I figure we are 2-3 sessions away from the end of Book One of the Annals of the night Chalice (so 4-6 months since we play bi-monthly) but I am already planning a 1 shot of another game as a palate cleanser before we get back to Eversink.

Since the Night Chalice is very much my "I've always wanted to run a thieves guild" campaign, I am planning the one shot to be another game I've always wanted: _Chill_ Mummy Hunting.

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#ChillRPG, #Chill, #SotS #SwordsOfTheSerpentine #TTRPG

For some reason that bit of flavor text where the Victorian era SAVE adventurers are in the Black Forest of Germany and realize that the Mummy has followed them there lodged in my brain and I want to finally do something with it.

I am sticking with Pacesetter 1E Chill, aside from making the magic types Silver (good) and Red (Bad) to avoid the "wow the 1980's had no sensitivity readers" Societas Albe Viae Eternitata "Society of the Eternal White Way" for the white magic heroes. Woof.

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The other change, and this is 100% my predilections, is tying the branches of the Art to actual Victorian/ Reconstruction era 'magic' styles. That time period is just redolent with common 'magic' between spiritualism, Catholic/Anglican exorcism rituals, Egyptomania, and Hermeticism, I want to chrome up the magic more. I understand _why_ the book is so generic , but since this is for me and a small group of nerds, I am feeling free to add details.

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"The Art" as it's called in _Chill_ has three branches in the core rules: Communication, Restoration, and Protection. Communication will be Spiritualism, and Protection is Catholic/ Anglican prayer/exorcism. I'm leaning towards the Restoration ones being Egyptian in origin (as it is the one that most create visible effects so it should be the most rare), and working out some new branch of three for the Hermetic.

These are real, discovered, tested rituals for people in these orders.

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