Into the Underhang – A Heart: The City Beneath One-Shot

I’ve had some rum luck with illness recently – a chest infection a few weeks ago, and now Covid (I’m recovering, thankfully) have meant I’ve missed two #TTRPG conventions that are genuine highlights. Owlbear and Wizard’s Staff is excellent beery fun in Leamington Spa, while Furnace is a centrepiece of the Garrison Conventions and the place that first got me into convention GMing.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

So, I’ve been left with an excess of prepped games, and no-where to run them – so I’ll be putting them out on here. First up, a game that was planned for Owlbear, for Roward Rook & Decard‘s Heart: The City Beneath. In Heart, your desperate treasure-hunters delve into the living, beating dungeon beneath the occupied city of Spire to find eldritch treasures – and themselves.

Yes, the art is all this good – as you’d expect from RRD

Full disclosure – I haven’t actually run this, although I’m sure it will get an outing soon. If you’re Heart-curious, this might give you an idea what to expect in the game. If you’re a Patron, feel free to message (on here or twitter) and I’ll send you the pregens I did for it as well, giving you a fully ready-to-run game. Also, this is based on an adventure seed in the actual book – there are loads of them in there – but fleshed-out to be runnable for a one-shot. I’ve got more to say about prep for loose-improv games like Heart and Spire, but that’s another blog post.

Into the Underhang

A Heart: The City Beneath One-Shot

Into the Underhang is an independent production by Burn After Running and is not affiliated with Rowan, Rook and Decard. It is published under the RR&D Community License. Heart is copyright Rowan, Rook and Decard. You can find out more and support these games at rowanrookanddecard.com.

Scene 1 – Derelictus

We begin in the city between the cities, a sprawling, semi-underground mirror of Spire, Derelictus. From Platform 1, where all manner of equipment can be sourced, to Platform 2, where we find ourselves now – with Ostrer, a mad researcher, is cutting you a deal.

Hang Station was built as a tourist trap; suspended over a vast subterranean sea, so that aelfir could see the captured, sleeping monster beneath, captured from the far north. Hang Station is on Tier 2 of Heart – so will need at least a couple of delves, stopping off at a waypoint on the way. He wants to get a sample of the beast’s blood – and he needs your help.

There appear to be two notable routes towards Hang Station (a Technology) – through the singing, open railways of the Vermissian Railways – maybe hoping to catch a train some of the way, or a darker, lower way, through Sump Station (a Warren) – the flooded remains of an old station now submerged. Darker, but less likely to attract attention

In Derelictus, each PC has a chance to prepare – they can try and get hold of a D6 piece of equipment for the journey, or research another route – perhaps one going through a more favourable area for them. After a skill roll each, and potential stress (always D4 at this stage, and usually to Supplies or Fortune), they must set off

Scene 2 – Delve to Tier 1

This is a delve they will take to either Sump Station, Hang Station, or another location

Route: Between Derelictus and Sump Station

Tier: 1

Domains: Technology, Warren

Stress: D4

Resistance: 10

Description: A tramp through foot-deep, the knee-deep, flooded tunnels, in fading light and with labyrinthine corridors. Occasional relics of machinery or rails puncture through the floor – and occasionally pumps still churn. It smells bad initially, then turns to a warm, cleaner smell.

Events: Jonjak and his gang of gutterkin will track the PCs from Derelictus, and attempt to jump them to find out what they are doing; a sudden overflow means they have to wade chest-deep or lower; strange fluorescent fish swim under the water and circle the PCs; a warehouse of fishmongery where Mikkel the Fish waits to serve them

Connection: Capture the glowing fish for Mikkel and he will teach you the secrets of the eddies

Route: Between Derelictus and Hang Station

Tier: 1

Domains: Technology, Occult

Stress: D4

Resistance: 10

Description: A walk along high, ruined walkways alongside the tracks which have collapsed in places; crystals line the path eventually; the smell of incense and sulphur. Damaged rope-ways line each pathway

Events: Jonjak and his gang of gutterkin will track the PCs from Derelictus, and attempt to jump them to find out what they are doing; a clattering of a passing train requires jumping out of the way – or onto it; the singing of crystals in the ceiling above as one falls and shatters

Connection: Repair the rope-ways linking to the paths

Scene 3: The Mid-Point

At this point, they have arrived, either in Sump Station or Hang Station, and have a chance for respite. Ostrer insists that they need to purchase some supplies – ropes and pulleys – but at this point you encounter the rival delvers, Protector Baram and his men.

They accost the players as they explore the haven, asking them their business and mocking them. They know that the beast has laid eggs, and can see that Ostrer wants one as well. Depending on the PC’s approach, they may suggest an alliance, or try and sabotage their equipment. Either way, he will wish them luck.

As with Scene 1, PCs may make 1 test to try and recover equipment or preparations for the further delve.

Scene 4: Into the Underhang

From their location, they need to venture deeper into the Heart, to Hang Station and the underground lake.

Route: Between Tier 1 and Hang Station

Tier: 2

Domains: Cursed, Technology

Stress: D6

Resistance: 10

Description: Trekking through walkways suspended over still lakes, or raging torrents – creaking at the wind that blows through them. The smell of tar, and then of some big, fishy beast. The crackling of magical energy from long-decayed dampers and siphons. The echoes of fellow hunters, or ghosts, around them.

Events: A crackle of energy covers the ground in front with a web of occult power that must be bypassed; the walkway shatters and falls, meaning they must form a new route; Jonjak, still tracking, ambushes them on a walkway; Baram makes his move as they approach; a ghostly engineer seeks aid in repairing conduits and walkways

Connection: Repairing the conduits will allow them to lay the ghost to rest.

Scene 5: The Harvest

They emerge onto a vast creaking observation platform, a sparkling lake below them swaying gently. A huge whale-beast has broken the surface of the water below, and a light snore echoes around the cavern – but the eggs are on the other side.

They must

  • Somehow get down to the lake. There are maintenance rowboats and rafts available, ropes and pulleys, that could be fashioned
  • Recover the eggs from the egg sac beyond the creature – they could dive in, or trick it into rolling over
  • Avoid the attentions of the rival gangs, who will attempt to ambush them

At their moment of triumph, a roar echoes through the lake – the beast has awoken, and they must escape

NPCs

Ostrer the Mad Researcher

Motivation: Find and recover the eggs of the Hang Station beast

Sensory Details: Thick, clouded goggles with no light; the smell of dusty books mixed with oil; a dirty, flapping lab coat

At the Table: Close eyes when speaking

Jonjak the Tunnel Brigand

Motivation: Find a score big enough to retire on

Sensory Details: Filthy overalls and cloak; scarred face and hands; odd limp

At the Table: Speaks with a pirate accent (Arr!)

Difficulty: 0

Resistance: 10

Protection: 1

Resources: Stolen heirlooms (D8, Taboo), Poorly-written maps (D6 Delve)

Jonjak’s Gutterkin

Motivation: Gain freedom from Jonjak, or at least more pleasant employment with him

Sensory Details: A mob of 8 or 9 gullboys and heron-girls; squawking and clambouring over one another; rusted, broken knives with alarming speed

At the Table: Look this way and that while skwarking in semi-speech

Resistance: 8

Protection: 0

Stress: Knives D6, Unreliable

Mikkel the Fish

Motivation: Serve his narcotic fishes to the discerning

Sensory Details: A scale-clad shaved gnoll with rings everywhere; stares oddly at everything; the smell of oil and tar

At the Table: Keep mouth open when not speaking

Protector Baram, Drow Rival Delver

Motivation: Be the first to recover a beast-egg for his masters

Sensory Details: The smell of cheap perfume, a shiny well-maintained leather coat, the clip of heels on ground; accompanied by a pair of cackling gnolls, Forrad and Vorrad

At the Table: Alan Rickman-esque villainy

Difficulty: Risky

Resistance: 10

Protection: 1

Stress: Whip D8 Tiring, Pistol D6 Ranged One-Shot

The Hang Station Beast

Motivation: To eat, sleep and breed

Sensory Details: A thick smell of fur, fish and sweat; blue-grey skin covered in slick water; a light, echoey snore

At the Table: Describe the ground shifting

Difficulty: Dangerous

Resistance: 10

Protection: 2

Stress: Roll over D6

Release The Trolls – How to Run Vaesen One-Shots (or Campaigns)

Vaesen is Free League’s game of folk horror investigation, where 19th century Scandinavian investigators explore the conflicts between humanity and the Vaesen – supernatural creatures like werewolves, ghosts, and fairies. It uses the Year Zero Engine, and for me this fits the game really well – and it has a structure to its investigations that make it great for one-shots or episodic campaigns. There’s even a follow-up Kickstarter running at the moment (well, depending on when you read this) to bring the game to Britain and Ireland.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

Each mission, you’re called out to somewhere, and travel there to try and resolve the conflict of the area. This gives a great Town-A-Week structure to Vaesen, and I really enjoy running it – even though investigative games aren’t always my bag. Here are my four top tips for making it sing:

Prep the Structure

Firstly, Vaesen has a whole chapter dedicated to Mystery design. This is absolute gold, and I’d recommend reading – or even following along – with this to create your first mystery. That’s what I followed when I designed the Haunted Mill introductory scenario, and it works well. Like Tales From The Loop, Vaesen assumes a Three Places style of prep – where players are free to explore nodes as a countdown continues, leading up to a final confrontation.

One word of warning – the published adventures (in the core book and A Wicked Secret – don’t always follow this structure. By all means run them as a way in, but they play around a bit with the prep advice – so don’t rely on them as models.

Nail Your Places

If you’re starting from scratch with your prep, you might be wise to think about your confrontation first – how can the conflict with the Vaesen be resolved? – and then think about where that could happen. From that, you can think of your core places in the town. I’d suggest that usually, you want something like this

  • A place where the regular townspeople meet and ill-informed gossip can be had (a PUB, if you like)
  • A place where the ‘traditional’/modern view of the Vaesen is represented (this is often a CHURCH, but it could be a factory or a work camp)
  • A place where the old ways are kept, and the Vaesen are respected (a SPOOKY PLACE, maybe on the outskirts of the town)

As long as you have those three, you’ll probably have enough to feed the players clues to lead to the confrontation. One thing I’ve noticed in play (at least among my group) is that a pub is expected – make sure to consider what excitement and clues visiting the tavern can bring, even if it’s not a major location. On a practical note, the investigators need somewhere to stay, and it’s usually best if this is a place of relative safety – several of the rules kick in to recover conditions here, and it lets you pull no punches in other confrontations. 

Add Friends, Enemies, and Frenemies

Your Vaesen will almost certainly need allies – either humans wrapped up in its worship like a cult, or actual products of the Vaesen – a confrontation against a lone monster is rarely exciting without some other parties to contend with. For most Vaesen it’s relatively easy to give them some agents in the town – and remember that any one with Enchant can Command Animal, so don’t rule out packs of wild dogs or the odd bear to contend with.

When I prep Mysteries, I think it’s good to have some actual conflict during the investigation – ideally fairly early – and often this will be with the Vaesen’s agents, rather than the Vaesen itself. Plan for this and put it into your Countdown, and throw it at them early.

In a town, you’ll likely have quite a few NPCs to detail – and portray at the table. Painting them with broad brush strokes, or just giving each of them one distinctive feature to portray, will help them to stand out to your players and make the investigation more role-play based. 

Countdown Fast And Early

Each mystery has at least one countdown which is the Vaesen’s (or another faction’s) reaction to the investigators showing up in the town. This is the device that adds urgency to the game and prevents turtling, so go hard and fast with this. I like to trigger the first countdown within half an hour (game time) of the PCs arrival, and often almost as soon as they pitch up. Starting with a bang forces investigation and exploration, and reinforces the danger the community is under.

So, my top tips for running Vaesen – either as a one-shot or an ongoing campaign. Have any of you tried it, as a player or GM? Anything you’d add?

Review: Call of Cthulhu Starter Set

I have a complicated relationship with Call of Cthulhu (CoC), Chaosium’s venerable, once disappeared, now resurrected d100 game of acute sanity-smashing horror. Like Traveller, terrible experiences in my early days as a player have made me resist it’s appeal. Unlike Traveller, I suspect that CoC is really quite good. It takes the right GM (or “Keeper,” in CoC parlance) to make it sing, certainly; but it’s an ever-present at UK conventions now – the tendency for PCs to die or go insane in the face of cosmic horror makes it an ideal one-shot game.

So, the Starter Set. It’s a slim boxed set, with three books, handouts, investigator sheets (some pre-generated – always useful, some blank), and a set of dice – with an extra tens d10 for bonus dice rolls. Like all Chaosium’s recent products, it has stunning art and layout, although the covers of the books leave me cold with their massive text and small pictures.

The Fluff

20190626_173110Alongside the pregens, there are four adventures in this starter set. The first, Alone Against The Flames, is a choose-your-own-adventure solo game, in which you generate your investigator (which is a nice touch!) and attempt to avoid being burned in said flames. I know from my own experience that these things are a bugger to edit and write, but it’s a great way to learn the basics of the rules and even character generation, and well worth the effort. It would be great if new games could have something like this – I can think of only this and the excellent Monkey 2nd incarnation that have this.

The next adventure is Paper Chase, a one-on-one (“Duet,” is I think what the cool kids call them these days) adventure; and Edge of Darkness and Dead Man Stomp, two ‘traditional’ group Cthulhu adventures. These are, I believe, all ‘classic’ CoC adventures that have been updated and revised, which is no bad thing. All do very well to showcase what 1920s CoC is all about – investigative, slow-burn but not boring, and satisfyingly dangerous.

What the adventures are also excellent for is explaining how to run them. There’s plenty of advice for the GM, sorry, Keeper, and reminders about rules which are really helpful. I wouldn’t mind more of this in all published adventures – I like a reminder of rules I’m likely to forget – and ideas for pacing and what to do if the players get off track. Dead Man Stomp also has a mature and helpful section on how to address racism in the 1920s – the adventure is set in Harlem – in a sensitive way.

The Crunch

The second book contains “introductory rules,” and is easily the slimmest of the three. It manages despite this to contain character generation, skill description, and sanity and combat mechanics, which is admirable. I’d go so far as to say you could just use this for long-term play – you could easily buy Doors to Darkness after this and continue your game.

What’s great is to see them condense what appears as a traditional “hardback book” game with plenty of rules into a slim pamphlet with just the important ones. I guess this does demand the question of what else is in those two big hardback books that makes your game better – and the answer of course is Chase rules; every game needs Chase rules, and Luck spends and more gorgeous art of course.

The One-Shot

This is an excellent resource for the one-shot GM. Both of the two full-party adventures are ideal for single-session play, and contain a lot of explained structure that really helps you to think about prepping your own investigative one-shot (for more on this, see the series I did that starts here).

Indeed, this is an ideal entry drug to the joys of Cthulhu one-shots, to the point where I’m actually considering running Dead Man Stomp myself at one of my meetups – as much to get my Cthulhu chops in as anything.

All in all, a great product – and a fine addition to the new crop of Starter Sets. Even if you play Trail of Cthulhu or Cthulhu Hack, all the adventures in it are classics that it’s easy to drift or steal structure from – and it’s excellent value.