The Alchemist's Kitchen: Experimenting with potions, tinctures, and brews

By admin

Witchy cooking design is a popular and intriguing concept that combines elements of witchcraft and cooking to create a unique and mystical culinary experience. This design style takes inspiration from ancient rituals, magical ingredients, and enchanting aesthetics to bring a touch of magic into the kitchen. In witchy cooking design, the focus is on creating an atmosphere that transports the cook and diners to a world of mystery and enchantment. This can be achieved through the use of dark and earthy color palettes, such as deep purples, dark blues, and rich greens. These colors evoke a sense of mystery and elegance, setting the stage for a magical dining experience. To enhance the witchy cooking design, various mystical and witchy elements can be incorporated into the kitchen decor and utensils.


The introduction largely concerns Mr Wick�s �philosophical� approach to writing Call of Cthulhu scenarios. While readable and even enjoyable, I do think that this takes up too much room (it takes about 2 and a half of the 24 total pages and some of these others are titles, full page illustrations and an advert for Act II) and I feel that that this could probably have been inferred from the content and would much rather that this had been removed from the document (perhaps to use on his website as promotional material for the whole series) in favour of material more directly pertinent to the running of the scenario. I feel this especially to be the case because he mentioned (on a thread on rpg.net) that he did have other material on running the �Man in Black� which we did not have room for.

I would have to say that the answer is yes; what Mr Wick has written is a memorable and rather nasty scenario which I thoroughly enjoyed running as a Keeper and which my players enjoyed playing. I used my own character sheets detailing personal equipment and prepared fuller briefings so that the characters all had notes on what they knew about the others - incorporating some of the information about what makes the characters tick from the Advice section to give the players more guidelines.

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To enhance the witchy cooking design, various mystical and witchy elements can be incorporated into the kitchen decor and utensils. For example, cauldrons can be used as pots and pans, adding a touch of witchcraft to the cooking process. Herb-filled jars, antique bottles, and spell books can also be displayed on shelves or countertops, adding to the enchanting atmosphere.

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�Digging for a Dead God� is a �one-shot� style Call of Cthulhu scenario; the first of a proposed three thematically linked scenarios. At the time of writing this review (9th October 2009) it is available via a 24 page pdf., though the author has stated his intention to make it available in printed form at some point.

This review will contain massive SPOILERS, so persons who potentially might end up playing a PC in the scenario should stop reading now.

As the author explains in his introduction, the key selling point of the scenario is that it is presented as a �sandbox� for the Keeper and players to run with. It is non-linear in structure, presenting a situation and 6 pre-generated characters (i.e. the PCs) currently involved in that situation. These characters have their own personal agendas which involve a huge amount of conflict with each other and these, combined with the decidedly supernatural discovery they are on the threshold of, provide the ingredients for the subsequent �action�. Presumably, this will be the basis for the subsequent �Acts� in this series as well.

In the first Act, we are told that it is May 1939, and that the characters are German soldiers overseeing the extraction of diamonds from a mine in some unnamed (though British occupied) African country. Five of the six pre-gens are S.S. officers and the other is a Sergeant of the regular Army/Wermacht who is just as unpleasant as the rest. Playing Nazis � most of which are described as especially nasty specimens of their type and who are currently engaged in ruthlessly exploiting a �native� workforce in the mines - may be considered problematic or perhaps even tasteless for some. Keepers will know their own groups best, and if they think an issue will arise in this regard then my advice is to pass this one over and play one of the many other Call of Cthulhu scenarios out there.. Personally I had no issues and neither did my group.

As I have hinted already, the scenario opens when the Nazi officers are informed that their soldiers/mine workers have discovered something �unusual�. How the scenario plays from then on in is firstly about how the players play their characters - almost needless to say there are grim and unsettling discoveries to be made in the mines - and then about how the Keeper portrays the supernatural and malicious figure they will almost certainly unleash. This unstoppable, incorporeal figure is the key to running the scenario � it knows all the secrets of the characters and will manifest to taunt them and goad them into action � driving them to utter ruin if the Keeper is doing his job correctly.

So, does the scenario succeed in achieving what it sets out to do ? I would have to say that the answer is yes; what Mr Wick has written is a memorable and rather nasty scenario which I thoroughly enjoyed running as a Keeper and which my players enjoyed playing.

However, I do have some concerns with how the scenario has been presented which I will now discuss.

The introduction largely concerns Mr Wick�s �philosophical� approach to writing Call of Cthulhu scenarios. While readable and even enjoyable, I do think that this takes up too much room (it takes about 2 and a half of the 24 total pages and some of these others are titles, full page illustrations and an advert for Act II) and I feel that that this could probably have been inferred from the content and would much rather that this had been removed from the document (perhaps to use on his website as promotional material for the whole series) in favour of material more directly pertinent to the running of the scenario. I feel this especially to be the case because he mentioned (on a thread on rpg.net) that he did have other material on running the �Man in Black� which we did not have room for.

The pdf as released is clearly in need of editorial revision. Two points immediately illustrate this. Both relate to the character Missgunt who is described in the text as being in possession of Lockpick skill - which is not presented in the character sheet provided; and who is described as being in the process of blackmailing another character but who seems unaware of it himself. The first point is probably easily rectified but is one that simply should not have occurred in what is after all only a short document. As presented there is more than a little confusion about Missgunt � not only does his character sheet not inform the player that he is blackmailing someone (thus putting him on guard against action by that player) he is also described in the Keeper�s guidance text as knowing �everyone�s secrets� yet again nothing of this seems to have filtered through to the player information on the sheet.

There are other irregularities too. Hochmut has an Anthropology skill of 80%, and Occult of 80% explainable by his secret membership of the Ahnenerbe and the Thule society. Begierde, seemingly little more than an S.S. careerist, has been assigned an Anthropology skill of 90% and Archaeology 90% with no reason given whatsoever.

And then there are other contradictions: The Brass Cylinders contained in the Scroll Room give Cthulhu Mythos: None and �provide very little Mythos Lore� according to Page 12; yet on Page 13 we get �After all, reading the scrolls grants Cthulhu Mythos knowledge and that blasts their Sanity even further, driving them deeper into instability.�

Lastly there is the question of detail. I freely admit that this is a stylistic choice as much as anything and it is clear that Mr. Wick�s preferred style seems to be heavy on atmosphere and light on detail. In my experience and judgment most Cthulhu players like both � favoring atmospheric horror grounded in �real life� and interesting historical background / settings. Digging for a Dead God gives you just about enough to �go with the flow� and run an interesting scenario � but you will struggle to find some of the details that you might find in other products. You will find no information on what the characters possess. There are no stats on the NPC soldiers or villagers for instance, nor will you get much period information on guns, uniforms and equipment, or where exactly the mine is situated, that might further set the scene in the mind�s eye. This is an intentional choice by the author, as he admits, but one that potential purchasers should be aware of.

Now it must be said that none of these are major impediments to running the scenario and I must repeat after making the points above that my players and I did have an excellent time playing it - but it did mean that I ended up doing a lot more work than I should have had to - even given the �pick up an play� style aimed for and I do think that given the relatively small amount of scenario content that non-stylistic issues should have been identified and rectified before it was made available for purchase.

So how did it turn out ? Here�s what I did to prep and how the scenario played.

I used my own character sheets (detailing personal equipment) and prepared fuller briefings so that the characters all had notes on what they knew about the others - incorporating some of the information about what makes the characters tick from the Advice section to give the players more guidelines. (In my view this information should have been the bare minimum provided on the pre-prepared character sheets for this type of scenario).

Using another Keeper�s suggestion (�Tancred� of rpg.net) I used a specific locale (Tangynika) and fleshed out period info on the �jeeps� (Kubelwagens) and trucks (Opel Blitz) and expanded a little on the equipment . I don�t view this sort of stuff as essential but knew that my players would probably ask for it.

Though Mr. Wick very commendably provided a �jungle� noise soundtrack at his website to use during the scenario, I elected not to use it immediately as it contains a �surprise spooky noise� element about 10 minutess or so in which is then repeated later. I instead used another �jungle sound effect� track which I looped over and over, only to use the surprise �effect� later for greater impact. I also employed some Nazi era martial music for the players to listen to while they read their sheets and �got to know� their characters, and also used some �creepy dungeon delving� music from a well known CRPG for the mines/temples section.

As for the scenario itself it played out pretty well indeed � despite the fact that I lost two players at the last minute and thus only had four of the six PCs intended. I elected to make the Captain and Sergeant NPCs. (If necessary I would recommend that in the case of having 5 players then the Captain remain an NPC as I found him very useful at giving unsavory orders to the rest .) Exploration of the temple � after the Yellow Sign was removed to the Captain�s tent for �safekeeping�- was a halting, but creepy affair � with the group witnessing glimpses of a mysterious robed figure among the other disturbing archaeological riddles to be found.

It was at this point I think I identified the downside of having only four players � I think one or two more may have meant for more player separation and alliances/agendas � giving the MIB an opportunity to get at them �alone�. But as it was they stuck together so I was forced to use the NPCs to initiate things.

The Sergeant NPC was the fist to crack, wandering off on his own to stare in fascination at certain artifacts and then nodding at certain whispers from a shadowy form. He confronted the hated officers, shooting and wounding Begierede after making wild accusations to all and being himself shot down in a hail of bullets.

Things turned worse when the Captain demanded that the officers execute some native women and children to prove �their loyalty�. Faulheit in turn shot the captain, but was saved by Missgunt who assumed command based on seniority / age and who was looking for an ally against Begierede. He knew and explained that the Captain had been �touched� by the supernatural as he had seen him conversing with a terrifying robed figure alone in his tent.

Re-exploring the temple and being assailed with strange visions, Hochmut, to the delight of the dark demon, shot Begierede down in cold blood - while Missgunt and Faulheit drove off into the jungle with the Yellow Sign. Faulheit then executed Missgunt and turned back � driving furiously down the jungle track to get back to the camp to finish them all off.

He met Hochmut driving furiously in pursuit and as they desperately � and vainly - tried to avoid a head on collision, the ghostly form of Begierde manifested, pointing an accusing finger of doom at his murderer ! Hochmut was killed outright in the crash. Faulheit was knocked unconscious but (failing a Luck roll !) woke up just as the flames from the burning truck (loaded with fuel stolen from the supply tent !) began to roast him alive in the cab ! Quite fittingly for a CoC one-shot � a TPK !!

In summary then � this is a memorable and fun scenario let down a little by some issues which should have been identified by an editorial eye.

I�m scoring a 4 for �Substance� to reflect the fact that I love the core scenario presented and a 2 for �Style� because of the inconsistencies.

I do however like the artwork and design, which is nicely atmospheric and would score that as a 4 separately if possible.

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Witchy cooking design

In terms of ingredients and recipes, witchy cooking design often draws from traditional magical practices and folklore. The use of herbs, spices, and flowers with magical properties is common in witchy recipes. Ingredients such as lavender, rosemary, sage, and chamomile are often utilized for their therapeutic and mystical properties. Moreover, the presentation of the dishes plays a significant role in witchy cooking design. Dishes can be garnished with edible flowers, dried herbs, or even adorned with symbolic sigils or magical symbols. This attention to detail adds an extra layer of enchantment and visual appeal to the meal. In conclusion, witchy cooking design is a captivating and creative concept that combines elements of witchcraft and cooking to create a magical culinary experience. It involves the use of mystical aesthetics, ancient rituals, and enchanting ingredients to transport the cook and diners into a world of mystery and enchantment. By incorporating dark colors, witchy decor, and magical ingredients, the kitchen can become a space filled with intrigue and magic..

Reviews for "Seasonal Witchcraft: Celebrating holidays and sabbats through themed cooking designs"

1. Matthew - 2 stars - I was really excited to try the Witchy Cooking Design, but I was extremely disappointed. The design was cluttered and confusing, making it difficult to navigate and find the recipes I was interested in. Additionally, the recipes themselves were lackluster and didn't have the wow factor I was hoping for. Overall, I wouldn't recommend this app for anyone looking for a user-friendly and exciting cooking experience.
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3. James - 1 star - This app was a complete disappointment. The Witchy Cooking Design had a confusing interface that was difficult to navigate. It seemed like there was no organization to the recipes, making it frustrating to find what I was looking for. Additionally, the recipes themselves were lackluster and didn't deliver on the promised "witchy" theme. I expected more interesting and inventive dishes, but instead, it was just a collection of basic recipes with mundane names. Save yourself the trouble and look for a better cooking app.
4. Emily - 2 stars - I was really excited to try the Witchy Cooking Design app, but it fell short of my expectations. The layout and design were cluttered and made it hard to find the information I needed. The recipes themselves were average, with nothing unique or standout. Moreover, the app lacked any sort of customization or personalization options, making it hard to adapt the recipes to my own dietary restrictions or preferences. I wouldn't recommend this app to anyone looking for a streamlined and enjoyable cooking experience.
5. Alex - 1 star - I was highly disappointed with the Witchy Cooking Design app. The design was confusing and cluttered, making it difficult to find what I was looking for. The recipes were uninspiring and lacked any sort of uniqueness. Additionally, the app was slow and often froze, making it frustrating to use. Overall, I would not recommend wasting your time or storage space on this app. There are much better cooking apps available with more appealing designs and better recipes.

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