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Lynne H

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Everything posted by Lynne H

  1. Sadly, they can't remember exactly who they got them from. The best I can suggest is having a look at online dice stores, or popping into your friendly local gaming shop, just in case. Good luck!
  2. I'm not actually sure who made those ones, but I bought them from my friendly local board games cafe (Meeple Perk in Newcastle) because they matched the colours of the dice bag and dice tray they were selling at the time! I will ask to see where they got them from, but it is a while ago...
  3. Going forward we will be releasing simultaneously. The core book is the last of the separate PDF/print releases for a number of legacy reasons. The book is at the printers, though, so please ask your local genii locorum for fair winds and waters to get them to our distributors sooner rather than later!
  4. The Rivers of London forum has just gone live with the announcement of the game's release!
  5. It's now gone live! Thank you for your patience 🙂
  6. It should be possible, with a little work on your part. Many of the areas mentioned are just as difficult to access now as they were in the 1920s - for example, there are a whole host of restrictions when it comes to Tibet (https://www.chinahighlights.com/tibet/travel-restrictions.htm), and the mountains around the Pakistan/India border are also dangerous due to border disputes. My advice: check on the areas the investigators are likely to travel through to see what extra hurdles might be imposed on them in the modern era. Then consider how badly those hurdles might interrupt play and whether you want to deal with them. As you know, there is a way around a lot of the travel restrictions, if you need it. It could still lead them into some hairy situations, even if they do make use of it! If you do decide to go for it - good luck!
  7. Thank you for your kind words and suggestions. I am proud of the book, but am mostly relieved that it's finally out there!
  8. Thank you for all of your comments so far, they've been really helpful and I'm glad you're enjoying reading through the campaign. I just wanted to pop in and follow up on this point in particular. It is a *vast* area, which is why we recommend red lining most of it, apart from dropping out to play through a few small encounters along the way. But, just to be on the safe side, I went back and double-checked over all the maps this morning to make sure we hadn't missed anything important out. It's worth bearing in mind that you may need to look at more than one map at a time to see all of the named locations - we couldn't physically get them all on one map and them still be usable. Some of the issues you've had with the specific section you mentioned should hopefully be addressed when you read through Chapter 5. Some names - like those of two valleys and a kingdom (Sikkim) - aren't on the maps, although what and where Sikkim is is described in the text. The places the investigators pass through in the valleys are on the various maps. There are two passes missing as well - at the time we had the maps drawn, we couldn't locate them either on the historical maps we had access to or the contemporary ones, so we left them off as they weren't plot critical and were just places the investigators passed through on the way to somewhere far more important. Checking this morning, one of them has now appeared on Google Earth (typical!), but we're not going to add it to the map for the reasons already mentioned. There were a couple of other place names that were mentioned for historical detail; again, it's unlikely the investigators will actually go there and they're not important to the plot. But, to make sure that's all clear for people, I have written an extra small section to be added to the travel appendix just to help explain why not everything is on the various maps. Nick's done such a lovely tight job of the layout that there wasn't any room left for me to put it any earlier! (I did cut about 10,000 words out at one point, most of which described the huge number of historical routes to and from various places in the campaign, just because it wasn't really useful in games terms and there was no way we'd have been able to show the vast majority of it nicely - or usably - on a map! The routes that were included were the main ones, or the ones we could work out where they were so we could show you) Hope that helps! (And your comment about the praise sandwich did make me smile - I remember having to write those for my biomedical and A-level Biology students back in the day) L.
  9. Hopefully the print copy should be available in 3-4 months.
  10. Page 14: Knowing they did not have the strength or resources to openly take on Shambhala or reopen the way to Agartha at that point in time, the three generals instead decided to play the long game. And so, they set about stacking the odds in Agartha’s favor for the day when the Gates would swing open once again. Although their lives extended far beyond those of mortal men, the King of Fear’s generals knew they would not live long enough to see the way to Agartha reopened. Determined to ensure that their plan to defeat their hated rivals would bear fruit, they founded a cult of followers devoted to their cause: the Tokabhaya (the Children of Fear). Using the skills and understanding gleaned from the minds of their victims, and through casting auguries, horoscopes, and divinations based on their stolen expertise, the Triumvirate determined the most auspicious moment to launch their daring plan... Page 15: The ritual created by the Tokabhaya (the Children of Fear) to break the Gates’ seal is based on a twisted version of ...... and requires the willing sacrifice of a pure spirit, one of serene power and influence. Page 17: The Tokabhaya: the cult of the Children of Fear, whose members are <cut to avoid overt spoilers> orchestrating them through means fair and foul to <cut to avoid overt spoilers>. They derive a grim satisfaction from perverting the <cut to avoid overt spoilers> in their vile plans. Page 22: The visions are sent by the Tokabhaya to ... <cut to avoid overt spoilers>. page 82: Tenzin Kalsang explains that, when he was a very young monk, he realized it would fall to him to shepherd those who would preserve the world from chaos and destruction toward their destiny. Page 84: Tenzin Kalsang has been thoroughly ... <cut to avoid overt spoilers>. Page 141: Naturally, the Tokabhaya would prefer <cut to avoid overt spoilers>, particularly as there’s a chance they will sully themselves spiritually in the process. Part of the horror of the game is that the investigators are pawns in a scheme. The investigators don't have to be the ones to do it - the Triumvirate will find others if they don't - but it may be a less interesting game if they weren't the ones chosen (although there are ways to bring them in to fix the mess created by others if that works for a particular group).
  11. Good morning, Thank you for bringing this to our attention. The free packs on the main Chaosium web page are in the process of being updated; all of the map packs that come with the pdf purchase are up to date. There are currently two versions of the Investigator Handouts and Maps pack on Itch - the old one and the new one; the old one is at the top of the list and we are in the process of removing it - it should be gone by the time I post this. The Keeper Map Pack on Itch will be updated to v1.3 shortly (see following). Pemako is a region rather than a specific place, so doesn't have a dot. Nalanda and Danakosha Lake have different coloured dots as they are the start and end of the post-ritual route and may or may not be visited by the investigators, depending on what happens in the campaign. Both are deliberately missing from the investigator map for this reason - so as not to spoil the surprise if it happens. The dot colour has now been altered to remove potential confusion and will be part of the v1.3 packs. The loop around Sadiya and Dibrugarh is explained in the text.
  12. The files on Itch have been updated, and thank you again for spotting this.
  13. We're updating it. (Apologies, I originally misread and assumed it the dot west of Kashgar, not Darjeeling)
  14. 1920s, yes And it's written as Classic, but does have Pulp stat blocks for major NPCs if you prefer more two-fisted action. L.
  15. One playtest group managed it in 8 sessions (one per chapter), but their Keeper is ruthlessly organised and very efficient. I would expect most groups to take 2 sessions per chapter on average (if not more if you follow up on all the optional encounters). Chapter 1 is a pretty short introduction, but that's balanced by longer later chapters. Depending on what the investigators do, you could - technically - finish it in 6 sessions, but I'd expect that to be the exception rather than the norm. L.
  16. I'd say about 60 (adventure)/40 (setting), with more adventure if you add in all the optional encounters. L.
  17. Morning! There will be nine chapters (an introduction, plus eight location-specific ones), plus seven appendices (glossary, NPCs, handouts, pre-gens, etc.) It's a biggy! L.
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