Showing posts with label Hell. Show all posts
Showing posts with label Hell. Show all posts

Monday, August 18, 2025

God's Demon, Useful Tables


Wayne Barlowe is a prolific painter and illustrator who has worked as a concept artist and creature designer for the Hellboy series of films, as well as Pacific Rim and several others.  However, here I will discuss his dark fantasy work illustrating the landscape and denizens of Hell that was first published in his book Barlowe’s Inferno. Barlowe’s Inferno paints the diabolic underworld in a fantastic and grotesque fashion that strangely has a quiet sense of a still life, and is sympathetic to the damned creatures depicted therein. I have talked about Barlowe’s vision of Hell before, in my mini review of The Shrike, which is an OSR supplement point crawl in a unique vista of Hell.

As of 2007, Wayne Barlowe has become a dark fantasy writer, penning a tale of Hell called God’s Demon. Inspired by John Milton’s Paradise Lost and Dr. John Dee’s Complete Enochian Dictionary, God’s Demon is filled with evocative descriptions of infernal scenes and characters.  Some of these are even supplemented by Barlowe’s paintings made for that work.

Inspired, I decided to adapt Barlowe’s words, or invent my own descriptions of Hell based on Barlowe’s work and turn them into two 1d10 random tables, suitable for hex/pointcrawling. The tables are for exterior and interior scenes of the infernal realm. Keep in mind these tables are only based on Barlowe’s first two pages of God’s Demon, so rich in vivid description that work is.

I hope you are motivated to read it yourself.



Thursday, June 5, 2025

Four Mini Book Reviews of Table Top RPGs

 I've found a lot of sales on DriveThruRPG lately, including a couple Deals of the Day, and here is what I have been reading as a result of those tantalizing discounts. 

The Last Caravan

I've purchased and have been reading the Forged in the Dark rpg The Last Caravan. The game is, at base, an Oregon Trail-like game where survivors of an Alien invasion travel West from the East coast (in North America) to avoid increasing winter weather and alien activity to find a sanctuary on the West Coast.

I like it. I like it lots. Currently I have read more than 83 pages out of 212, which is the entirety of the main mechanics and descriptions of the character options and your vehicle rules.  I have specifically avoided the chapter on Aliens to avoid spoilers as I hope to play it eventually.

The "character classes" are called Travelers or Imprints, and while 6 of them share "normal" Blades in the Dark mechanics, two of them, the Innocent and the Good Boi (doggie), are variations upon the "normal" character mechanics theme and thus pretty interesting.   The Innocent is sort of an untested "pre-survivor" who can be the Hero of the group, but has a mechanic that indicates their growth/innocent's nature wearing off as they become a full-fledged survivor.  The Good Boi is a dog, but they have a series of limitations AND unique skills for making them part of the group. Yes, you can go fetch and get cuddles.

I do also like the vehicle rules and detailed pros and cons for making your vehicle unique ... but frankly I want more tables.  More tables for equipment, more detailed rules for combat with maybe Harm types and Armor types (like Fire or resist Fire weapons), and certainly more interesting possible mechanical failures for vehicle cons and more pros to make your vehicle more comfortable/badass/interesting.

The Game Master section (Part Three, The Atlas), has a lot of very specific information about the world and the Regions the players will be traveling through, but I have avoided the specifics of the Regions, because I intend to play the game.

Still, I have read the generic guide to what each Region (1-6) should do narratively on pages 150-151.  These pages suggest details like “Region one should be a tutorial that focuses on the characters and their initial personal problems” and “Introduce at least one Major Faction in Region two.”

The Last Caravan was originally intended to be a video game design document, so there is a great deal of detail for the “canon” Regions and the multiple paths through North America. However, I think that the game could also function well with random generation in each of the six Regions the Last Caravan must traverse.  For example, Region one could have a random table where all the character’s personal problems are delineated, and another random table with small encounters that describe the major themes in the book like introducing alien wildlife, trying to survive the increasing cold, dodgy scavengers, and subjects like that. One could roll on both tables and the Game Master could combine a highlighted personal problem with an encounter for Region one for one game session. 

This idea is a departure from Blades in the Dark and the book specifically, but after reading the book one gets inspired to iterate and build on the framework that The Last Caravan provides.    

So, I think The Last Caravan is good and sets up a nice survival, cozy game but you may require some modification to get more details that suit your table.  The thing is, that will be no trouble since the book generates inspiration in spades.



Gods of the Forbidden North: Volume 2

I bought Gods of the Forbidden North: Volume 2 a couple of days ago as it was the Deal of the Day on DriveThruRPG for $10. It is normally $25 for this 532-page tome of a West Marches style sandbox location and series of dungeons in the frozen north.  I am 36 pages into it and quite frankly very impressed by the amount of detail and guide to how to run the campaign as the whole thing is designed to be run in OSR, or more specifically the “Old-School Essentials Advanced Fantasy tabletop role-playing game by Necrotic Gnome.”

You can adapt it easily for any D&D-like you want, but it is easiest for OSR.

So, what do you get in Volume 2? You get an initial introduction to a hidden dwarven underworld, a full hexcrawl description of said gloomy mystic underworld, one urban investigation, and five independent dungeon crawls linked to the underworld. The adventures range from level 5 through 12.  There is a Gods of the Forbidden North: Volume 1 which contains the races and worldbuilding of the setting as well as initial adventures from levels 1 through 5.

This book is really fantastic and I will now happily pay $25 for Volume 1 because I am so impressed by it. Volume 2 is worth the money ($25) if you want a hexcrawl with several dungeons.

Specifically, one of the sections I have read deals with a warm home base tavern called “The Beating” with endearing characters and three fully fleshed out unique games of chance that can be played in the tavern, along with a rumor table and regular visitors all with plot hooks.

The Shrike

The Shrike is a brilliantly creative OSR point crawl in a distinctly unique fragment of Hell. The story is, there is a Nameless God impaled through their undying heart on a mountain of iron called The Shrike.  Divine blood, imbued with the ability to generate life from inanimate objects, flows down the spire to its deepest depths in the tempestuous ocean waters below.   Jailor-Devils, Sinners, and creatures animated by the divine blood called Partials, all occupy The Shrike up and down its length; and since food is scarce, weave plots to feed on each other. Yes, cannibalism is a major theme of this sliver of Hell, so content warning there.

The Shrike is a 46 location pointcrawl with 3 keyed dungeons and a procedurally generated depth-crawl.  In addition, there are plenty of interesting tables to use to populate a setting with infernal beings in this 169-page book. 

Creativity is on display in The Shrike. For example, all Devils are shapeshifters, except for the unique horned mask they wear, which serves as their identity.  These masks hold magic powers. Kill one and take it for yourself. Or trade it! For Hell is Capitalism, and the Infernal Economy is detailed with creativity.  You may find gold pieces, grave goods given to the dead by sorrowful mourners; and Umbra, which are the shadows of gold coins destroyed in life. Acquire black bladed knives called Athames which rise in value if they are used to slay a distinguished Devil, or even Black Ledgers of infernal debts and the Scarlet Scales of Mammon himself.

The languages used in Hell even reflect the cultures on The Shrike and have mechanical implications.  Mortals that even attempt to speak Old Infernal find the words blister their mouths as if their tongue has tasted hellfire. Abysmal, the native tongue of The Abyss of Hell, is a slurping, syrupy speech and carries underwater to communicate vast distances. Want to piss of a Devil? Speak in Celestial; the language of the Gods, and those animated by Divine blood. The very utterance of this speech sounds likes nails upon a chalkboard to Devils and drives them into frothing rage.  I have rarely seen a rpg book so cohesive in its tone with every written detail as The Shrike.

The Shrike also has an extensive inspiration and further reading list on page 166. Sure, everyone recognizes Dante’s The Divine Comedy and some of the references to it the author makes; but there are also Sinners that become Husks al la Dark Souls, a reference to China Mieville’s The City & The City in The Great Snubbing between the Gold and Silver Courts of Devils, and my personal favorite reference of Sinner’s Soulstones taken from Wayne Barlowe’s Barlowe's Inferno which is illustrated below.  It has been said, creativity stands on the shoulders of giants, and The Shrike not only wears its inspirations on its sleeve, it weaves them into a truly new and awesome vista of infernal fantasy. 

The Examination from Barlowe's Inferno by Wayne Barlowe

This is a grotesquerie tour-de-force of a very singular vision of Hell and I am glad I bought it.

The Shrike is part of the Bundle of Holding for the OSE Treasures 2 where you get SHRIKE, WYVERN SONGS, TOWER SILVERAXE, MANTICORE, and more for $17.95.  As of the time of this writing, there are only about four more days for this deal.  

The Book of Oblivion (Wraith 20th Anniversary Edition)

Wraith: the Oblivion is a Storyteller game from the old White Wolf line in which players are one of the Restless Dead; a Wraith with unfinished business that compels them to continue to exist in the Underworld.  The Book of Oblivion is a sourcebook for Wraith, the 20th Anniversary Edition, and frankly I think they should have called this 130-page book, Wraith: the Expansion.

I am a long-term old World of Darkness player who started in the 1990s and Wraith was one of the first core books I bought. Given that, and my love for the macabre and wildly creative world painted in funeral greys and blacks of Wraith, I will do my best to explain the thematic lexicon of the Underworld to a wide audience.

The Book of Oblivion contains a hodgepodge of topics that expand on many of the core book subjects, including: four additional Dark Kingdoms (Wraith civilizations), Shadows (internal Wraith antagonists), Spectres (external Wraith antagonists), Soulforging (making useful stuff in the Deadlands), how Wraiths react to mass tragedies in the Skinlands (real world), more details about the Labyrinth (basically Wraith Hell where the Spectres and worse live) and more.  

But what if I don’t play Wraith? How is The Book of Oblivion useful?

Although The Book of Oblivion’s utility is primarily for Wraith specifically and the World of Darkness in general, the Shadows and Spectres section are great inspiration for undead antagonists or the psychological profiles of evil bad guys who are more than just cartoon characters. In Wraith, the Shadow is the self-destructive, Oblivion-focused and just plain “evil” mirror of the heroic ghost character (Wraith).  Given that, there are 10 distinct additional Shadow archetypes that describe the psychology and motivations of truly self-destructive personalities that could be useful for GMs of say a more traditional fantasy d20 game. What ideas on how competent shock troops of bad guys who serve an existential evil would function? Go to the Spectre chapter, which has nasty tricks described in detail that Spectres use as they go about their dark work.  Want new unique evil-derived magical powers? The Dark Arcanoi chapter is for you. 

The Dark Kingdoms section is more for World of Darkness players and those interested in the dark mirror of different culture’s afterlives. These chapters could also be used as inspiration for funereal otherworlds or pocket dimensions in a fantasy game too however. On display are the Wraith-coded fantasy afterlife areas for Africa, India, North America, South America and Haiti.

Soulforging is a small section describing how Wraiths make practical objects in the Underworld; the Labyrinth section introduces new ideas for how the Game Master can scare their players, even if they are playing dead people. There is a nice but small section on using body horror and unexpected settings for Wraith Hell that might be useful for other horror systems. 

The section on The Tempest (terrifying Wraith weather essentially) and how Wraiths react to mass tragedies in the mortal world are mostly of use to Wraith Game Masters who want to know how the Dead preposition themselves to interfere with the doom of a population or reap souls that will inevitably come across to the land of the dead once the mass casualty event hits.

In conclusion, The Book of Oblivion is mostly for Wraith and World of Darkness Game Masters, and occasionally useful for fantasy Dungeon Masters with a macabre streak.  Because of the vast diversity of topics, the book feels jumbled.  Compare this to The Shrike which has a very singular and cohesive view of a fragment of Hell, and thus that book feels more complete and focused.


Wednesday, April 24, 2024

Solium Infernum After Action Report and Review

 


Solium Infernum (2024, League of Geeks) is a digital board game where you play as one of four to six Archfiends of Hell, vying with each other to succeed to the empty throne of Hell that Satan left when he vanished. 

It has solo and multiplayer mode, but it is currently best played in multiplayer, as no AI can compete with another human for sheer deviousness.  

A full house of Archfiends

There are four ways to take the throne of Hell: two main ones and two methods that are more complicated, called Manipulation Victories, that I will explain later. The first method is to become ruler of Hell by Election. To do this, you simply must accumulate more victory points (called Prestige) than any other Archfiend and survive without being excommunicated until the end of the game.  The second method is to take the central city of Hell, Pandemonium, by force with a legion and then survive five turns while you are excommunicated and every other Archfiend is given sanction to enter your territory and try to topple your capital city (Stronghold).  This method of victory is called the Tyranny of the Usurper.  Excommunication means that you can no longer win by Election, you can no longer make purchases from the great Bazaar of Hell and you can no longer engage in diplomacy.  

True to its nature of simulating Hell, most actions lead you into conflict with one player or another.  For example, in order to enter another Archfiend’s territory and attack their legions or take over their territory, you must first have a casus belli.  These are generated by the diplomacy actions, the most basic of which are the Demand and the Insult.  A Demand allows you to aggressively request resource tokens from your opponent for a wager of your Prestige. If they refuse, you lose the wagered Prestige…but you may declare a Vendetta, which among other things allows you invade their territory, take over their Places of Power and slaughter their legions.  Albeit with a time limit in turns that you determine before the Vendetta takes place.  
Erzsebet responds to an Insult

An Insult is sort of like the opposite of a Demand. By hurling an Insult, you wager an amount of Prestige. If your opponent accepts your Insult, they lose Prestige and you gain twice the Prestige you wagered. Alternatively, if they reject the insult, you have manipulated your opponent into declaring a mandatory Vendetta against you.  This can be useful to draw a weaker opponent into a conflict they cannot win. 
Tactical nature of Hell's landscape

So overall Solium Infernum plays like a tactical wargame at one level, with a layer of diplomacy above the wargame table that is integrated within it.  In addition, there is the great Bazaar of Hell, where instead of buying outright legions, artifacts, manuscript pages and Praetors (infernal heroes), you have to bid on every item. If another player bids for the same item with more Hellish currency, then you simply lose everything you have bid and have to slink back to your domain empty handed.  Hell is not certain; Hell is not kind. Unpredictability lies around every corner and decision. Every action in Solium Infernum is uncertain, takes time, or leads to deceit.   These are also the very basics of play.  With higher rank and greater infernal attributes, one can steal legions outright from another player, throttle the number of actions an opponent takes, wreck their ability to cast spells outright, send a strike of infernal hellfire against an opponent’s legion and frame another player, and many more dastardly actions.

It is quite fun.

Rock, Paper, Shotgun documented a rather devilish multiplayer playthrough of the original Solium Infernum, created in 2009 by Vic Davis of Cryptic Comment. Although that version is no longer available, the story is still worth reading.

Now I’ll relate my first Solium Infernum experience. I joined a realtime game for four players, lasting at least 60 turns, in which each player had 3 minutes to complete each round.  Predictably I got crushed. However, I did learn a couple of devious moves by observation. 
Astaroth

I played as Astaroth (a war and conquest archfiend). My opponents were Belial (deceptive manipulator), Lilith (sorceress) and Mammon (lord of money). I started off with two Places of Power immediately next to me so I seized both (to benefit from their Prestige income per turn) and built up my only legion with a Praetor (infernal hero) and a piece of equipment.
An Angel in Hell

Fast forward a couple of turns and one of the Archfiends anonymously had executed an event card that eliminated my only legion and the resources I put into it. Then Belial and Mammon basically crushed me by taking away my Places of Power. But was I done? Oh no. Stunted and doomed though I was, as the least of the four Archfiends, I caused chaos in Hell by inviting an Angel unit from Heaven to go around Hell and eliminate one of each of the Archfiends’ units. Also, there were other shenanigans as I was boxed in to my little piece of territory.

Fast forward to the end. Belial's player had been hounding me incessantly and Mammon was winning the game at like turn 30 with 335 Prestige. The Lilith player wanted to secure some semblance of victory so she blood vassalized herself to Mammon, giving half her personal Prestige to her new master. Belial's player had been rather aggressive so I began weaving spells to hinder his colossal units like The Beast of Hell and a Walking Fortress, both units with over 20 hitpoints (average is 4-8 hp). Between the three of us Belial's player got his Titan units torched and he ragequit in response. Mammon was going to win. I was fine with that. When Mammon ascended the Infernal Throne, there was a shadow that parted from behind the throne. Lilith had a secret relic that she chose at the beginning of the game that gave her the ability to win if she correctly vassalized herself to an Archfiend who was going to win via her manipulation. Mammon with his 300+ prestige was just a pawn. Such is Hell.

This is called a Manipulation Victory of the Power Behind the Throne type in Solium Infernum, and that is one of two Manipulation Victory variants.  The other is a Crown of the Kingmaker victory, which requires a player to select the appropriate relic before the game commences, then requires you to choose another Archfiend as a “puppet” within the first 10 turns.  If the “puppet” Archfiend is Elected to the throne, you win instead. 


As I have said, nothing is certain in Hell. 









Choir of Flesh, Useful Tables 4

 I’ve decided to automate the tables I made for Choir of Flesh . RPG Random Table Widget Example Random Table Roller ...