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His Flesh Becomes My Key $3.00
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His Flesh Becomes My Key
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His Flesh Becomes My Key
Publisher: Kortthalis Publishing
by Thilo G. [Featured Reviewer]
Date Added: 10/10/2017 09:36:10

An Endzeitgeist.com review

The Outer Presence-module for Venger’s second tripartite collection of modules for his rules-lite systems clocks in at 18 pages, 1 page front cover, 1 page editorial, 1 page VERY basic char-sheet (just two tables - a long cry from e.g. Alpha Blue’s cool sheet), 1 page Kort’thalis glyph, leaving us with 14 pages of content, so let’s take a look!

The pdf begins with a nice 2d6 table that presents weird, personal experiences of the influx of the weird, which may be encountered by the PCs during the course of the module – from headaches to involuntary anger and the like, they can make for nice pieces of dressing. It should be noted that, structure-wise, the module does not offer a synopsis or the like – this is not a go-play module and the referee should most definitely prepare the entirety in advance.

It should also be noted that this module imho works best as a one-shot and, being a horror module, it does feature some content you’d consider…well, gory and horrific. There is a potential murder in particular that is pretty R-rated. Reader-discretion is advised.

Now, more than in comparable modules, I STRONGLY advise potential players to stop reading NOW. This module, more so than comparable ones, can be SPOILED hardcore by even having a rough idea of what to expect. Only referees should continue reading.

..

.

All right, so the module begins in a rather calm manner: Just as the investigators are sitting around, enjoying a nice cigar and a glass of brandy, they notice a snow globe on one investigator’s desk – inside it, they can see an office with facsimiles of men and women, matching the party’s composition, gender-wise. While this is strange on its own, the PCs are contacted by their friend Richard Blake on the phone – usually kind and upbeat, his latest case of a serial murder whose modus operandi contains ritualistic mutilations of his victims, seems to have him shaken up. He also asks the PCs if they have read Thomas Alhazred Lovejoy. …if you even remotely are into semi-obscure and underappreciated horror movies, a smile may have crossed your face: My own association was most assuredly: “Do you read Sutter Cane?”

Anyways, the PCs are stood up – Black is a no-show at the date and considering the genre, the PCs should be rather concerned. Contacting Black’s partner, Cecil Slandy, does not paint the positive picture of Black you’d expect: Cecil obviously has been less than impressed with Black’s methods and considers him to be a gloryhound. Cecil and Black disagreed how the murder case in question should be pursued and thus, he hasn’t seen Black in over a week.

Thankfully, Detective Fontineau is a friend to both investigators and Black and lets them rummage through his desk…where a black notebook unearth a disturbing piece of prose writing (reproduced in the module), mentioning a “Master”, who answers “Others” – which doesn’t bode well. The notebook does yield some nice easter-eggs/leads, though, from Theta Chartreuse (Venger’s nod to Delta Green) to Lovecraft and the aforementioned Mr. Lovejoy, there are some delightfully bonkers conspiracy ideas herein -which may well turn out to be true, considering the setting.

Now, beyond these, the notebook does mention the Brotherhood of Gleaming Divulgence – though the phone number and apartment associated yield no hot trail. Instead, the investigators can find a sealed envelope contained a dire prose poem about a work when the stars are right. Another venue of investigation, obviously, would be Black’s apartment, where the investigators can find a rather disquieting statue of an amphibian monstrosity – as the notebook unearths, a likeness of Tal’Jezakbahr. Moreover, a wooden box contains an ivory crucifix, strange liquids, an annotated bible, strange demonic glyphs…not good.

Speaking of which: Black has a fondness for prostitutes and his current fling, Treena, sports tattoos vaguely resembling the glyphs found at the crime-scenes, based on, you guessed it, vivid descriptions in Lovejoy’s writing. She tells the investigators she’ll contact them and will do so – when she feels she’s being followed by a curly-haired guy…and when they don’t immediately get to her, she’ll be the next victim, one eye scooped out and placed in her vagina. And yes, there is a b/w-artwork of that. I did warn you about gore, right?

Anyways, the PCs can also find Jay Harango, an informant of Black whom he met when he disappeared. Similarly, the pdf mentions the prior and potential future victims of the serial killer here – and Lovejoy actually seems to be shook up about the murders. Now, I mentioned before that the referee should read the module in its entirety – a reason for this is that you don’t really get a list of the information in the notebook – you have to compile that yourself, which makes the otherwise modular investigation a bit harder to run than it should be imho.

The true killer isn’t as you may have thought, Mr. Black – instead, a bug-eyed fanatic called Stanton LaVry, who seeks to kidnap Lovejoy…a task in which he’ll succeed via his magical tricks. The investigators can ostensibly cut through the tentacles with mystical means, but no stats or the like are provided for doing so/judging the difficulty. Speaking of no stats – neither LaVry, nor his familiar sport stats herein. These would be, once more, up to the referee to provide.

The investigators may also witness LaVry’s book – which comes with a glorious 1-page artwork and inside, the PCs can read their names, written in blood. Examining the names conjures forth a silhouette of pure blackness and a hint on how to escape from a form of imprisonment…but no sign of Richard Black can be found. Instead, the PCs are lured deeper into the complex (which is a bit opaque): Finding a flagstone, the PCs can remove more, witnessing a vast cavern below, where humans engage in all sorts of depraved behavior – from murder to rape to (self-) mutilation, they witness a decadent rite in honor of a toad-spider thing, circled by nubile witches that seek to curry favor with their demonic master…and a tall, horrid man with either a mask or distorted flesh in his face conducting the rite. How the PCs go down below to the rite is somewhat opaque, as far as I’m concerned, but movement through the throng of folks towards the strange Supplicant comes with a nice d6-table of dressing-events. While it requires Willpower to resist the libidinous advances of the witches, I am not sure how that is supposed to be handled – what’s a partially success (4+ in TOD), for example? Does it suffice? What are the consequences for failing the roll? All of that needs to be improvised by the referee.

Black is here as well, trying to dodge the ritualists. His involvement here, alas, is also left up to the referee. Upon reaching the servitor, he offers to send the PCs back and end their imprisonment, though everything apart from the soul as a toll will result in the servitor’s face melting off, leaving a black void…and upon gazing into it, the PCs will see themselves zoom out, revealing the investigators trapped inside the snow-globe that started all. The phone rings. Richard Black’s on the phone…and the cycle repeats ad infinitum. LaVry’s book provides the only clue to save the investigators – skin the servitor and wear his flesh (hence the title). However, since we don’t really have an idea of the servitor’s potency, nor any clues on how knowledge of prior cycles changes events, it may be preferable for the referee to end the module on this disturbing nod of an infinite loop of unwilling participants. It’s certainly the most impactful way to end this story.

Conclusion:

Editing and formatting are very good, I didn’t notice any significant hiccups. Layout adheres to the nice, greenish-tinted two-column full-color standard of Outer Presence adventures. The pdf comes with a second, more printer-friendly version – big kudos. Speaking of which: The b/w-artworks herein are excellent indeed – this is a really nice-looking pdf.

Venger As’Nas Satanis’ latest “The Outer Presence” module is an excellent, rather horrifying tale of terror. I mean it. Where the first two modules in the series focused on pulp with a bit of Cthulhiana spliced in, this one can be considered to be actual HORROR. It’s build up is great, the end amazing. As a one-shot, this does a great job and in fact, represents, by FAR, my favorite story he’s woven so far. It’s intriguing, cool and fun, a bit gory and transcends the limits of being just a homage to a certain Carpenter-movie or Twilight Zone et al.

Let me make that abundantly clear: An experienced referee can have a glorious field-day with this. That being said, for me, this is less of an adventure and more of a story. It is slightly inconvenient that you have to compile the information from Black’s notebook and the final areas when facing the killer are a bit more sketch-like than I’d like them honestly to be. Since one of my readers asked me to state the like explicitly: This is not a go-play module and requires some referee-time-investment to run properly. The complete absence of any game mechanics apart from 2 dressing tables is jarring and the one thing I absolutely do not understand about this offering. We have an inspired, cool horror-yarn here, so how come that neither rolls for sanity, nor any other components from ToD’s already extremely minimalist rules can be found herein? This is, in short, not really an adventure module in the traditional sense. It leaves the referee pretty much alone with anything related to mechanics – stats for adversaries and obstacles can’t be found and while some entries, like the abduction of a certain NPC, do come with suggestions, there are no real consequences for succeeding. Nor does witnessing tentacles burst from the ground cause sanity checks.

In short, were I to rate this based solely on the merits of an adventure, I’d consider it a failure. Player agenda and choice doesn’t matter too much, the referee must do all the work for stats etc. and some serious improvising etc.

In short: I can see this fail horribly for some referees.

Still, as a person, this represents the first Outer Presence supplement I really LOVED. This, when seen as a story to be fleshed out, makes for an amazing experience. Yes, it requires more work on part of the referee. Yes, it is at times a bit obtuse and inconvenient – but if you do run its conclusion as I suggested and pull that aspect off, you’ll have an amazing, inspired experience on your hands.

Which brings me to the task I really dreaded regarding this review – namely, rating this. You see, even when not looked at as an adventure you can quickly and conveniently prepare, this could be structured better and is, at times, more inconvenient than it should be. The already rather thin rules of “The Outer Presence” take a further backseat (even compared to “A Green jewel They Must Possess”) and are pretty much completely omitted. The only dice you’ll RAW roll are dressing tables. So yeah, if you expect at least some sort of convenience and gaming material beyond a story, then steer clear of this.

On the plus-side, the story is amazing, inspiring and truly cool. As in: Best thing in the product-line, by far, levels of cool. As a person, I THOROUGHLY enjoyed this supplement. I like the story, the pacing of the module – from the beginning to the end, the module continuously increases the tension, has some nice stakes…and the finale is, as mentioned, a blast. If you’re looking for an inspired base to further develop into a module, then this will deliver in spades.

I only very rarely am this torn about any module. I can see some people hating this as a module and loving it as a story to develop. Ultimately, I have to account for both in my review. Which is why my final verdict will clock in at 4.5 stars…but I honestly feel I have to round down for this one. However, since I really LOVED the story and finale, this is one of the rare cases where I award my seal of approval, in spite of the pdf’s flaws – if you can navigate them, this becomes amazing.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
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His Flesh Becomes My Key
Publisher: Kortthalis Publishing
by Timothy B. [Featured Reviewer]
Date Added: 07/21/2017 09:22:06

Originally posted here: http://theotherside.timsbrannan.com/2017/07/adventures-with-venger-asnas-satanis.html

A cool horror/noir murder investigation. While overtly made for The Outer Presence RPG it is mostly crunch free. So it could be used with 1930s Call of Cthulhu, 1970s Chill or even in the 2010s with any game. Frankly I would like to try it with Witch: Fated Souls or even Majus. It is that flexible. Now putting this right out there, this one is less tongue in check sleaze and more gritty urban horror. I will not spoil the ending, but it is part of what makes this adventure interesting and good to use with nearly any horror game. Personally, I think it is great fun and would love to try it out under different systems with different groups just to get a different feel each time. Come to think of it, there is something in the adventure where I COULD run it multiple times, with the same players and characters under different systems. This adventure is Eldritch Pulp meets the ugly streets of New York or Chicago or San Francisco of modern day. It is has a nice "old school" vibe to it. It is H.P. Lovecraft meets Clive Barker. I hope to see more like this.



Rating:
[5 of 5 Stars!]
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His Flesh Becomes My Key
Publisher: Kortthalis Publishing
by Eric F. [Verified Purchaser]
Date Added: 06/14/2017 21:19:29

One of the harder tricks to pull off is telling a modern & engaging Neo noir/horror adventure with OSR overtones. Well, 'His Flesh Becomes My Key' is one part John Carpenter/Stephen King / mixed in with a simmering helping of Cliver Barkerish weirdness strained through the lens of Venger Satanis. Alright this is the usual Outer Presence rpg included in the adventure package bit we've seen before & I'm going to go out on a limb here & throw that right into the waste basket. " This is an eldritch pulp / investigative horror scenario especially suited for The Outer Presence roleplaying game. A serial killer case opens up before the investigators and leads to something beyond the usual detective story." So after reading through this adventure which puts the PC's front & center of a murder investigation/slash horror story I'm going to say that this would make a killer horror story adventure for the Silent Legions From Sine Nomine Publishing. Why? Because quite frankly this adventure has a bit of it all;

Viable underworld/sleaze encounters, a trail of madness & dead bodies everywhere. Sex & weird reality warping world sex magick occult themes pepper throughout the adveture. Darkness & dangerous cultists waiting. Independent Venger Mythos action, if you know the Venger's other adventures then you know the drill here. He's big on working his own brand of horror that fits the same DYI horror ideal that Silent Legions adheres to. There are not enough Silent Legion adventures & this one actually fits the bill very well. He's sort of toned down the T&A to actually tell a coherent adventure & it shows. "The Outer Presence RPG is about curtailing obscenity and darkness. Horror = fear + revulsion. Does that mean spectators, rather than participants, are just as subject to "mature content"? Should reading or listening to the description of unwholesome things also be restricted to "adults only"?" Because he's toned down the sex Venger has upped the weirdness which makes this far more accessible as a dungeon master.

So the PC's are on the trail of Richard Black a horror novelist & run smack into the back burner of a whole lot of unraveling pulp horror business. Sure there's plenty of bloods, guts, gore & more here. But this is a thinking man's adventure that can be played over several nights sessions. Sure it includes everything you need to get started and play through but I want more. I want solid pacing, plot/setting, and a set of rules that's going to give me extended modern OSR neo horror play. That's where Silent Legions comes in and frankly there aren't enough adventure modules to support at system but 'His Flesh Becomes My Key' fills the slimy gap quite nicely. This really isn't Lamentations of the Flame Presence turf although there is this sort of thing, ‘When his gaze meets that of the investigators, the chartreuse-hued dweller of the cavern begins to melt into a pool of liquid flesh.’ Instead this is one part X Files twisted around an unraveling 'In The Mouth of Madness' with a good helping of Cthulhu & Venger's tendrils of horror. So yes its a good solid fit for a Silent Legions game. Eric Fabiaschi Swords & Stitchery blog Want more OSR action & support for this and other adventure titles? Subscribe to http://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
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His Flesh Becomes My Key
Publisher: Kortthalis Publishing
by Justin I. [Verified Purchaser]
Date Added: 06/04/2017 11:16:25

The Outer Presence is the eldritch-pulp investigative game by Venger Satanis. The initial release contained rules for play and an adventure. This was followed by the adventure A Green Jewel They Must Possess. The latest offering in this line is His Flesh Becomes My Key (which the chaos lord himself gave to me to review).

The module comes in at 18 pages and has a rather disturbing cover. I like it and it fits quite well. Honestly this is the type of thing that gets into my head way more than some tentacled monstrosity. Well played, sir.

The intro begins with the state of the world. Our world is on a fault-line and at times the Great Old Ones can influence our reality. The discussion of what this affect has reminds me of one of my favourite underrated flicks, In The Mouth of Madness. Which makes me ask, do your read Sutter Cane?

I really like this adventure but don't want to say too much about it out of fear of spoilers. The characters and scenes are memorable as is the twist, which gives this one nice replay-ability. The adventure is very adult, but not in the over the top sleaze way of Alpha Blue. It's dark and infects your mind. The prose is vivid and evocative.

Basically if this adventure was a movie, it'd probably be one of my favourites.



Rating:
[5 of 5 Stars!]
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