Last Rites of the Black Guard

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The Nazis left their cruel mark on the world more than 50 years ago, and some of those wounds still bleed. Hitler and other high-ranking Nazis were enamored by the idea of using the Occult in their attempt at world domination. In their quest for power they conducted horrific experiments on the weak, but with the defeat of the Nazis and the freeing of the experiments’ survivors, humanity thought that their evil would never rise again. They were wrong.

Last Rites of the Black Guard is a modern-day ghost-hunting adventure using the d20 System. Your PCs find themselves the only ones willing to help a single mother deal with the terrifying hauntings tormenting her family. But before you can put them to an end, you'll have to investigate their origins by spending an evening in the house yourselves. If you dare.

Last Rites is a 48 page, thoroughly-bookmarked PDF complete with color cover and illustrations, four maps, and helpful sidebars throughout. The product zip file also contains a "printer-friendly" version with all artwork and sidebars removed. The 12 to Midnight website also offers free downloads of cool extras such as audio recordings of ghosts (known by ghost-hunters as Electronic Voice Phenomena), bonus photos, and more.

Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
 

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I have followed the rise of the d20 PDF publishing industry with great interest and with the exception of releases from standouts like Monte Cook and Philip Reed, most PDF products have been less than exactly stellar. 12 to Midnight is a new PDF publisher and their first release, Last Rites of the Black Guard, is an adventure for D20 Modern. Stacked up against the majority of PDF releases on the market, it is also a pleasant surprise.

Last Rights is 48 pages and is delivered to your computer in two versions, a full-color image heavy one and a black and white one more suitable for printing. Layout is a clean two-column affair with reasonably shaded text boxes and readable fonts. I was especially pleased at the quality of the layout from a first-time publisher. Extras include maps and player handouts, including some not too terribly amateurish photos. As a bonus to the GM, all the maps and handouts are printed in the body of the text and in a larger version on separate pages to show the players.

The adventure, while designed for d20 Modern, does not exactly fit into any of the three campaign settings outlined in the D20 Modern core rulebook. Instead of orcs and AKs or Buffy takeoffs, you get something more inspired by Call of Cthulhu and the X-Files.

The adventure itself is fairly short and very tightly plotted. That’s not to say it’s a railroad job, but the action is confined to just a couple of days and a handful of locations. The upside is that the adventure is hyper detailed. Each NPC and location is carefully described and a complete timeline is provided. Call of Cthulhu veterans should feel right at home. The players will probably spend most of their time investigating strange goings on and interviewing NPCs. There is some combat and monster bashing, but it is definitely not the focus. The adventure’s plot is well thought out and I will not spoiler it other than to say the PCs start out investigating strange poltergeist phenomena in rural Texas and things rapidly get interesting once they get on the scene.

If you are looking for an adventure to complement any of the campaign settings in the D20 Modern core rulebook, Last Rights of the Black Guard is not for you. If you are looking for an investigative style adventure with plenty of supernatural atmosphere, then head over to RPGnow and download today.
 

Hmmm, rather few information on the "bones" of this review - no info at all on what levels, archetypes or character backgrounds ( even skills or character interests )this adventure aims at/is made for, little if no review of the plot, plausibilty, execution or degree of difficulty. Nothing on how the setting of this one varies from the standard d20 settings ( not that the basic settings are perfect, but not everyone digs "horror", or "deep intrigue" or whatsever). Or just "what" in particular the adventure itself focuses on.

No examples as to just how this is "hyper-detailed" - and possibly "railroading" to what degree ? Just some allusions to Call of Cthulhu - of which I have to admit I own both brilliant Supplements and dismal "bombs". So nothing factual there either.

sorry to say, this reads more like an advertisment. Maybe a rework/expansion of the review might be recommended.
 

The Last Rites of the Black Guard is a professional d20 Modern adventure. That makes it a rare supplement. It’s a horror too; twice as rare.

In many respects Last Rites is something new. It’s by 12 to Midnight and they’re not quite (not yet) the highest profile d20 publisher out there. This means your players might not have heard of them, don’t know what to expect from them and probably haven’t read the adventure either. You should be able to throw a few surprises at them. Now that’s a rare thing too. I wouldn’t count on trying this trick twice though as quality products like Last Rites of the Black Guard are likely to introduce 12 to Midnight to a wide range of gamers.

Yeah. This is a review of an adventure. If you’re worried about spoilers then stop reading now.

The Last Rites of the Black Guard uses photographs throughout. Photographs of real people – actors, really, since they’re playing the NPCs - and it uses photographs of props. These photographs, styled as Polaroids, are inserted alongside the adventure text and then repeated again at the back in an easy handout section. You do sometimes see photographs in RPG supplements or magazines and I find that they’re rarely impressive, rarely worthwhile and that they ruin the fantasy atmosphere. That’s just the thing though – the Last Rites of the Black Guard isn’t fantasy; it’s d20 modern, it’s set in a world very much like this one. I think the photographs are a great way to conjure up /that/ atmosphere. I think the photo-real works here. Being able to show your players a picture of an actual woman or, better still, a strange glowing light caught just on the edge of the image is a great way to inject a touch of "today realism" into the game.

Atmosphere is important. This is a horror adventure after all. There’s help from 12 to Midnight here. Tips and suggestions are offered now and then in boxed off sections and along with an illustration of one of the 12 to Midnight crew. Just to recap; photographs for the pretend stuff and illustrations for the real people. I’m an arrogant sot; I don’t think I need tips and tricks so I’m pleased that these asides manage to be fairly discreet even though they can be quite large. On the other hand, if I was unsure about d20 modern or just an altogether newbie then these sections are easily good enough to actually be helpful. No, they don’t just state the obvious.

The Nazis are the bad guys. The Nazis actually did mess around with the occult and this makes a good backdrop for this d20 modern adventure. A notorious Nazi scientist is found dead in Rosetta Texas. He had been hiding and had managed to remain undiscovered and so there is a little bit of newspaper coverage once the authorities finally work out who the corpse is. Nicely there’s a newspaper handout to give to the players. The most likely route in for the players is when the dead man’s neighbour reports poltergeist activity in her house. Yeah; it really will help if the player characters are some sort of easily contactable investigators or similar. It’s hard to see the PCs getting involved with Ms Gray’s troubles, to any serious extent, if they’re not. 12 to Midnight have a few suggestions to help if your PCs aren’t investigators. Perhaps Ms Gray is an ex-girlfriend of one of the characters. I think it’ll be easy enough to dump Ms Gray too, dump Rosetta, dump Texas and virtually all of the adventure structure and take the backdrop, the rituals and all the side effects off and into your own campaign. You can put these trapped souls anywhere. This is a good plus point for The Last Rites and not a negative. There are ideas here that you’ll want to use. There are ideas here you can use.

A quick summary of the back plot would mention experiments on unfortunates during the Nazi terror as the evil doctor investigates immortality and the occult. There are rituals and partial successes. Unluckily for Ms Gray one of the local authorities who winds up getting involved in the discovery of the dead Nazi and his collected trappings is up to no good either. I know, I’m being a little coy about that last point but sometimes player are naughty and don’t always turn away once they reach the spoiler warning! The partially successful rituals have resulted in over a hundred tormented souls being trapped and associated with the body and it is these unsettled spirits which are causing the supernatural problems in the area.

Quite a few of the possible resolutions, I think, to the adventure will see the PCs managing, somehow, to break the cause and effect of the haunting but not freeing these souls. It’s very possible that the players never realise what is going on and never really scratch the surface of the 50 year back plot. I think it’ll be up to the skill of the GM and the scope of any follow up as to whether this is a good thing or not. Either way it’s a morbid twist but if the players don’t realise this then it’s a useless twist. If the characters do stop the haunting but leave the souls trapped then the gates are wide open for future encounters, more trouble and further exploration of the background. This adventure from 12 to Midnight is an effective introduction of the Nazi occult legacy into a d20 modern campaign. The adventure itself is designed to suit 2 to 4 players of between levels 1 and 5. That’s quite a large range of levels but that’s also probably the range of experience GMs will want to introduce lurking Nazi occult dramas too.

12 to Midnight might be a fairly new and fairly small d20 publisher but there’s no sign of any teething problems or inexperience in this product. It’s a professional PDF; bookmarks, a crisp and clear layout, no bloated images, a thorough table of contents near the start and the important printer friendly version. The colour photographs and the maps from the adventure are missing from the handout section in the printer version. It wouldn’t have been a printer friendly version if they had been there.

No, I’m not going to go a whole pre-written adventure review without using the phrase "I’m not a fan of pre-written adventures" but if you’d been wondering when that would crop up then you’ll probably know there are always some pre-written adventures which manage to prove me wrong. Normally it takes either an exceptionally well designed non-linear adventure or just a successfully different adventure to impress me. The Last Rites of the Black Guard isn’t particularly linear. There’s certainly no sign of the dreaded "Go here. Do this. Go here. Do this." but there’s very little scope for the players to stray too far off the beaten track as they investigate a pair of haunted houses. Similarly, the adventure isn’t particularly clichéd either but much of that is attained from having neither a dungeon nor zombies present. Mind you; Nazis again? The Last Rites of the Black Guard is a worthwhile adventure and it’s not one that I feel the urge to write off as something any GM could have produced. The Last Rites is just different enough, just flexible enough, professional and easy enough to pick up in a hurry to make it just the sort of adventure you’ll want when you need to turn to pre-written adventures.

It’s a shame horror, especially subtle horror, and d20 modern aren’t more popular because I’d really like to see the d20 market with a couple more vibrant companies like 12 to Midnight.

* This Last Rites of the Black Guard review was first published at GameWyrd.
 

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