivers of London.

Well guess what? Those games use a rule system as well. And Chaosium actually wants people to make cool stuff with their system! Again, I am 100% not a lawyer so before you make anything with Chaosium’s BRP system, do your due diligence and make sure what you are making complies and all that good stuff.

Still, I get the distinct impression Chaosium, Inc. would really kinda like it if we all made some cool stuff because they are practically giving away their rule system right now. This system allows you to make derivative work using the BRP rules. That’s a fancy way of saying you can make stuff, including full on TTRPG’s using this system. Again consult a lawyer because if your idea is to, make Call of Cthulhu again, that’s not gonna work but there are tons of things you can do here and it’s a great rules system.

Anyway, why do I think Chaosium Inc. really would like us to make some cool stuff? You can get the BRP on drivethrurpg.com for $0.99 instead of the normal $21.95 it usually sells for. I got my own copy already but I definitely want to see other people make more games, supplements, scenarios, and generally fun stuff we can all get into so get your own copy!

And, if you want to help out this blog just a bit, buy it through my affiliate links in the image or right here. I’ll get a small commission for it but honestly I don’t care how you get it because I just want to see more people make more cool stuff for TTRPG’s.

Non-lawyeringly yours,

Slick Dungeon

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

Top 5 Tabletop RPG’s to Play in 2023

A TTRPG lover can never have enough dice!
Huge Discounts on your Favorite RPGs @ DriveThruRPG.com

Hey everyone, Slick Dungeon, here and I wanted to talk about the top 5 roleplaying games I think you should play this year. Just a note, this list is designed for people who have some experience with role playing games so if you are a new player or game master there’s a chance these games may not be for you. For those players I recommend checking out my post from last year linked here. But you never know, maybe you’ll find something here you want to try!

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

Without any further ado let’s get on with the list!

5. Cyberpunk Red

Cyberpunk Red Jumpstart Kit

The video game Cyberpunk 2077 had an absolute disaster of a launch, although I hear it’s overall playable now. Cyberpunk Red, however, had no such trouble and delivers an excellent immersive experience if you want to get your hands dirty in a world where huge megacorporations have been shattered and everyone is scrambling to live their lives, make a living, seize opportunities, or plot some revenge. It’s a fun and fast paced game and if you like movies like Blade Runner or The Matrix series this one should be right up your neon lit alley.

With this one I recommend starting with the Cyberpunk Red Jumpstart Kit. This comes with a book of lore and adventures that take place in the setting and a book of rules to use for gameplay. You also get six pregenerated characters making getting started much faster. There are also some maps and standees here to use. Fair warning you may need to read the rules a couple of times to get the full feel for it as not everything is 100% clear on the first read.

The Jumpstart Kit retails for $29.99 on drivethrurpg but right at this moment you can get it for $4.99 which is a steal. To get the Jumpstart Kit click here or on the image above.

If you’re convinced and want to just go all in on Cyberpunk Red you can get the core book for $30.00 but it is on sale for $22.50 right now. Not quite as good of a deal as the Jumpsart Kit but it’s a savings and this will have the full rules, a lot more lore, and ten unique Roles for you to play. To get the core book just click here.

4. Kids on Brooms

Kids on Brooms

I’ve talked before about Kids on Bikes which is an extremely fun role playing game. It lets you take on the kinds of stories you think of when you think about all the stories about kids who ride bikes in movies and TV shows. Think E.T. and Stranger Things. There will be a second edition of this game coming out in 2023 but we don’t have it yet. While we are waiting, did you know there is a magical school version of this game called Kids on Brooms that uses the same rule system?

This is rules light and narrative focused so you are not bogged down by tons of math and figuring out stat blocks and stuff like that. If you ever wanted to play in a Harry Potter style setting but not be restrained by what is actually in that setting, this one is absolutely perfect for you. And the way dice rolls can explode into bigger and bigger results is really fun here.

Kids on Brooms sells for $12.99 on drithrurpg normally but is on sale for $9.74 right now. To get it, click on the image above or click here.

If you’re interested in less magic but still want a fun game with the same set of rules, you can’t go wrong with the original Kids on Bikes. You can get this one for $9.99 on drivethrurpg normally but it is on sale right now for $7.49. To get it, just click here.

Either game is a great deal for hours of narrative storytelling fun.

3. ThirstY Sword Lesbians

Thirsty Sword Lesbians

If you’re looking for an RPG that acknowledges and celebrates the existence of queer people and you like playing in games where a deadly duel can suddenly result in passionate love, this is the game for you. It may not be a perfect game but there are simply not enough TTRPG’s that have queer folks as a central focus and most of those tend not to acknowledge queer relationships outside of a quick mention of a partner. This game flips that over and makes the dueling and the romance the central point. And, it’s fun to play!

There’s lots of advice here on running a safe game for everyone at the table and respecting everyone’s boundaries. It’s a great romp of a swashbuckler and as a CIS, hetero male, let me just reassure everyone reading here that, no, you do not have to be a lesbian, or even queer to enjoy this game. It’s not for everyone and if you are looking to just bash monsters and not have any romance or passion in your game, maybe don’t buy this one. But, this is a really refreshing change from a lot of TTRPG’s out there and it was developed by a diverse group of people with a variety of identities and they ended up with a pretty fun game. If you like shows like The L Word or Our Flag Means Death, you’ll have a good time with this one.

Thirsty Sword Lesbians sells for $15.00 on drivethrurpg but right now you can get it for $11.25. To get it, click the image above or click here.

2. Mutants & Masterminds

Mutants & Masterminds Third Edition

While I love fantasy role playing games, there’s just something super fun about playing in a superhero universe. Later this year Marvel will be coming out with its own version of a TTRPG, the first they have done in a while. But in order for that game to do well, it is going to have to be better than Mutants & Masterminds and that is no small feat. I will say the character creation can take a bit of time here but the rules allow you to be just about any superhero you’ve heard of and to invent ones you’ve never heard of but always wanted to see. Characters don’t tend to end up dead quite as easily as in some other TTRPG’s because, like in the comics, heroes are meant to endure. You pretty much just need a D20 and the core rulebook to get started on this one.

If you love Marvel, Image, DC, Valiant or basically any superhero comics and want to play in a world like those, this is the game for you. It’s tons of fun and full of action. It’s narrative heavy but it does take some work in the character development phase. After all, you want a good origin story if you’re a hero don’t you?

You can get the core rulebook known as The Mutants & Masterminds Deluxe Hero’s Handbook PDF for $20.00 on drivethrurpg. Unfortunately, unlike most of the titles on this list, this one is not on sale right now. And while there is a Mutants & Masterminds Basic Hero’s Handbook for a little cheaper at $16.95 normally but on sale for $12.71 right now, I really don’t recommend it. For this one, the Deluxe book really is the way to go as it gives you everything you need, including a quickstart character generator and two premade adventures. To get the core rulebook click the image above or click here.

1. Zweihander Fantasy Horror RPG

Zweihander Fantasy Horror RPG Starter Kit

I love fantasy, I love horror, I love TTRPG’s so I can’t go wrong with the Zweihander Fantasy Horror RPG Starter Kit. This kit gives a great intro into Zweihander and their Grim & Perilous games. It’s kind of like Dungeons & Dragons but it leans toward more horror and a lot more death. It’s sort of like Call of Cthulhu rules meeting up with the D&D setting but there’s enough here to make it completely original. It has a grim and gritty feel to it where actions have consequences and there is danger lurking around every corner.

For this one I highly recommend using the Starter Kit. You can get it on drivethrurpg as a PDF for $6.66 normally but it’s on sale for $5.00 right now. I will warn you that on driethrurpg it is only the PDF so you don’t get the cool box but you do get a rule book for making characters, a rulebook for running the game, and printable versions of stuff like the GM screen, the maps and the cards. If you’re okay with printing this stuff drivethrurpg is a good deal and you can get it by clicking the image above or by clicking here.

If you just gotta have that cool box and the stuff already printed (and I can’t blame you if you do!) then you’ll want to either visit your local friendly gaming store, or buy through Amazon. On Amazon it’s going to cost you $29.99 plus shipping and all that good stuff. If you want to buy that version, just click here.

In Conclusion

Well, that’s the list. What games are you looking forward to playing in the coming year? If you have any good recommendations drop them in the comments below!

I think you’ll have fun playing any of these games but that’s just my opinion and games certainly up to people’s tastes and preferences. I hope you got some good recommendations here but either way make 2023 a year for gaming!

Thanks for reading!

Adventuringly yours,

Slick Dungeon

Top 5 Sourcebooks for New Dungeon Masters

D&D Campaign Adventures for Mythic Odysseys of Theros - Available now @ Dungeon Masters Guild

Hello all, Slick Dungeon here. I can’t stand long intros to top 5 lists so I am going to get right into it. Just a couple of qualifiers first. These books are all intended to be used with the 5th edition of Dungeons & Dragons. Most Dungeon Masters who already have experience will likely have these books already so if that is you, this is probably not the post for you. But, if you are kind of new to Dungeons & Dragons and don’t exactly know where to start or which books are for what, these are the books I consider absolutely essential. You don’t necessarily need all of them to play but each one brings something of value for the new Dungeon Master. There is no particular order to these rankings because I do find them all equally valuable. Which ones are right for you is for you to decide.

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

5. Basic Rules

Before you spend a single cent on any Dungeons & Dragons books, you should make sure the game is truly for you. There are a lot of ways you can do this. You can play with an already established group either online or in person. You can watch live play sessions on YouTube or Twitch. You can play any number of video games based on Dungeons & Dragons. Those are all great but they don’t give you the most inside look at what the rules actually are. My recommendation is to start at the beginning and read the basic rules. You can find those by clicking the image above or clicking right here. There is no cost and if you only use these rules, you can still have a stellar game session.

4. Dungeon Master’s Guide

Cover Art by Tyler Jacobson

This one may seem obvious but if you want an expansion of the basic rules, you’ll need to get the Dungeon Master’s Guide. This book goes over the basics of how to run the game but it also has great advice on everything from what magic items there are, how to create memorable non-player characters, and how to create worlds and multiverses right at home. While no single source book can be all encompassing, this does a fair job of covering most situations you’ll find in game. I’ve read and re-read and re-re-read this book more times than I can count and I usually still come away with something new each time.

You can get your copy by clicking the image above or clicking here. This retails for $49.95 but there are often times you can find it on sale for less so watch for bargains.

3. The Player’s Handbook

Cover Art by Tyler Jacobson

As Dungeon Master you have a big job. Not only do you need to know the rules of the game, you need to know what the players know about the rules. For this reason, you’ll want to have a copy of the Player’s Handbook at your side. This book covers the types of characters players can make, gives a run down of the rules, and contains rules for things like magic spells which will be used in the game. While I have certainly read this book more than once, I refer to it less than my players do. I have a good understanding of the rules and where to look when I am in doubt. But, I don’t memorize every word in every spell or anything like that. Still, this is a vital reference and if you’re serious about playing, it’s one of the core rulebooks you cannot do without.

You can get your copy by clicking the image above or clicking here. This one also retails for $49.95 but again there are often times you can find it on sale for less so watch for bargains.

2. Tasha’s Cauldron of Everything

Cover Art by Wylie Beckert, Magali Villeneuve

Tasha’s Cauldron of Everything is the newest sourcebook on this list. I have it here because as good as the Player’s Handbook is, there were some issues with how rules for character creation happened. Tasha’s corrects some of those problems and gives more freedom to players on how to build their characters. I won’t get into the finer details in this post but it did make it so players were not quite as locked into things like every Half-Orc character having to have only certain bonuses just because they were a Half-Orc. In other words, you could have a Half-Orc who is really intelligent or charismatic etc. rather than one who just has tons of brute strength. In addition to that, however, there are also great tips in here for making puzzles and traps. Also, this has the Artificer class which is an extremely fun class to play.

You can get your copy by clicking the image above or clicking here. This one also retails for $49.95 but again there are often times you can find it on sale for less so watch for bargains.

1. The Monster Manual

Cover Art by Raymond Swanland

In a way, I’ve saved the best for last. This is my favorite of the core books. Whenever I am stuck for ideas about what to throw in front of my players, a flip through here always gives me inspiration. The Monster Manual is exactly what it sounds like. It’s a bestiary explaining the different types of monsters you can use in the game. If you’ve been playing with the basic rules, this manual helps to expand your options. And each creature gets not only a stat block to show you how to run it, but it also has good descriptions and details of where the creatures live, how they behave and what some of their goals or motivations might be. Using this book is very helpful to flesh out a session and the rules are generally clear about how to run the monsters in your own game. There are other books that expand on this one so if you ever do get tired of playing with what is here, you always have that option. But for beginners this is where to start for making great enemies (and sometimes friends) for your players.

You can get your copy by clicking the image above or clicking here. This one also retails for $49.95 but again there are often times you can find it on sale for less so watch for bargains.

Conclusion

There are my top five recommendations for sourcebooks for new Dungeon Masters. These will cover the basics for you and you can have months of fun with these alone. If I had to give you my top 3, it would be basic rules, Player’s Handbook, and Tasha’s Cauldron of Everything. The basic rules do cover a lot and the DMG is great to have but ultimately, you as the Dungeon Master, can come up with your own worlds with or without having every single rulebook.

In a future post I will go over my top 5 adventure books for fifth edition but it’s tough to play those without any sourcebooks whatsoever.

So, have you used any of these sourcebooks? If so, which one is your favorite? Let me know in the comments!

And, if you like these types of posts and want more of this type of content, consider purchasing one of the awesome books listed above through this post. It really helps out this blog when you do.

Adventurously yours,

Slick Dungeon

Call of Cthulhu Review – An Amaranthine Desire

Cthulhu Mythos - Available Now @ DriveThruRPG.com

Hello Keepers and Investigators, it’s Slick Dungeon. I’m here to review the first of the scenarios in Chaosium’s 7th edition anthology Nameless Horrors. As the name implies, these scenarios are not based on any monsters, creatures, or cosmic entities you might find in the Keeper’s Rulebook. The idea here is that every scenario should have a threat unfamiliar to even the most seasoned Investigators. There are six scenarios in the anthology and I will be reviewing each of them one at a time. They are set in different time periods and locations and can all be run independently of one another. And while some may be good to drop into existing long running campaigns, others are less suited to that purpose.

Please be warned, especially if you are in Investigator, there will be some spoilers in this review. If you are planning to play in this scenario as an Investigator stop reading now. If you are a Keeper who is considering running this scenario or thinking about purchasing Nameless Horrors feel free to continue. The review begins below the image.

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

Nameless Horrors, created by Paul Fricker, Scott Dorward, Matthew Sanderson with Cover Art by Victor Leza published by Chaosium Inc.

An Amaranthine Desire is initially set in the Cthulhu by Gaslight era with the Investigators all taking part in a covert smuggling operation in the city of Dunwich. Nope, not the one you are thinking. This is not the Dunwich of The Dunwich Horror but rather the Dunwich in England which is known as the capital of of the Kingdom of the East Angles but has since eroded into the sea due to multiple instances of intense storms.

The era in which the Investigators begin doesn’t have a ton of bearing on the scenario itself, so if you are running a campaign set in a different era and still want to run this one, it should work with only a few minor adjustments.

As the Investigators are about their secretive and illegal work, a major storm hits. This storm, along with the sound of church bells ringing, transport the group back in time to 1287, the year of the first massive storm to hit Dunwich. The scenario gives the reason for the storm and puts the Investigators into a situation where they need to find a way back to their own time, possibly find a powerful item wrapped up in the history of Dunwich, deal with the burning of an accused witch, and contend with one another’s various motivations.

The idea of the scenario is quite fun as there is a constant time loop that happens, sort of a Lovecraftian Groundhog Day if you will. And with the completion of each loop the Investigators age each time so the situation does become deadly. The time loop alone is not the only danger here and I would honestly be surprised if any party makes it out with no deaths at all.

I’m not going to give away any more of the plot here but I would like to call out what I find good and bad about the scenario.

In the good category, this is a really inventive situation and because there is no real warning about the time shift, your players will have to be creative and come up with solutions quickly to save themselves. Also, there are several NPC’s here who can be played in a multitude of ways from pure evil to morally ambiguous, making it a much more interesting scenario to run, with some replay potential for the Keeper with a different party. The pre-generated characters all have decent story hooks and good reasons to be smuggling at the beginning. Several of them also have connections to the events of the past which helps to move the story along. This is a one shot scenario made for around 4-6 characters and running it in 1-2 sessions is definitely doable here.

In the bad category, there were multiple instances of frustrating spelling and grammar errors in the scenario. Overall, this is a minor but distracting issue. The scenario itself is fairly complex and has a good amount of NPC’s so as a Keeper you’ll want to take notes as you read through. This is not so much of a “bad” thing, it’s just worth mentioning. The last thing which might be considered a negative is for the scenario to work best, it really does make the most sense to use the pre-generated characters. For that reason, I don’t actually recommend dropping this into an existing campaign without making some major changes to fit your current party of Investigators.

Overall, the inventive nature of the scenario, the unexpected twists, and the potential for surprising your players puts An Amaranthine Desire into the extremely fun to play category. Like with all scenarios, I do recommend reading the whole thing through once, then reading again to take notes, and skimming once more immediately prior to a session as there are a lot of moving parts here.

If you are looking to purchase Nameless Horrors you have a couple of options.

You can purchase it on drivethrurpg as a PDF here. Right now it’s on sale for $12 but it usually runs for $15. With this version you do only get the PDF so if you want a physical book this is not the best way to purchase. However, if you have the PDF you can probably just print out the relevant pages and handouts.

You can also purchase the softcover, which includes the PDF, from Chaosium’s website here. The cost here is $35. This version does have the advantage of being physical so the layout is easier to flip through and since you get the PDF, if you are willing to pay a little more, it is the better version.

So, have your played An Amaranthine Desire? If so, how did it go for your group? Let me know in the comments.

Namelessly yours,

Slick Dungeon

Top 5 Campaigns for Call of Cthulhu 7th Edition

Cthulhu Mythos - Available Now @ DriveThruRPG.com

Hey all, Slick Dungeon here. I hate long intros to top 5 lists so we’ll get into it pretty quickly.

Before we do that I just need to clarify a couple of things. A campaign is a long form of story for Call of Cthulhu, meaning it is multiple scenarios played over multiple sessions.

Also, for most of these you will need at least the quick start rules for Call of Cthulhu 7th edition. More likely, you will want the Keeper’s Rulebook for 7th edition so be sure to get your hands on those before diving into these campaigns.

These are my five favorite campaigns for Call of Cthulhu 7th edition.

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

5. The Alone Against Series

Alone Against the Flames: Written by Gavin Inglis, cover artwork by Petr Stovik, published by Chaosium Inc.

One of the great things about Call of Cthulhu is that it’s fun to play not only with a group of people, but also by yourself. I would be remiss if I did not include at least one solo play campaign here. Now, technically the Alone Against series is not a linear campaign where you’d play one investigator going through a series of events from start to finish. Instead, all of the Alone Against books stand on their own but are thematically tied in that… you play alone. I’ve also played this where I was the Keeper and I had one person playing on the other end and it worked really well so you could play this with two people. The one to begin with would be Alone Against the Flames, which not only is a great adventure but also, helps introduce new players to how to play Call of Cthulhu. For new Keepers, it’s a must. But once you finish Alone Against the Flames, there are several other adventure books you can play including, Alone Against the Tide, Alone Against the Frost, and Alone Against the Dark. Different people prefer different ones in the series but they’re all fun to play in my opinion and if you want a way to make your solo play last longer, playing through the series is a great way to do it.

There are several ways to get the Alone Against series of books. You can get them from drivehtrurpg.com. You can also purchase them directly from the Chaosium website at Chaosium.com. And, if you get the Call of Cthulhu 7th edition starter set, Alone Against the Flames comes in it so you can get it that way. The prices can vary between Chaosium, drivethrurpg, and based on if you want the softcover or just the PDF so I recommend doing a little comparison shopping but you can get each one for less than $20 typically which is a great price for hours of entertainment. Do note that on drivethrurpg you can only get the PDF so if you know you want the softcover, Chaosium is the way to go.

4. The Children of Fear

The Children of Fear by Lynne Hardy and Friends, Published by Chaosium Inc.

This is a sprawling, epic, multi-part campaign with several scenarios in it. It’s very player-led so the story can go a ton of different ways. This takes the Investigators through parts of Central Asian and Northern India in the 1920s. It’s also scalable on the mythos spectrum, meaning you can have small time cultists facing your group or you can throw the Outer Gods right at them if that’s what’s right for your party. This one is definitely on the mature side and there’s a content warning here for that reason. While I would say a lot of Call of Cthulhu campaigns are around a PG-13 rating, this one is solidly in the R rated camp.

This being flexible and modular is great, however, it does require a fair amount of preparing on the part of the Keeper for that reason. You’ll need to know the story enough to improvise in case your Investigators go somewhere you weren’t quite expecting.

The handouts here are incredible and the artwork is spot on. Although this takes some improv skills and a bit of fine-tuning from the Keeper, it’s well worth the ride.

You can get the PDF from drivethrurpg for $27 at the moment. Or, you can get the hardcover and the PDF from Chaosium.com for $53. If you know you’re going to run the campaign I’d recommend going the Chaosium route but if you are only considering, or if you don’t have room for another hardcover book on your shelf, buying the PDF alone might be the way to go.

3. Beyond the Mountains of Madness

Beyond the Mountains of Madness by Charles and Janyce Engan, published by Chaosium Inc.

Who doesn’t like the idea of a horrific adventure in the frozen tundra? This campaign is actually a campaign from 1999 for the 5th edition of the game. It’s written as a playable sequel to the H.P. Lovecraft story At the Mountains of Madness. If you are the Keeper running this campaign, you’ll want to be familiar with that story before you start play. Also, since it is written for 5th edition you’ll need to do some work to convert the rules if you’re playing 7th edition. That part shouldn’t be too dificult.

You do get a lot in this book. It’s over 400 pages long so that alone should tell you, this will take some time to prepare and run. You’ll need to do your homework and there are some things in the campaign that may not be necessary for your group so you may be reading through some things you won’t use. There are a lot of handouts here but keep in mind it was made in 1999 so some of the handouts feel a little dated. But if you love that classic RPG feel, you’ll be right at home here.

If run well, this is a great and potentially lethal campaign, with lots of opportunities to drive your Investigators to the brink of madness and beyond. If you don’t prepare beforehand, it can be a complicated mess of checking through pages, tables, etc. so be warned. It’s very much worth it if you can pull it off, however.

You can get the PDF version on drivethrurpg for $20 or you can get the hardcover on Chaosium for $50. In this case, because there is a bit of shuffling, cutting things out and rearranging likely to happen, I actually recommend getting the PDF rather than the hardcover. You will get the PDF with the hardcover if you buy from Chaosium but I find this one just suits my needs a little better loose leaf where I can take out what I don’t need and reshuffle.

2. Horror on the Orient Express

Horror on the Orient Express, Published by Chaosium Inc.

At the heart of the game of Call of Cthulhu is mystery. There’s a reason the players are called Investigators, not heroes or travelers or something like that. One of the best known mysteries is Murder on the Orient Express by Agatha Christie so it’s only natural to decide to turn this mystery into a Lovecraftian nightmare.

Three identical men are all found dead on the same night, in the same room, all dead of stab wounds to the heart. This intriguing incident is what sets the Investigators off on this huge adventure. It will take Investigators across Europe. I don’t want to get into spoilers here but this campaign is a joy to run. It’s got deep mystery, weird happenings, a ton of handouts and a great hook to start the campaign. The Investigators get immersed quickly in this one which is great for any scenario but especially good when you are talking about a long campaign.

Like most of the campaigns on this list, there is prep work needed on the part of the Keeper but it’s well worth the effort.

You can get the PDF for this on drivethrurpg for $40 at the time of this post.

But, if you are willing to splurge, you can get an absolutely gorgeous edition of this campaign split into two volumes on Chaosium.com for $90. I know that’s a hefty price tag but if you want to run an epic and amazing campaign this is one of the best ones there is for Call of Cthulhu.

1. Masks of Nyarlathotep

Masks of Nyarlathotep by Larry Ditillio and Lynn Willis

Masks of Nyarlathotep is my absolute favorite Call of Cthulhu campaign hands down. It’s epic and sprawling and can keep your Investigators busy for at least a year easily. This is a globe trotting adventure with tons of adventure, surprises and horror abounding. Nyarlathotep is ready to usher in a new world but the Investigators must stop him. They’ll need to use all their wits and cunning to figure out how and somehow remain sane long enough to do it.

This one absolutely takes a lot of preparation to run as a Keeper and it’s one I recommend reading a couple of times through before even proposing to run it for your players. But if you do, it is so worth it. It’s an incredible experience with tons of twists and turns. You’ll definitely need to make adjustments for your group as some hints, clues, handouts and locations will be better suited to some people than others. Just be aware of that before running it and you should be okay.

Considering the epic scope of this campaign it doesn’t run cheap.

You can get this on drivethrurpg as a PDF for $18 which is your cheapest option. If you’re just curious about the campaign and not sure you want to commit to it, this is a good option for a first read through.

On Chaosium’s website you can get a few different versions.

You can get the omnibus PDF edition for $60 which has rules for both Call of Cthulhu and Pulp Cthulhu.

Or you can get the slipcase set for $129 which has two volumes for the campaign, a Keeper screen, all the handouts and maps, and the pre-generated character sheets already printed for you.

And if you really want to spend some money and have some impressive looking books too you could go for the leather slipcase set for $250. This includes all the same stuff you get in the slipcase set but the books are leather bound. At the time of this post, this version is on sale for $199 but I have no idea how long that will last. It’s a lot of money still but you’re saving a bit. And if you do buy this set, you’ll have a gorgeous looking set of books totally appropriate to wow your Investigators with.

Do you have any favorite campaigns you’ve run? Let me know it the comments and Happy Halloween month!

Horrifically yours,

Slick Dungeon

The Hammersmith Haunting: A Call of Cthulhu Adventure Review

The Hammersmith Haunting by Kat Clay
The Hammersmith Haunting by Kat Clay

Hello horror RPG fans, it’s Slick Dungeon and I’ve got a neat little Call of Cthulhu adventure to review for you today! It’s set in London in the 1890’s and was created by Kat Clay. The adventure was created for three to five players and is meant to take one to two sessions to complete. It’s a ghost story with a whole lot more going on and is called The Hammersmith Haunting.

I’m definitely not going to give everything away here but if you are a player who might play in this scenario, stay away, as there may be some spoilers. If you are a Keeper looking for an adventure to run, I’ll give you a short rundown of the scenario and let you know my thoughts on whether this would be a good one to run.

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

Keeper’s Eyes Only – What you Get

If you are a player and not a Keeper, don’t read past this sentence.

In this adventure you get five pre-generated characters for your players to choose from, five NPC’s with detailed descriptions and stat blocks, four player handouts, and three maps. There’s also a bit of historical commentary on a real world incident related to the events in the scenario, several photos and bits of artwork you could either show to players or keep to yourself for inspiration, and some tips and advice for running the adventure.

The author makes no secret that the scenario is a fairly linear storyline. I don’t think that is necessarily a bad thing and, in fact, may be helpful to newer Keepers who want to run something which won’t take months to complete and gives a bit of guidance on how the story should play out. But, it is something to keep in mind if you and your players really love more open ended scenarios.

The story is divided into three chapters and a conclusion, allowing for good stopping points if you can’t complete the scenario in a single session.

The scenario is set in 1890 so this is more suitable for those interested in playing in that time period.

The first chapter does a nice job of setting the mood and increasing the fear of both the investigators and those affected by the haunting in Hammersmith. There are a couple of rather memorable NPC’s in this section. Again, this is a linear storyline, so there may be instances where you’ll need to nudge your players in one direction or another a bit to keep the story moving. But, there are enough locations that virtually anywhere the Investigators end up, they’ll be able to get back on track to the main story.

In the second chapter the Investigators learn a little bit more about what is going on in Hammersmith and why. The creepiness factor increases and there’s a fairly intense scene which comes into play in the last chapter. This chapter also does a nice job of making the haunting personal but also connecting it with a larger cosmic mythos, so the stakes feel high.

The third chapter is the confrontation of the entity causing the problems in Hammersmith. This part is no joke and it will be a difficult confrontation for the Investigators. What’s more, depending on what actions the Investigators took in the first two chapters, they may be at more of a disadvantage against their enemy.

There are three given possible conclusions and an additional outcome depending on what the Investigators did. At least two of the conclusions could lead to longer campaigns and would be a good beginning to explore a lot more of the cosmic horror to be found in Call of Cthulhu.

While I don’t want to get much more specific for fear of spoilers, there is a lot of good horror to work with here so the scenario can definitely get that fun and creepy vibe that makes some of the best Call of Cthulhu scenarios.

Who is the Adventure for?

This scenario is suited well for those who like to play in the Gaslight era. It’s good for a group of 3-5 people who want to have a one shot scenario which takes one or two sessions at most. It’s also good for a Keeper who wants to have a bit of direction on how a story might play out, rather than having a sprawling sandbox for their players.

The adventure is quite well written, which is no surprise, as Kat Clay is also an author. This does lead to moments where perhaps more player agency could have been allowed but a good Keeper would be able to still improvise enough to get players to make choices where it feels like they are the ones driving the story rather than the Keeper.

The villain in the story is also nicely set up where, depending on how things go, they could make an appearance, or even be a major part of, future scenarios. I don’t know if Kat Clay has any plans to expand this but I could see this becoming a whole campaign if she wanted to make it into one.

If you are looking for a solid one shot scenario set in the gaslight era for Call of Cthulhu this is going to be a fun one to run. All you need is the adventure itself and the Keeper rulebook to run it.

How to get the scenario

The cost is quite reasonable. You can get the PDF version for $4.95, the softcover for $9.95, or the softcover and PDF for $14.90 all on drivethrurpg. If you are going to use the softcover at all, I highly recommend getting the $14.90 version so you get the PDF along with it, that way you can print again to play with another group if you ever want to.

Also, if you want a bit more background on how this scenario came to be and what inspired the author to create it, check out her video below.

The Hammersmith Haunting – A Call of Cthulhu scenario

Have you run this scenario? If so, what did you think of it? Let me know in the comments below.

Horrifically yours,

Slick Dungeon