RPGs

Grindhouse Sci-Fi Horror

Reviews from R'lyeh -

Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is many things. It is a lost ship to encounter and salvage and survive—and even steal. It is a means to create the layout of any starship you care to encounter. It is a moon to visit, a hellhole of auto-cannibalism, desperation, and caprinaephilia. It is a list of nightmares. It is a planetcrawl on a dead world including a bunker crawl five levels deep. It is a weird-arse incursion from another place, which might not or not be hell. It is all of these things and then it is one thing—a mini campaign in which the Player Characters, or crew of a starship, find themselves trapped around the dead planet of the title. Desperate to survive, desperate to get out, how far will the crew go in dealing with the degenerate survivors around the dead planet? How far will they go in investigating the dead planet in order to get out?

Published by Tuesday Knight Games, Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is the first supplement for MOTHERSHIP Sci-Fi Horror Roleplaying Game, which does Science Fiction horror and action. The action of Blue-Collar Science Fiction such as Outland, the horror Science Fiction of Alien, and the action and horror Science Fiction of Aliens. It works as both a companion and a campaign for MOTHERSHIP, but also as a source of scenarios for the roleplaying game. This is because it is designed in modular fashion built onto a framework. This framework is simple. The starship crewed by the Player Characters suffers a malfunction and is sucked into a star system at the heart of which is not a sun, but a dead planet upon which stands a Dead Gateway which spews dark, brooding energy from somewhere else into our universe. The crew is unlikely to discover this until later in the campaign, by which time they will have encountered innumerable other horrors and nightmares. With their ship’s jump drive engines malfunctioning and the ship itself damaged, the crew find themselves floating through a ships’ graveyard of derelicts. Could parts be found on these ships? How did they get here—was it just like their own ship? And where are their crews? Close by is a likely ship for exploration and a boarding party.

Beyond the cloud of derelict ships is a moon and this moon is a community of survivors. How this community has survived is horrifying, it having to degenerated into barbarism, to a point of potential collapse. Indeed, the arrival of the Player Characters is likely to drive the factions within the community to act and send it to a tipping point and beyond. Not everyone in the community welcomes their arrival, and even those that do, do so for a variety of reasons. However, in order to interact with the community, the Player Characters are probably going to have to commit a fairly vile act—and do so willingly. This may well be a step too far for some players, though it should be made clear that this act is not sexual in nature and will be by the Player Characters against themselves individually rather than against others. Nevertheless, it does involve a major a major taboo, and whilst that taboo has been presented and explored innumerable times onscreen, it is another matter to be confronted with it in as a personal a fashion as Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game does.

Then at last, there is the Dead Planet itself. This is a mini-hex crawl atop a rocky plateau with multiple locations. Not just the source of the system’s issues, nightmares, and madness, but a swamp, a crashed ship, wrecked buildings, a giant quarry, and more. Most of these locations require relatively little exploration, only the deep bunker of the Red Tower does. Plumbing its depths may not seem the obvious course of action for some players and their characters, but it may contain one means of the Player Characters escaping the hold that the Dead Planet has over everyone. Certainly, the Warden—as the Game Master in Mothership is known—may want to lay the groundwork in terms of clues for the Player Characters to follow in working out how they are going to escape.

Taken all together, these parts constitute the mini-campaign that is Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game. Separate these parts and the Warden has extra elements she can use in her own game. So, these include sets of tables for generating derelict ships and mapping them out, jump drive malfunctions, weapon and supply caches, colonists and survivors, luxuries and goods found in a vault, and nightmares. All of these can be used beyond the pages of Dead Planet, but so could the deck plans of the Alexis, an archaeological research vessel, the floor plans of the bunker, and so on. Not too often, and likely not necessarily if Dead Planet has been run.

Physically, Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is like MOTHERSHIP itself, a fantastic exercise in use of space and flavour of writing. However, the cost of this wealth of detail is that text is often crammed onto the pages and can be difficult to read in places. It also needs a slight edit. The maps are also good, though artwork is unlikely to be to everyone’s taste.

Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is very good at what it does and it is exactly the MOTHERSHIP Sci-Fi Horror Roleplaying Game needed—more of the near future setting, the monsters, and the horror that it hinted at. Dead Planet goes further in presenting a mini-campaign and elements that the Warden can use in her own game, although it is still not what MOTHERSHIP Sci-Fi Horror Roleplaying Game really needs and that is the MOTHERSHIP Sci-Fi Horror RPG – Warden’s Horror Guide. As a horror scenario, the set-up in Dead Planet is both creepy and nasty, but definitely needs the input of the Warden to bring it out. There is no real advice in Dead Planet for the Warden, and both it and its horror will benefit from being in the hands of an experienced Referee, if not an experienced Warden.

Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is a nasty first expansion for MOTHERSHIP Sci-Fi Horror Roleplaying Game, and that is exactly so delivers on the horror and the genre action first promised in the MOTHERSHIP Sci-Fi Horror Roleplaying Game. Ultimately though, the horror in Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is not for the fainthearted, being a Grindhouse Sci-Fi combination of Texas Chainsaw Massacre and Event Horizon.

[Free RPG Day 2020] LEVEL 1 - volume 1 2020

Reviews from R'lyeh -

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 [https://www.fanboy3.co.uk/] in sourcing and providing copies of the Free RPG Day 2020 titles.
LEVEL 1 - volume 1 2020 is a little different. Published by 9th Level Games, Level 1 is an annual RPG anthology series of ‘Independent Roleplaying Games’ specifically released for Free RPG Day. LEVEL 1 - volume 1 2020 is a collection of fifteen featuring role-playing games, standalone adventures, two-hundred-word Roleplaying Games, One Page Dungeons, and more! Where the other offerings for Free RPG Day 2020—or any other Free RPG Day—provide one-shot, one use quick-starts or adventures, LEVEL 1 - volume 1 2020 is something that can be dipped into multiple times, in some cases its contents can played once, twice, or more—even in the space of a single evening! The subject matters for these entries ranges from the adult to the weird and back again, but what they have in common is that they are non-commercial in nature and they often tell stories in non-commercial fashion compared to the other offerings for Free RPG Day 2020. The other differences are that Level 1 includes notes on audience—from Kid Friendly to Mature Adults, and tone—from Action and Cozy to Serious and Strange. Many of the games ask questions of the players and possess an internalised nature—more ‘How do I feel?’ than ‘I stride forth and do *this*’, and for some players, this may be uncomfortable or simply too different from traditional roleplaying games. So the anthology includes ‘Be Safe, Have fun’, a set of tools and terms for ensuring that everyone can play within their comfort zone. It is a good essay and useful not just for the fifteen or so games in LEVEL 1 - volume 1 2020.

The difference in LEVEL 1 - volume 1 2020 is that it carries advertising. This advertising is from its sponsors, but it gives Level 1 an old-style magazine feel.

Level 1 opens with the odd. Kira Magrann’s ‘Moose Trip: a game about moose who eat psychedelic mushrooms’. It turns out that as part of their idyllic life in the human-occupied wilds of Montana, Moose actually eat psychedelic mushrooms to get high. Which is what they do in this game and then they engage in relaxed conversation about how they feel and their emotions. It includes twenty different ‘Mushroom Feelings’ and offers a short but relaxed, reflective game.

Density Media’s ‘A Clan of Two: A two-person storytelling game’ is inspired by Shogun Assassin or Lone Wolf and Cub. Whether as an assassin and his son on the run from the Shogun or a bounty hunter protecting his bounty rather than taking him in—see Midnight Run, one player takes the role of the protagonist, a warrior without peer who will adhere to a code. This might the code of Bushido, code of chivalry, and so on, but he will have broken part of the code and gone on the run. The other player takes the role of both Game Master and seer, that is, the baby of the baby cart assassin or the bounty hunter’s quarry, as well of the world around them. He will both roleplay this character and the world. ‘A Clan of two’ uses a table of descriptors and prompts derived from the I Ching to push the story along and to see how the world reacts to the protagonist’s actions. This gives a nice balance between player agency and setting, the player able to roleplay free of rolling dice, whilst the Game Master can focus on the setting and interpreting the results, but together telling a story.

Designed for one player and no Game Master, ‘Dice Friends’ by Tim Hutchings is a one-page game in which stories are built around dice to represent characters and their lives and adventures. Mechanically very simple, there is no genre or setting to this game and beyond some dice dying and some dice leaving, there is little in the way of prompts in the game. Its brevity means that the players need to have strong buy-in to the game and will need to work hard create the world in which the dice/characters live and leave or live and die. The lack of a hook and the need to build the whole world means that despite it being easy to pick up and play, ‘Dice Friends’ may well be too daunting for some.

‘After Ragnarök’ by Cameron Parkinson and Tyler Omichinski, is a post-life, post-apocalyptic roleplaying game of Viking adventure and legends! The player take the role of the Einherjar, the great heroes destined to feast and drink in Vahalla until Ragnarök. That day has come and gone, and with the Gods dead, the Einherjar remain, but with Valhalla decaying, they decide to set out and adventure for the great drinking halls which are still said to exist. This is a roleplaying game in which the Player Characters start out as great heroes with Legends that they create, but as they face Jotun, the great hounds of Hel, and worse, they will fall in battle. However, when they die, there is a chance that their ‘Legends’ will ‘Fade’ and so lose their legendary capabilities. This is much more of traditional roleplaying game, a heroic game of fighting against the dying of the light—that is, the dying of the Player Characters’ light.

Oat & Noodle’s ‘Sojurn’ is a second one-page game for one player and no Game Master. This idea is that the players are leaving on a journey and take three objects with them, such as a mask, an imp, and a key, and when they return from the journey, something has changed. This is another one-player game in which the player is prompted to tell a story, but with actual prompts and an implicit genre, is much less daunting than the earlier ‘Dice Friends’. ‘Breaking Spirals: A single-player RPG inspired by Cognitive Behavioral Therapy and Acceptance & Commitment Therapy’ by Cameron and Colin Kyle is also for one player and no Game Master, but is more complex in that it presents a reflective, self-help game as a tool for active meditation and perspective. To be honest, it is more exercise than game, for although steps can be taken and there can be a sense of achievement in going through the process, there is no sense of winning in traditional way or of a story told. Not that there necessarily has to be either, but the lack either makes it an exercise rather than something to be played.  

‘Bird Trek: A game about raptors in space’ by Maarten Gilberts & Steffie de Vaan is a co-operative game of sentient raptor birds in space who as a flock to steal things, but must make its annual migration from Caldera to Frigia via several moons. Many of these moons are strange and growing stranger every year, making the migration more difficult and increasing the likelihood of the flock’s hunger and exhaustion grow. This is a storytelling game about survival and loss as well as exploration and just as well could have been set between Africa and Europe as it could outer space.

In Graham Gentz’s ‘In the Tank: Roleplaying the life of an Algae Colony in a Tank’, the players take on the role of aspects of algae living in a tank. Individually they control aspects such as width, cell, green, and so on, but together they control it collectively. Their aim is achieve sentience and to avoid death, but from Moment to Moment, they must respond to complications, problems and stimulations from inside the tank and outside the tank—the latter often at the hand of ‘The Dave’. Exactly what ‘The Dave’ is, is up for speculation—tank owner, laboratory technician?—but the Dave Master creates the Complication and the Algae responds to it. Successfully overcome a Complication and the Algae moves closer to sentience, the player with the successful means of overcoming the Complication becoming the new ‘Dave Master’. As a game, ‘In the Tank’ is likely to escalate into sentience and success, or spiral into death and disaster, the point being that either result is acceptable, and it is the story told along the way that matters.

‘Love is Stored in the Elbow’ by Corinne Taylor is a single-character, multi-player in they explore the relationship between emotions, memory, and physical touch. It includes solid guidelines as which parts of the body and what emotions the players do not want to include in their game, and after randomly assigning the agreed upon emotions to the accepted parts of the body, take it in turns to narrate a memory involving an emotion and its connected body part. This can build on, but not negate previous memories, but once done, the players will have created a lifetime’s worth of memory. Potentially silly, potentially adult in nature, this is a nicely done story told through a life.

Midsummer Meinberg’s ‘Graveyard Shift’ is a three-player game about the alienation of working late at night for minimum wage. It explores poverty, family obligation, dead-end jobs, loneliness and alienation, and also drug use as self-medication—so it involves obviously adult themes. The players take the role of the worker, his family, and three customers on a single night and face the drudgery and complication that this brings. There is some excellent roleplaying potential in this situation as the Worker is ground down by his situation and the humiliation he suffers in dealing with difficult customers and the demands of his family all the whilst want to quit.

The fourth one-page game is ‘At Least We Have Tonight’ by Matthew Orr and it again suffers from needing a strong buy-in by the players. Up to eight of them roleplaying slaves aboard a Roman trireme, who at the end of the day recount its events—the moments which broke the toil, such as the song we sang or an injury suffered, what their life was before ship and what ambitions they harbour for life after—if any. It is all quite dispiriting and will either fall flat because of the lack of engagement or descend into melancholy if the players do develop something from the prompts given.

‘Bad Decisions’ by Scott Slater, Michael Faulk, and Jeff Mitchell is a horror game about those moments when a character does something foolish—go into the basement alone, pick up hitchhikers, read the wrong book, et cetera. It is played in two phases. In the first phase, the players take it in turns to narrate the story, pushing the characters into situations where bad decisions can be made, and then rolling to see if they narrate the terrible outcome. In phase one, the results are mild injuries only, but in phase, the story escalates and the players bluff against each other to see which of them survives. The outcomes of the bad decisions in this phase are always fatal as the monster is revealed and chases the characters through the woods. Death is also sudden, nasty, and foolish. Slightly fiddley in its use of the dice, ‘Bad Decisions’ has a wealth of genre conventions to draw from.

Ty Oden’s ‘Hellevator’ is design for a large group whose characters are stuck in a cursed elevator with a devil. The devil seeks to kill or convert everyone in the elevator, whilst the humans must identify and eliminate the devil in order to avoid being corrupted or killed—and so escape. Fortunately, the devil can only use his infernal powers in the darkness. Essentially, this is a LARP, a variant of Murder in the Dark or Mafia or The Resistance played in a six-foot by six-foot space, the Devil player eliminating players in the darkness with a firm touch on the shoulder, the survivors denouncing the devil—or human, if wrong—in the light. The game is obvious into its inspiration, but more interesting in its optional devils which add variants. Another issue of course is that the players have to be happy with playing in the confined space, if only simulated.

‘Mesopotamians:  A little game about undead warrior kings making it big as a rock and roll band’ by Nick Wedig is a bonkers set-up, but undead ancient kings on a tour is not an unenticing one. As their tour progresses, it must deal with concerns like money and fame, but at every town face other issues such as why the townsfolk dislike them, what criminal plot do they accidentally get involved in, or what they are squabbling about in UTTRATU, the Econoline Van that is their tour vehicle? The aim here is to increase value of the Concerns and so win, and this is done by rolling dice at Crisis Points, aiming to find a dice with results of eight or more. As much as this is a great concept, the rules are not very explained and it could have done with an example of how to handle a Crisis point.

The last game in LEVEL 1 - volume 1 2020 is ‘Savage Sisters: Heroic Women Against a Barbaric World’ by Adriel Lee Wilson with Chris O’Neill. Inspired by Xena Warrior Princess, the Player Characters in ‘Savage Sisters’ forma Sodal, a group of powerful, female warriors. Together the player define the rules of the Sodal and each define their Savage Sister. During play, the players take turns as the GM—the Grandmother—to relate tale as they sit around the fire on eve of a great event, such as a battle or a birth or a wedding. When faced with a difficult challenge, a Savage Sister’s player rolls her die to match one of the numbers listed for the test—which can be a books, boots, blades, or bones test. If the Savage Sister succeeds, then she maintains control of the narrative, otherwise the Grandmother takes control. Ultimately, the Soldal is doing two things. One is facing tests to try to improve its destiny—represented by a pool of tokens. If there are three or more tokens in the pool, all test rolls are made at advantage, otherwise the Sodal is suffering despair and Savage Sisters roll at disadvantage. The other is to tell tales whose subject matters and details are determined before the game starts by answering a few questions and then randomly assigned to the players. It could have been better organised and the set-up clearer, but ‘Savage Sisters: Heroic Women Against a Barbaric World’ is probably the most open ended of the games in LEVEL 1 - volume 1 2020 and is worth revisiting again.

LEVEL 1 - volume 1 2020 is a slim, digest-sized book. Although it needs an edit in places, the book is well presented, and reasonably illustrated. In general, it is an easy read, and everything is easy to grasp.

LEVEL 1 - volume 1 2020 is the richest and deepest of the releases for Free RPG Day 2020. There is something for everyone here, from postapocalyptic warriors to midnight shift workers, and any one of the games in the anthology will provide a good session’s worth of play. Not all of the games are of the same quality though with perhaps the best and the most interesting being ‘A Clan of Two: A two-person storytelling game’, ‘After Ragnarök’, and ‘Graveyard Shift’ with ‘Mesopotamians:  A little game about undead warrior kings making it big as a rock and roll band’ being something that needs a bit more development. Despite the variable quality of its content, of all the releases for Free RPG Day 2020, LEVEL 1 - volume 1 2020 is the title that playing groups will come back to again and again to try something new each time.

Feculent Fantasy

Reviews from R'lyeh -

The primary drive behind the Old School Renaissance is not just a nostalgic drive to emulate the fantasy roleplaying game and style of your youth, but there is another drive—that of simplicity. That is, to play a stripped back set of rules which avoid the complexities and sensibilities of the contemporary hobby. Thus, there are any number of roleplaying games which do this, of which Ancient Odysseys: Treasure Awaits! An Introductory Roleplaying Game is an example. Ordure Fantasy, published by Gorgzu Games is an incredibly simple Old School Renaissance-style fantasy roleplaying game using a single six-sided die with a straightforward mechanic throughout, and providing four character Classes, offbeat monsters, and table upon table for generating elements of the world, from setting, quests, and locations to NPCs, dungeons, and random encounters.

Ordure Fantasy: A simple d6 roleplaying game starts with its mechanic. To undertake an action for his character, a player rolls a single six-sided die, aiming to get equal to or under the value of a Skill or Ability to succeed. Easy and Hard Tests are made with two six-sided dice, the lowest value kept for Easy Tests, the highest value retained for Hard Tests. For deadly, dangerous, cataclysmic or annoying situations, the Referee can demand that a player make an ‘Ordure Test’. On a result of a six, the ‘Ordure’ of the situation happens, on a result of four or five, the Player Character gets a rumbling, warning, or unsettling portent of the ‘Ordure’. If the ‘Ordure’ situation persists, the ‘Ordure’ range on the die expands from a six to five and six, then four, five, and six, and so on. Essentially, the ‘Ordure’ Test is a random response generator to dire situations, enforcing the fact that the world is a dangerous place, one in which the ‘heroes’ are not actually capable of dealing with based on their own abilities or skills—more random fortune. However, Ordure Fantasy does not suggest what such situations might be.

Combat is more complex in Ordure Fantasy. Initiative is handled by lowest rolls acting first, and attacks by a player rolling under his character’s Combat skill. If a Player Character is hit, then his player can roll a Body or Mind Test for his character to defend. All attacks inflict a single point of damage which is deducted from the Health of a Player Character or NPC. Enemies—whether a monster or an NPC, have only the Ability, that is, Health, and when Health, whether that of a Player Character, monster, or NPC, is reduced to zero, then they are dead. In addition, some Player Characters, NPCs, and monsters have abilities and skills that will inflict various effects in addition to the deduction of a single point of Health—and they can be quite nasty. Thus, the Nursing Acid Wing has a grasp attack and the Mercenary Class’ Sword Skill can be good enough to lop off the limbs and appendages of his enemies—if the rest of the Combat Test is good enough.

Ordure Fantasy provides a half-dozen monsters—not really enough, but very much not traditional fantasy in terms of their design, a page of notes and advice for the Referee, all decent enough, before it gets down to creating Player Characters. A Player Character is defined by three Abilities—Body, Mind, and Luck, plus his Health, Class, equipment, and money. There are four Classes—Mercenary, Conjurer, Scoundrel, and Curate, each of which maps onto the four Classes of classic fantasy roleplaying. The Mercenary is soldier of fortune, trained in the arts of war without loyalty to any lord or realm; the Conjurer an autodidact explorer of unreal realms and summoner of fey things; the Scoundrel a charming alley rat unconcerned with the law; and the Curate, the neophyte scion of some cult excommunicated for heretical and gnostic preachings. So, there is a sense that the characters of the world of Ordure Fantasy are ne’er-do-wells, brutes, uncaring, cynical bastards in a landscape of grim and dangerous peril.

Each Class has four Skills and a Boon. Skills can be used as often as necessary, whilst Boons can be used once per game session. For example, the Mercenary has Bow, which provides a ranged attack; Sword, a melee attack capable of taking off limbs; Shield, which improves a Mercenary’s defence for a melee turn; and Intimidate. The Mercenary’s Boon is ‘Execute’. Simply, the Mercenary declares a target and his next successful attack against them is instantly fatal. Ouch!

To create a Player Character in Ordure Fantasy, a player assigns a value of three to one Ability, two to another, and one to the third. All Player Characters have a Health of five. The player selects a Class and picks three of its Skills, and just like Abilities, assigns a value of three to one, two to another, and one to the third. It is a simple, fast process.

Evota the evasive
Scoundrel, Level 1

Body 1 Mind 2 Luck 3

Skills: Negotiate 1, Hide and Sneak 3, Lockpick 2

Boon: An Old Friend (Roll twice on each side of the Random Reaction table and select combination for the relationship).

Money: 30 sp.

Magic in Ordure Fantasy is both interesting and banal. The Curate simply gets Heal, Curse, and Resurrect as Skills, and these feel banal and flavourless. They ape the divine magical abilities found in other fantasy roleplaying games and they are simply not that interesting. In comparison, the Conjurer has interesting magic and really gets to do things with it. What a Conjurer can do is summon. This is modelled with the Summon Emotion, Summon Element, and Summon Being Skills. The first of these enables a Conjurer to flood a sentient being’s mind with an emotion of the Conjurer’s choice, the second to summon a fist-sized ball of an element the Conjurer has seen before, and the third a being the Conjurer has seen before—and the Conjurer can control numerous beings once he rises far enough in Levels. Simply, there is a flexibility to these Skills, a flexibility limited only by the player’s imagination and the Referee’s agreement. So there is potential for a lot of fun with the Conjurer Class, whereas the Curate not so much.

Experience again is simple in Ordure Fantasy. A Player Character who survives an interesting, dangerous, exciting, or entertaining session goes up a single Level. When he does, the Player Character is awarded a single point which his player can assign to an Ability or Skill to increase its value by one. The maximum value for any Ability or Skill is four, a Player Character can learn its fourth Skill at Third Level, and the maximum Level for any Player Character is six.

Equipment—especially enchanted and mythical equipment, is again simply handled. The former, for example, magical maps or a master thief’s tools, make Skill Tests easy, whilst the latter are so well crafted and infused with magic that they grant a +1 bonus to a particular Ability or Skill. Given the one to six scale of Ordure Fantasy, such mythical items are really powerful and may provide benefits beyond the simple bonus.

Over a third of Ordure Fantasy is devoted to ‘Referee’s Tables’. These start out with a table for what the Player Characters doing when the first session starts, and then goes on to define the danger in the particular realm, what adventurers are needed for or do, and what the town where the Player Characters are is, what quest is available there, what the dangerous region outside the town is, and so on. There are twelve tables here, each with multiple options, which with just a few rolls of a die, the Referee can generate a sheaf of hooks and elements around which she can base an encounter, a scenario, or even a mini-campaign, perhaps even as the game proceeds.

Physically, Ordure Fantasy is a nineteen page, 2.78 Mb, full colour PDF. The layout is clean and tidy, and it is illustrated with okay, if scratchy pen and ink drawings. The use of colour is minimal though and although attractive, does not add to the look of the game. It does need an edit in places. The last page in Ordure Fantasy is the character sheet, which clear and easy to use, and as a nice touch, includes the basics of rolling Tests and the Combat Rules for easy reference by the players.

If there is anything missing from Ordure Fantasy, it is a scenario. Certainly, the inclusion of such a sample adventure would have supported its ‘pick up and play’ quality, for Ordure Fantasy is really easy to learn and lends itself to quick and dirty games. Similarly, It would have been nice to have seen more monsters, though there is a table for generating foes, but it is kind of buried in the back of the game. The only other issue is the Curate Class, which is more useful to have someone playing it rather than actually being interesting to play.

Overall, Ordure Fantasy does what it sets out to do, and that is present a stripped down, fast-playing grim and gritty set of mechanics, that support its grim and gritty tone.

[Free RPG Day 2020] The Lost Spire of Tziuhuquatl

Reviews from R'lyeh -

 Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

The third offering from Renegade Game Studios is The Lost Spire of Tziuhuquatl, a quick-start for Overlight: The Roleplaying Game of Kaleidoscopic Journeys. It presents a full scenario—with room for expansion and development by the Game Master, an explanation of the rules, and four pregenerated Player Characters, all designed to introduce both players and Game Master to the world of Overlight. This is a world of seven great continent, known as Shards, hanging in the sky under each other in a sky of limitless, unending light. These continents may shift horizontally, but never vertically, night only falling when one continent passes over another. Each continent is different, from the rocky towers and crumbling mesas across an expanse of blasted desert that is Nova, home to giant, sentient and meditative centipedes, called Novapendra, to Pyre, a landscape swathed in tundra and steppes, rarely lit beyond the fiery glow of its volcanos. They are home to numerous species, not just Humans or Haarkeen, but also Teryxians, the small, feathered reptilians of Quill, once emperors, but now renowned as academics and philosophers; the tribal, sometimes tree-like Banyan; and the eerily tall and thin, mask-wearing Aurumel of Veile, who aspire to build great things.

To a certain few, the brilliant, white light of the Overlight can split into a spectrum of different colours and Virtues—Compassion (green), Logic (blue), Might (red), Spirit (white), Vigor (orange), Wisdom (purple), and Will (yellow). So with ‘Root!’, a Banyan can encourage the vines and branches in his body to grow and grasp something—a person, an object, the ground—in a particularly tight grip or with ‘Speaker’s Fire’, an Embertongue can influence others in a soothing subtle fashion. The Overlight flows through and around everything, but those who can manipulate it are known as Skyborn and their powers of the Overlight as Chroma.

A character in Overlight and thus The Lost Spire of Tziuhuquatl is defined by the seven Virtues—Compassion, Logic, Might, Spirit, Vigor, Wisdom, and Will. Most Virtues have Virtue has two or skills attached to it and both skills and Virtues are rated by die type. The exception is Spirit, which is just a pool of points for activating Chroma. Besides a name, a character will also be defined by his Folk—species and culture, core Virtue, a background, and wealth. To undertake an action, a character’s player rolls a Test, which depending upon the circumstances can be a Skill Test, an Open test, a Wealth Test, or a Chroma Test. For any Test, the player rolls seven dice, usually consisting of three dice equal to the character’s skill, three equal to his Virtue, plus the Spirit die, which is always four-sided die. For example, a Banyari faced by an angry animal which he wants to calm down, his player would roll three ten-sided ice for his Compassion Virtue, three six-sided dice for his Beastways skill, plus the Spirit die. Results of six or more count as a success and at least two successes are required to succeed at a Test, though without any flourish. A roll of four—or Spirit Flare—on the Spirit die can add a further success. The type of dice rolled varies depending upon the type of Test, but all are built around a pool of seven dice. For example, Chroma Tests, used to active Chroma abilities, typically use a combination of two Virtues plus the Spirit die—and it is the result on the Spirit die which determines how many Spirit points activating the Chroma costs. If it is too many and the character is low on Spirit points, the character suffers a Shatter as the raw divinity of the Overlight powers through him. This can lead to strange side effects and once a character has suffered his third Shatter for a Chroma, he is burnt out and cannot use that Chroma again. Overall, the rules in The Lost Spire of Tziuhuquatl are succinctly described in just seven pages, including the skills list.

Four pre-generated characters are provided to play the scenario in The Lost Spire of Tziuhuquatl. They include a Banyari Rootlord capable of using the Overlight to photosynthesise healing, grasp others with its vines and branches, or lash out in a fury of red fists and spectral fire; a Pyroi Embertongue capable of making friends and influencing others, and creating fire; a Haarken Grifter capable of hearing conversations at a distance; and a Teryxian Tutor capable of issuing uncompromising commands. Every character comes with three or pages of backgrounds and stats.

The scenario in The Lost Spire of Tziuhuquatl is the eponymous ‘The Lost Spire of Tziuhuquatl’. This is a four-act mystery and missing persons adventure, which offers a mix of horror and exploration as well combat and interaction. It takes place on the on the forested Shard of Banyan where the Player Characters come across The Aquila, a ship-beast known as a Chrysoara, stricken with a sickness, its crew dead from acts of self-inflicted violence. This may simply at random, or they may be going to the rescue of the crashed ship-beast, or they may look for a missing scholar, Zubidiah Molok, who may or not be known to one of the Player Characters, and who even be mentor to one of them. From clues aboard The Aquila, the Player Characters will learn that scholar has made a great discovery deep in the forest. Following these clues will lead the Player Characters into dangerous territory and reveal some of the secrets of Overlight’s past.

As a scenario, ‘The Lost Spire of Tziuhuquatl’ is okay. It presents some of the setting to Overlight: The Roleplaying Game of Kaleidoscopic Journeys and it provides a good mix of action and investigation, interaction and exploration, combat and horror. Each of the four Player Characters should certainly have a chance to shine. However, because the setting for Overlight: The Roleplaying Game of Kaleidoscopic Journeys, and thus, ‘The Lost Spire of Tziuhuquatl’, is different, this scenario is not going to be one that flows. There will be plenty of stops and starts along the way as the Game Master has to explain—if not the rules, for they are quite straightforward, then aspect of the setting after setting. As a quick-start, The Lost Spire of Tziuhuquatl needs a cheat-sheet for it background more than it does for its mechanics. That said, from the information contained in its pages, the Game Master should be able to create one, just as she will be able to create the maps that would have been useful to frame and reference ‘The Lost Spire of Tziuhuquatl’. Of course, if she is doing that, then a handout or two would make the scenario a whole lot easier for both Game Master and her players.

Physically, The Lost Spire of Tziuhuquatl is well presented. It is decently written, full colour, and comes with nice artwork. The lack of maps is an issue, but more of a problem is the fact that what is probably meant to be read aloud purple prose is not clearly marked as such and it feels like the author is repeating himself with every location description. This is frustrating experience for the Game Master trying to use the descriptions—both in the purple prose and the write-ups intended for her, because they look the same.

If a Game Master is already running an Overlight: The Roleplaying Game of Kaleidoscopic Journeys campaign, then The Lost Spire of Tziuhuquatll is likely easy enough to add to a campaign and it provides a decent enough scenario. For a group new to Overlight: The Roleplaying Game of Kaleidoscopic Journeys, then The Lost Spire of Tziuhuquatl is a decent introduction or a one-shot, although it needs a bit more work and a bit more of an explanation than it really should.

Miskatonic Monday #52: Down New England Town

Reviews from R'lyeh -

 Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—


Name: Down New England Town

Publisher: Chaosium, Inc.
Author: Michael LaBossiere

Setting: Small town, modern New England

Product: Scenario
What You Get: Ten page, 3.15 MB Full Colour PDF
Elevator Pitch: Hometown Horror Maestro Horror
Plot Hook:  Sheriff stumped by removed remains of the recently deceased director of horror movies. Could his death have become a horror movie?
Plot Support: Five NPCs, new Mythos creature variant, and a map.Production Values: Tidy layout and decent illustrations.

Pros
# Potential hometown sidequest
# Simple story, one session scenario
# Good mix of NPCs for the Keeper to roleplay
# Potential convention scenario
# Easy to adapt to other time periods
# Roleplaying focused investigation
# Scope to play up the horror movie aspects

Cons
# Simple story, one session scenario
# Uninspiring new Mythos monster variant
# Underwritten investigation# one note, combat climax

Conclusion
# Solid addition to any ghoul campaign
# Scope to play up the horror movie aspects
# Roleplaying investigation needs development

Tour de Tabletop

Reviews from R'lyeh -

A minor side effect of the COVID-19 pandemic is that it has delayed this review, because it has also delayed the reason for this review. The 2020 Tour de France was due to have started on June 27th and finish three weeks later on July 19th, but its starting date was delayed until 29th August and it is due to finish today, 20th September. Consequently, this review—of a cycling-themed game—is equally as late. Published by Lautapelit.fi, Flamme Rouge is a cycling racing game designed for two to four players, aged eight and above, which can be played in between thirty and forty-five minutes. The mechanics involve racing on a modular board, the hand management of dual decks, and simultaneous action selection, supporting play that is both simple and tactical, and ultimately, providing a game that really feels like a stage of one the Grand Tours—the Giro d'Italia, Tour de France, and Vuelta a España. Plus, there is nothing to stop a playing group to play Flamme Rouge more than once to simulate a Grand Tour!

In Flamme Rouge, each player controls a team of two riders. One is the Rouleur, a good all-rounder, capable of maintaining a good pace throughout a race, the other is the Sprinteur, capable of bursts of great—typically as they are racing for the finishing line. Throughout the game, each player will control the speed of both his Rouleur and his Sprinteur, each of whom has a sperate movement deck. In general, he will keep his cyclists in the pack—or peloton—to conserve energy and speed, protecting the Sprinteur until close to the end when he can launch a sprint attack or he might launch a breakaway from the peloton and get to the finishing line before anyone else. However, this will exhaust a cyclist and probably enable the peleton to catch up. All cyclists though can take advantage of the slipstream effect to catch up and keep up with the cyclists in front of them. Since every team is trying to do this, the cyclists will be jockeying for position throughout the game.

Open up the box and you will find twenty-one double-sided Track Tiles consisting of Start and Finish sections, plus various straight and corner sections. All of the Track Tiles have two lanes and on the reverse are marked with Ascent and Descent sections which indicate mountain sections. There are eight custom plastic Cyclists—one Rouleur and one Sprinteur per player, marked with an ‘R’ and an ‘S’ respectively, and four Player Boards, one per player. Each board has spaces for the two decks of cards a player will draw from throughout the game. The game’s almost two hundred cards are divided into ten decks. Four of these are Energy decks for both the Rouleur and the Sprinteur, whilst the other two are Exhaustion decks, again one for Rouleurs and one for Sprinteurs. Each player has two Energy decks, one for his Rouleur and one for his Sprinteur. The two Exhaustion decks are drawn from by all of the players. Both Rouleur and Sprinteur Energy decks consist of numbered cards—each indicating the number of spaces a Rouleur or Sprinteur can move, the Rouleur’s between three and seven, and the Sprinteur’s between two and five, plus several nines. The value of the Exhaustion cards are all equal to two. Lastly, there are four Reference cards and six Stage cards. Each of the latter gives a layout for the Track Tiles to model a Stage from one of the Grand Tours. Lastly, the large, four-page rulebook explains how to set up and play Flame Rouge.

All of these components are of an excellent quality. Both the cards and Track Tiles have a linen finish and the Track Tiles are of thick cardboard. The rulebook is short and easy to read, and includes samples of play where necessary. Lastly, the plastic cyclists are not quite as nice as the other components, but both the Rouleur and the Sprinteur have different poses and the back of their jerseys are marked with an ‘R’ or an ‘S’ respectively for easy identification. The look of the game, of French cycling the 1930s, is really attractive and gives the game a classic feel.

Game set-up is simple. Each player receives a Rouleur and Sprinteur, Rouleur deck and Sprinteur deck, and player board, all in the same colour. The Track Tiles are laid out according to one of the Stage cards or a Stage of the players’ own design, and both Exhaustion decks are put beside the Stage layout. Then each player places his Rouleur and Sprinteur at the start of the Stage layout, the order determined by age and the last time the players each rode a bicycle.

Each round of Flamme Rouge consists of three phases—the Energy, Movement, and End phases. In the Energy phase, each player draws four cards from either his Sprinteur or Rouleur Energy deck, selects one to play, and returns the other three to the bottom of the appropriate deck. Then he does it to the other deck so that he one card from both of the Sprinteur and Rouleur Energy decks ready to play in the Movement phase. This can be done in any order, but once a card has been selected, a player cannot go back and change it.

In the Movement phase, the players reveal their cards and begin moving their cyclists, starting with the one at the front and working backwards in order. Each cyclist is moved forward a number of spaces as indicated on the respective Energy cards. A cyclist can be moved past another cyclist, but cannot land on a space occupied by one. Instead, the cyclist moves in behind the other. This will typically forces a player to be conservative in the choice of Energy cards he plays in order to prevent his wasting them in attempts to get his cyclists to pass those ahead of him, and whilst the players with cyclists at the front have a wider choice in the cards they play, they not do want necessarily to separate their cyclists from the ones behind them lest they begin to gain Exhaustion cards.

The End phase, all played Energy cards—for both Sprinteur and Rouleur—are discarded, and Slipstreaming and Exhaustion occur. If a cyclist ends his movement with exactly one empty space between him and the cyclist in front of him, then the cyclist can move exactly one space forward and close the gap. If there is more than one space between cyclists, then they are considered to be separate groups. It is also perfectly possible and legal to slipstream multiple groups, the slightly strung out cyclists taking advantage of the slipstream effect to come back together form a larger pack.

However, if there is still a gap of more than one space between any cyclists after those able to take advantage of the Slipstream effect, then those cyclists earn an Exhaustion card each. This is added to their respective Energy decks and when drawn and played, only enable a cyclist to move two spaces. What this means is that it pays for a cyclist to be conservative in his use of Energy. In the peleton, he can maintain the same speed as his fellow cyclists and gain advantage of the Slipstream effect if a rival cyclist decides to speed up. There is nothing to stop a cyclist making a break from the peleton, and just like in an actual Grand Tour, racing off into the distance, his player using the high value Energy cards in a cyclist’s deck to gain an advantage over his fellow cyclists. Just like a Grand Tower though, this will tire the cyclist out fairly quickly, modelled by the breakaway cyclist picking up more and more Exhaustion cards over the course of several turns. These will come to clog up a cyclist’s Energy deck, even as his player uses the higher value Energy cards up and discards them, ultimately slowing a cyclist down.

In the base set-up, a game will typically see the cyclists jockeying for position right down to the finishing line when Sprinteurs make a break for it in an attempt to win the stage. In the advanced game—which really only adds one or two rules, mountains can be added to Stages. Mountain sections on the tiles are marked into two colours—orange for ascent and blue for descent. When a cyclist is in an ascent section, and therefore travelling fairly slowly, the maximum value of any Energy card played is always five. If a higher value card is played, the number of spaces of movement it grants is reduced to five. Conversely, on the descent sections, when the cyclist is travelling really quickly, the minimal value of any Energy card played is five. What this means is that lower value Energy cards can be played and the cyclist gets the benefit of the increased value and because the card is also discarded from the game, it means that the player is not forced to use it later when it will not help his cyclists. This includes Exhaustion cards, and this is one way in which to remove them from a cyclist’s Energy deck.

Effectively, Flamme Rouge is a finely balanced energy management game, with players needing to keep their cyclists up with those of the other players and either not let their rivals get to far ahead—or at least keep up with them when they are! A player can also keep track of what Energy cards his rivals have played, but it is still possible to be outfoxed by a rival especially when mountains come into play and break up the cyclists into smaller groups. The mountains are all but a necessity as without them, Flamme Rouge is well, a bit flat, and just as the mountains break up the terrain, they provide an opportunity for the players to break up the bigger groups and form breakaways.

Flamme Rouge looks good and is both easy to learn, play, and teach. Above all, Flamme Rouge plays and feels like a stage of a Grand Tour, and there is a great ebb and flow to it—just like the real thing. For gamers who are also fans of cycling, Flamme Rouge is a game they are going to appreciate, whilst being accessible by gamers who are not cycling fans and cycling fans who are not gamers.

Magic, Murder, & Mystery

Reviews from R'lyeh -

Dead Light and other Dark Turns: Two Unsettling Encounters on the Road is not a wholly new book for Call of Cthulhu, Seventh Edition. This is because it combines one of the first scenarios published for the then new version of the venerable Lovecraftian investigative horror with a wholly new scenario and several scenario seeds. The ‘old’ scenario is ‘Dead Light’, published in 2014 as Dead Light: Surviving One Night Outside Of Arkham, which in this new anthology published by Chaosium, Inc. has been joined by the new scenario, ‘Saturnine Chalice’. What connects the two—or at least what they have in common—is that they take place whilst the investigators on the road, and either because of the weather or because they get lost, the investigators will be confronted with mystery, magic, and mortality. Both scenarios are set in the 1920s, are quite nasty, both are self-contained, and both are nominally set in Lovecraft Country. What this means is that either can be slotted into an ongoing campaign whilst the investigators are travelling between locations or run as oneshots, and be moved to any remote location—all with relative ease. With a little effort, they could also be shifted to time periods other than the Jazz Age of the 1920s. Other than that, each scenario is very different in terms of structure, tone, and story, and so will provide very different roleplaying experiences.

‘Dead Light’ opens with the investigators on the road out of Arkham, heading for the town Ipswich. The weather has drawn and as the road is lashed by a fierce storm, the investigators are forced to slow—which proves to be fortunate when a disheveled and bewildered girl runs into the road. Thankfully, the investigators can take refuge with other travellers at the roadside Orchard Run Gas and Diner. Here they can also learn who the girl is and where she came from, but that begs the question of what forced her to flee into the night when the weather is as bad as this? Another question is what caused a local farmer to swerve his truck so leaving the road all but blocked and left him incoherent with shock? Is it because he is just drunk or are his claims of a bright light that caused him to swerve on the road true?

Further checking on the girl reveals more of the mystery and something of the threat that the investigators will face in and about the Orchard Run Gas and Diner. The threat almost has a Science Fiction feel to it and that is perfectly in keeping with the nature of Cosmic horror. Although its origins are never quite revealed, the purpose to which it has been put can be discerned, and it is horribly rational and thoroughly in keeping with the wider miscegenation found in Lovecraft Country.

‘Dead Light’ is both a tale of jealousy and greed, and a survival horror scenario. As a survival horror scenario, it is light both in terms of the traditional Mythos and detailed investigation. As a tale of jealousy and greed, there are plenty of opportunities for roleplaying though as the consequences of both come to roost in and around the Orchard Run Gas and Diner. The likelihood is that the scenario is much physical in nature as the investigators and the NPCs are stalked in the woods surrounding the roadside stop. Yet as physical as the scenario is likely to become, any investigator attempting to confront the threat with brute force is likely to end up sorely disappointed and quite possibly dead. What this means is that the investigators will need to look for the means to stop the threat—and doing so will reveal the origins of the threat and perhaps the human folly that led to its release.

The issue with survival horror and with a threat as deadly as that in Dead Light is that it is too easy to kill the investigators. Whilst the thing is hunting them and everyone at the café, the Keeper needs to pace the scenario and not have it hunt down and kill everyone. This does not mean that she should be lenient should a player have his investigator act foolishly, but with plenty of NPCs around to show how the monster works, the Keeper should sacrifice them and so hint at the thing’s lethality and give time for the investigators to uncover what is really going on. The danger here is that in the hands of an inexperienced Keeper, ‘Dead Light’ has the potential to result in the death of everyone at the Orchard Run Gas and Diner—including the investigators. A more experienced Keeper will know to play and draw the events of the scenario and the deaths of everyone present out over the course of the evening. Pleasingly, ‘Dead Light’ gives the Keeper the means and advice to that end. Essentially, the second or revised edition of the original scenario, minor tweaks and edits having been made here and there, ‘Dead Light’ is a still as good a scenario as it was in 2014.

‘Saturnine Chalice’ is a radically different scenario in comparison to ‘Dead Light’. It is very much smoke and mirrors, a drawing room mystery bordering on farce, all contained within a puzzle box. The scenario opens again with the investigators on the road and then, whether they have got lost or their vehicle has run out of petrol, needing to go for help. They find themselves at the home of Augustus Weyland and his daughter, Veronica, their hosts welcoming, offering to help them with their plight, and even inviting them to dinner. Surprisingly, both father and daughter are willing to not only entertain the existence of the occult, but openly discuss it, which seems all the stranger given that the investigators have not come looking for it—at least not at the Weyland house. As they interact with the hosts and servants, things get odder and there seems to be gaps in what each knows, culminating in what is a truly bizarre dinner—a scene which the Keeper should really relish portraying.

This and other clues should indicate that there is something strange going on in the house, which should ideally drive the investigators to search the house further—and if they refrain, then other events certainly will. What the investigators find is a clue-rich environment pointing to the events which lead up to the current situation, what is going on when the investigators enter the house, and how they can escape their predicament. Two methods are suggested in ‘Saturnine Chalice’ for handling these clues. One is to rely for the investigators’ skills and abilities, but the other is for the players themselves to take the clues and work out themselves aspects of the puzzle their investigators find themselves in. Certainly, the latter option adds a degree of physicality not normally present in Call of Cthulhu investigations. However, this may complicate play for some players and potentially increase the playing length of the scenario’s single session. Here the Keeper needs to take into account her players’ playing preferences—or at least be aware of their being expressed if ‘Saturnine Chalice’ is run for relatively inexperienced or new players.

In comparison to ‘Dead Light’, ‘Saturnine Chalice’ is far more of cerebral affair, though there are still moments of action. Both possess a fair degree of back story as well as potential hooks which could be developed by the Keeper—especially if either is run as part of a Lovecraft Country campaign. Even if the links are not developed, both are easy to slot into a campaign, or simply run as oneshots.

Rounding out Dead Light and other Dark Turns: Two Unsettling Encounters on the Road is a half dozen scenario seeds. In keeping with the theme of the book, these all start on the road. They take the investigators to a roadside cabin camp where the fellow guests are up to something in the nearby woods, past a strange, giant animal attraction which could be something more, to a suitcase left in the middle of the road, and then on past the same signpost—again, to be diverted into a deadly game of cat and mouse in a scrapyard, and at last, to a chance to be charitable and pick up a pair of innocent looking hitchhikers. In some cases, the scenario sees include one or more explanations as to what is going on, and a couple do include some interesting historical background. That said, some of them are perhaps a bit mundane. All though require some effort upon the part of the Keeper to develop into a full scenario.

Physically, Dead Light and other Dark Turns: Two Unsettling Encounters on the Road is nicely presented. It is well written, cleanly laid out, and the artwork, cartography, and handouts are all decent. The only thing which could be held against the book is that it is in black and white in comparison to the publisher’s other for Call of Cthulhu, Seventh Edition, but to be fair, this does not detract from the production values and this is still a good looking book.

Even with just the two scenarios, Dead Light and other Dark Turns: Two Unsettling Encounters on the Road is a nicely versatile anthology. Both scenario are very different in terms of their structure, tone, and play style, but both are easy to use. Whether the Keeper is looking to taunt her investigators with a night’s survival horror or a puzzle to unlock, Dead Light and other Dark Turns: Two Unsettling Encounters on the Road delivers both for Call of Cthulhu, Seventh Edition, along with a few extras.

[Free RPG Day 2020] Keyforge: Secrets of the Crucible – Maw of Abraxas

Reviews from R'lyeh -

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

The contribution to Free RPG Day 2020 from Fantasy Flight Games is Keyforge: Secrets of the Crucible – Maw of Abraxas. This is a quick-start for use with Keyforge: Secrets of the Crucible, the roleplaying game based on the setting for Richard Garfield’s KeyForge: Call of the Archons, the world’s first Unique Deck Game. It uses the Genesys Narrative Dice System—first seen in Warhammer Fantasy Roleplay, Third Edition—but ultimately derived from the original Doom and Descent board games. Keyforge: Secrets of the Crucible – Maw of Abraxas comes with everything necessary to play—an explanation of the rules, four pregenerated characters, and an exciting, action-packed scenario for the Game Master to run. What it does not come with is dice and the fact that both the Genesys Narrative Dice System and Keyforge: Secrets of the Crucible—and therefore Keyforge: Secrets of the Crucible – Maw of Abraxas—use propriety dice is a problem. Not an insurmountable one, but a problem, nonetheless.

Keyforge: Secrets of the Crucible – Maw of Abraxas opens with a rules summary. The core mechanic requires a player to roll a pool of dice to generate successes and should the roll generate enough successes, his character succeeds in the action being attempted. The complexity comes in the number of dice types and the number of symbols that the players need to keep track of. On the plus side, a player will be rolling Ability dice to represent his character’s innate ability and characteristics, Proficiency dice to represent his skill, and Boost dice to represent situational advantages such as time, assistance, and equipment. On the negative side, a player will be rolling Difficulty dice to represent the complexity of the task being undertaken, Challenge dice if it is a particularly difficult task, and Setback dice to represent hindrances such as poor lighting, difficult terrain, and lack of resources. Ability and Difficulty dice are eight-sided, Proficiency and Challenge dice are twelve-sided, and Boost and Setback dice are six-sided.

When rolling, a player wants to generate certain symbols, whilst generating as few as possible of certain others. Success symbols will go towards completing or carrying out the task involved, Advantage symbols grant a positive side effect, and Triumph symbols not only add Successes to the outcome, but indicate a spectacularly positive outcome or result. Failure symbols indicate that the character has not completed or carried out the task, and also cancel out Success symbols; Despair symbols count as Failure symbols indicate a spectacularly negative outcome or result, and cancel out Triumph symbols; and Threat symbols grant a negative side effect and cancel out Advantage symbols. Only Success and Failure results indicate whether or not a character has succeeded at an action—the effects of the Advantage, Triumph, Despair, and Threat symbols come into play regardless of whether the task was a success or not. Task difficulties range from one Difficulty die for easy tasks up to five for Formidable tasks, and in addition, certain abilities enable dice to be upgraded or downgrade, so an Ability die to a Proficiency die or a Challenge die down to a Difficulty die.

In general, the dice mechanics in the Genesys Narrative Dice System—and thus, Keyforge: Secrets of the Crucible – Maw of Abraxas—are straightforward enough despite their complexity. They are perhaps a little fiddly to assemble and may well require a little adjusting to, especially when it comes to narrating the outcome of each dice roll.

Combat is more complex. Initiative is handled by a skill roll—using Cool or Vigilance, and attack difficulties by range and whether or not the combatants are engaged in melee combat. Damage is inflicted as either Strain, Wounds, or Critical Injuries. Strain represents mental and emotional stress, Wounds are physical damage, as are Critical Injuries, but they have a long effect that lasts until a Player Character receives medical treatment. When a Player Character suffers more Wounds than his Wound Threshold, he suffers a Critical Injury, and when he suffers Strain greater than his Strain Threshold, he is incapacitated. The various symbols on the dice can be spent in numerous ways in combat to achieve an array of effects. So a Triumph symbol or enough Advantage symbols could inflict a Critical Injury, allow a Player Character to perform an extra manoeuvre that round, and so on, whilst Threat and Failure symbols inflict Strain on a Player Character, three Threat symbols could be spent to knock a Player Character prone, and so on. Keyforge: Secrets of the Crucible – Maw of Abraxas includes a table of options for spending Advantage, Triumph, Threat, and Despair in combat, as well as a table of critical Injury results. It does not, however, include a table for spending Advantage, Triumph, Threat, and Despair out of combat—a disappointing omission for anyone wanting to do a bit more with their character’s skills. That said, the Game Master should be able to adjust some of the options on the table to non-combat situations.

Lastly, the rules in Keyforge: Secrets of the Crucible – Maw of Abraxas cover NPCs and Story points. Apart from nemesis-type NPCs, most NPCs treat any Strain they suffer as equal to Wounds, and Minions work together as a group. In Keyforge: Secrets of the Crucible, there are two pools of Story Points—one for the Player Characters, one for the GM. They can be used to upgrade a character’s dice pool or the difficulty of a skill check targeting a character—NPC or Player Character in either case, or to add an element or aspect to the ongoing story. The clever bit is that when a Story Point is spent, it does not leave the game, but is shifted over to the pool of Story Points. So if the Game Master spends a Story Point to increase the difficulty of a Player Character’s Perception check to determine the motives of an NPC, she withdraws it from her own Game Master pool of Story Points and adds it to the players’ pool of Story Points. As a game proceeds and Story Points are spent and move back and forth, it adds an elegant narrative flow to the mechanics and will often force the players to agonise whether they should spend a Story Point or not as they know it is going to benefit the Game Master and her NPCs before it comes back to them.

A character in Keyforge: Secrets of the Crucible has six characteristics—Agility, Brawn, Cunning, Intellect, Presence, and Willpower, plus a range of skills from Charm, Computers, and Cool to Ranged (attacks), Skulduggery, and Vigilance, as well as range of special abilities. The four pregenerated Player Characters include a Saurian Crœniac with a Cybersensor Implant for better perception and a hacking rig; a Human Discoverer whose Zoomclaw is a rocket-propelled grappling hook that both climbing tool and weapon; a Spirit Arbitrator, an incorporeal being clad in containment armour who was exiled from his knightly order for bounding with a sentient sword called Vizer; and an Elf of the Shadowws whose faerie companions aid him in mechanical tasks and acts of skulduggery. All four Player Characters are nicely presented in a busy, but easy to access character sheet.

Each Player Character also has a way to use Æmber, the golden, glowing substance found only on the Crucible—the setting for Keyforge: Secrets of the Crucible—which is often processed to perform a single, specific function, such as currency. In its raw state it can be used to do strange and wondrous things. For example, Saurian Crœniac uses it to fuel a hazard field which makes attacks against more difficult, the Human Discoverer to make attacks with Zoomclaw jet-propelled, and so on. These are all one-shot abilities until the characters can obtain some more raw Æmber.

The setting for ‘Maw of Abraxas’, the scenario in Keyforge: Secrets of the Crucible – Maw of Abraxas is Crucible, the ‘Impossible World’, a Jupiter-sized world made up of innumerable different zones, each a different environment or climate. In effect, it is a multiverse in one place, a multi-genre setting made up of multiple settings. In ‘Maw of Abraxas’, the Player Characters will see just a few of them—a glass jungle, a tightly regulated agrisector, a lake wrought with multiple storms, and the ancient ruins of a lost civilisation. In the scenario, the quartet of heroes have been asked by their boss, the tentacular Fixer, to recover the Cube of Realities, a weird artefact with the capability of warping the world around its user. He wants to ensure that it does not fall into the wrong hands. Unfortunately, the militant, xenophobic Martians already have it, but to prevent it being stolen or falling into the hands of their enemies have hidden it aboard a prototype saucer ship which even they cannot track or scan for! However, contact with the saucer has been lost, but fixer has learned that its designer created a device, the Vez Q-37 Scanulator, which can detect where the saucer is. So all the Player Characters have to do is steal the Vez Q-37 Scanulator from a Martian base and fight their way out, get across several sectors by Teleporter Cannon and then a couple more by whatever means necessary, find the lost saucer ship and grab the Cube of Realities. Easy, right? Of course not!

Consisting of just three acts, ‘Maw of Abraxas’ begins by dropping the Player Characters in media res and never lets up on the action or pacing. It should provide a session or so’s worth of play and comes with suggestions as to what each Player Character could do in a scene, and showcases a little of the diversity of the Crucible as a setting. The Player Characters all feel very different and the adventure should give them each a chance to shine.

Physically, Keyforge: Secrets of the Crucible – Maw of Abraxas is very nicely presented, in full vibrant colour. The artwork is excellent, if a little busy in places, and the book is well written and easy to understand.

The one downside to Keyforge: Secrets of the Crucible – Maw of Abraxas is that it uses the Genesys Narrative Dice System and that means using propriety dice. Now on the weekend of Free RPG Day 2020, the dice app for Genesys was available for free and that was very generous of the publisher. Of course, if a group is already playing Genesys or Keyforge: Secrets of the Crucible, and has either the dice or the app, then Keyforge: Secrets of the Crucible – Maw of Abraxas is easy enough to run and play, whether that is as extra scenario for an existing Keyforge: Secrets of the Crucible campaign or as an introduction to the setting. If not, then Keyforge: Secrets of the Crucible – Maw of Abraxas is unplayable, which is a pity because it is a fun scenario, though of course, a Game Master might be inspired to get either dice or app after reading though it so that she can run the scenario.

That issue aside, Keyforge: Secrets of the Crucible – Maw of Abraxas is an entertaining and fun introduction to Keyforge: Secrets of the Crucible. As a quick-start to both rules and setting, it is exactly the type of thing you want to pick up on Free RPG Day.

The Jewel in the Skull: ‘James Cawthorne: The Man and His Art’

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Richard McKenna / September 17, 2020

James Cawthorn: The Man and His Art
By Maureen Cawthorn Bell
Jayde Design Books, 2018

Stuff has to happen when it has to happen, I suppose. Back in the summer of 2018, I’d pre-ordered a copy of James Cawthorn: The Man and His Art, but by the time it was released, the family health issues that had been increasingly dominating my life over previous years had consumed it completely. When the book arrived, I didn’t even leaf through it; just unwrapped it and stuck it on a shelf, registering only that it weighed a ton and must be hundreds of pages long. And perhaps because of its association with a sad time, I completely forgot about its existence for a couple of years, only finally opening it the other night on a sudden impulse. Would what it contained be powerful enough to burn off any negative personal associations and also not be the kind of dismal self-congratulatory fannery that makes you want to chuck all your books away and start getting into metalworking or something? Well, yes it would—James Cawthorn: The Man and His Art is absolutely fucking mind-blowing.

Back in the ’70s and ’80s, Cawthorn was everywhere: the covers of his comic book adaptations of Michael Moorcock’s Elric stories were a fixture on the wall of every head shop, goth shop, comic shop, second-hand bookshop, and pawn shop I entered until I was in my mid-20s, and I’d grown up seeing his illustrations in things like New English Library’s Strange World of Science Fiction, the Savoy Books edition of Moorcock’s The Golden Barge, and the four kids’ sci-fi anthologies that Armada books put out in the 1970s. But, weirdly, it wasn’t until I sat down with this volume that I realized just how deeply his work saturates my own aesthetic life. Which is to say, my life. Not that I’m claiming my aesthetic or actual life are of two shits’ worth of interest to anyone except myself, of course, but it’s a strange feeling to suddenly realize that the blur that’s always been there at the edge of your attention is actually one of the spinning flywheels driving your mind—reminding you how many of those people existing on the margins of the culture remain marginal despite their contributions to shaping it. Cawthorn—who passed away in 2008—is a recognized figure among genre obsessives, but how did someone so interesting and idiosyncratic, who was once so ubiquitous, fall into such relative neglect?

Cawthorn was a child of the North East, an unfairly disregarded region of England, historically far from the money of London or Manchester, that has suffered massively since the Conservative government led by Margaret Thatcher set in motion the definitive closing down of the mines, heavy industry, and shipyards that had been the area’s backbone for centuries. As the final remnants of the steelworks and shipyards are gradually sold off to venture capitalists, that process of neglect is now pretty much complete, yet it’s a beautiful and magical place with its own strange magic, with deep links both to the ancient past and to the future—which makes sense, given how much of the future the locals dug, hammered, and welded together before they were sold out by the Tories. If you’re in any doubt about the North East’s futurist vocation, just remember that some of our culture’s most pervasive images of the future are the handiwork of another product of the region, one Ridley Scott, who certainly took inspiration from the vast petrochemical complexes lining local rivers (as anyone who ever flew into Teesside airport at night can testify). A self-taught, working-class illustrator, Cawthorn seems like a perfect reflection of that local genius, and in a way his relative anonymity mirrors that of his native land.

James Cawthorn: The Man and His Art contains (apparently—I didn’t count) something like 800 color and black and white illustrations that cover his entire career. The contrast between the scratchy detail and dense chiaroscuro of his b&w work and the vaguely lysergic glow of his color art highlight how the two exist as entirely distinct entities, which, however, complement and complete one another when seen together here. And his color work also inspires the thought that perhaps Cawthorn’s relative oblivion is partly due to his style being too outsider-ey, too delicate and lurid (in a good way) to work at its best in the medium that was most lucrative and that offered most visibility during the time he was working—the paperback cover.

In fact, one striking thing about Cawthorn’s work is that it always retains the beauty of the obsessive amateur, never feeling glib or by-the-numbers. Even in the drawings that look most rushed, you can feel the commitment animating each piece—the euphoric sensation of watching cheap felt-tip pens somehow create entire new worlds. And unlike many other artists, Cawthorn’s aesthetic becomes more, not less, compelling and intense the more of it you see, as he endlessly mines and refines the mineral splendors of his own imagination in pursuit of his totally individual aesthetic. Looking through the book, it rapidly becomes clear that Cawthorn’s best-known images—to those who know them—aren’t even his most striking. In fact, it’s difficult to illustrate this review properly because some of his most memorable work doesn’t exist even in the daunting repository of everything that is the internet, and I don’t want to bugger up the spine on my copy.

The book has clearly been a labor of love for Cawthorn’s sister Maureen and publisher John Davey, and Maureen’s evocative and delicate memoir of him casts a lot of light on the personality behind the portfolio of artwork. Alan Moore and Michael Moorcock (a close friend of Cawthorn from his youth until Cawthorn’s death) both provide genuinely touching contributions, and the ever-reliable John Coulthart does a lovely job of arranging and presenting everything in a way that makes sense of the ridiculous amount of material, which ranges from the comics Cawthorn drew at school to the lovely t-shirts and birthday cards he produced in mind-boggling numbers for family and friends. 

So like I said, James Cawthorn: The Man and His Art is absolutely fucking mind-blowing, a reminder of the violently surreal and inspiring power that imagery of this kind can possess when emptied of retrogressive cliché and self-satisfied rhetoric and filtered through a distinctive talent. It’s a potent inducement to pick up a pen, or a pencil, or a keyboard, or just anything, and put your imagination into use.

McKenna AvatarRichard McKenna grew up in the visionary utopia of 1970s South Yorkshire and now ekes out a living among the crumbling ruins of Rome, from whence he dreams of being rescued by the Terran Trade Authority.

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Portals and Presences: The Surreal Landscapes of Hipgnosis

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Michael Grasso / September 16, 2020

Vinyl . Album . Cover . Art: The Complete Hipgnosis Catalogue
By Aubrey Powell
Thames & Hudson, 2017

There’s always a danger of excessively romanticizing the era of the vinyl LP. Issues of sonic fidelity and durability aside, though, there’s one aspect of records on 12-inch wax that seemingly everyone does miss, and that’s the full-size record cover. Album covers during the heyday of psychedelic rock and roll were gateways to other worlds, their art often the province of esteemed painters and illustrators, their cryptic surrealism often filled with esoteric codes and symbols. Probably no other artistic collective was more famous during this decadent era than the London partnership known as Hipgnosis. From its edenic origins palling around with the rising stars of the late-’60s London psychedelic underground through to its mature period making iconic platinum album covers for global sensations like Pink Floyd, Paul McCartney, and Led Zeppelin, the creative forces behind Hipgnosis gained a rightful reputation as artistic visionaries whose work didn’t merely create identifiable brands and images for a musical group. Hipgnosis covers added to the mystique of the music, creating a visual component that rendered itself an indelible part of the listening experience.

“Album covers… defined you,” says Hipgnosis founder Aubrey “Po” Powell in his “Welcome to Hipgnosis” history in 2017’s Vinyl . Album . Cover . Art: The Complete Hipgnosis Catalogue, a 300 plus page full-color hardcover monster that reproduces the collective’s entire album cover output from 1967 to 1984. “The covers gave an inkling of your personality, your musical tastes and preferences, and just how up to date and hip you were.” Powell, Hipgnosis’s photographer, met his creative partner Storm Thorgerson at a hashish-suffused party across the street from his rooming house (that was suddenly raided by the police) attended by much of Pink Floyd. In that afternoon, a bond was formed between Powell and Thorgerson, a graduate student in film at the Royal College of Art. In these swinging, soon-to-turn-psychedelic times, Thorgerson and Powell were at the center of a music and art scene that would break out of the cozy confines of a few odd students and onto the global stage. Named after a piece of graffiti that Floyd’s Syd Barrett scrawled on the door to their apartment in pen, Thorgerson and Powell’s partnership (Throbbing Gristle member Peter “Sleazy” Christopherson would join in the mid-1970s) created some of the most memorable album covers of the era.

Hipgnosis’s first rock client was Pink Floyd: seen here are three of their Floyd covers: the Dr. Strange-meets-real-life-alchemy of 1968’s A Saucerful of Secrets, the recursive design of 1969’s double album Ummagumma, and the iconic 1973 cover for The Dark Side of the Moon.

Vinyl . Album . Cover . Art . itself is equal parts fond (post-)hippie memoir and hard-nosed realistic account of what it was like to run a business in the often high pressure, big-money business of 1970s rock ‘n’ roll. The book contains a brief—if frank and fascinating—foreword from Peter Gabriel, who worked with Hipgnosis while leading Genesis and for his first three solo album covers. Throughout the hundreds of album covers, Powell provides a wry and informative running commentary on the personalities, problems, and sudden moments of inspiration—provided by both musicians and the cultural and natural environment—that contributed to Hipgnosis’s success. The Surrealist movement of the 1920s and specifically photographer Man Ray get quite a few name-drops in Powell’s assessment of the Hipgnosis catalog, and it’s easy to see why. The nude human form, out-of-place manmade objects juxtaposed with the organic, obvious, and often unnatural-looking photo collage: all of these definitive Surrealist techniques appear with frequency in Hipgnosis’s early output.

Much of the overall aesthetic of psychedelic rock took its inspiration from long-past artistic movements with Romantic, back-to-nature overtones: Art Nouveau and Arts and Crafts, notably. With the surrealist edge of Hipgnosis’s designs, however, a flash of danger and alien weirdness was added to rock’s visual lexicon. Hipgnosis’s efforts at whimsical storybook-style covers for the Hollies and Genesis stick out like sore thumbs: solid efforts, but very much against the subversive grain of most of their work at the time. The covers where Hipgnosis unites Victorian twee with counterculture edge—such as using century-old techniques to hand-tint pastel color on Powell’s contemporary photos—do provide a pleasing synthesis of old and new. 

Gentle nostalgic folkie Al Stewart’s understated style might not seem like it jibes with the fantastic scenes conjured on Past, Present and Future (1973) and Time Passages (1978). On the other hand, Dark Side of the Moon producer-turned-bandleader Alan Parsons’s 1978 album Pyramid was directly influenced by Parsons being “preoccupied with the Great Pyramid of Giza,” to the point of “obsession” and “out-of-body experience.”

But it’s not just the art movements of the past that provided Hipgnosis with ambient inspiration. The counterculture’s well-attested conscious fusion of old and new, of the esoteric with contemporary pop and outsider culture, including science fiction and comic books, is on display throughout the Hipgnosis corpus. One of their very first commissions, Pink Floyd’s 1968 A Saucerful of Secrets, very obviously embodies this fusion, with its mixture of images from “Marvel comics and alchemical books.” Powell and Thorgerson attest to their being “avid followers of Stan Lee… Steve Ditko and Jack Kirby,” all while recognizing that “in those heady days of 1968—a man was soon to land on the Moon, alchemy was a hot topic, extraterrestrials were a certainty, Tarot readings and throwing the I Ching were de rigueur—the search for enlightenment in the East was a definite must.”

Whichever way the cultural winds were blowing, Thorgerson and Powell always forged a link to the music in their designs. Even in cases where the imagery looks too mystically epic or weird for the music on the disk, such as the covers for Scottish folk musician Al Stewart’s Past, Present, and Future (1973) and Time Passages (1978), the music’s overall themes—remembrance, nostalgia, prophecy, and folk memory—contain a tenuous throughline justifying figures leaping through strange mystic portals or tuning into a radio station that glitches out all of reality. All these strains of the magical and surreal, from Renaissance alchemists to haunted Victorian portraitists to avant-garde plumbers of the post-World War I collective unconscious to Dr. Strange and the Silver Surfer—Hipgnosis synthesized these with the subconscious themes of the music to create visions that defied reality. Powell’s photographic eye and Thorgerson’s dreamlike visions found common cause in composing images that looked like set pieces on strange alien worlds or in magical faerie realms. But even with all the photographic trickery and post-production flourishes available to them as they moved out of student darkrooms and into their own studio, Hipgnosis still found inspiration out there on our Earth’s weirdest real-life spots. From the Giant’s Causeway in Ireland to a cracked, dry Tees estuary in the North of England to deserts in North Africa and the American West, Hipgnosis’s most memorable landscapes are worlds where something has gone awry, where weird monuments, alien beings, and strange hauntings abound.

Hipgnosis had a knack for using unique real-world backdrops to create eerie scenes for their album covers. Italian rock progressivo group Uno’s self-titled 1974 album depicts a mysterious hieratic harlequin with a glowing geodesic dome for a brain emulating the pose of the famous English chalk figure, the Long Man of Wilmington.

Of course there are the usual stories of rock star excess in the book, with the personnel from Hipgnosis being flown all across the world for photo shoots and consultations with the biggest names in ’70s corporate rock. In many cases, the musicians and managers themselves couldn’t resist being part of the process. Paul McCartney enjoyed hamming it up on the cover of Band on the Run, and a few years later Macca wanted to be the one to personally place the giant letters on a London theater marquee for the cover of Wings At The Speed Of Sound. Noted hard case Peter Grant, the imposing manager of Led Zeppelin, was giddy—he “burbled with glee,” according to Powell—over Hipgnosis’s proposal for a worldwide scavenger hunt of a thousand replicas of the eerie totem from the cover of 1976’s Presence. One could argue that Hipgnosis, Led Zeppelin, and Peter Grant invented the music industry alternate-reality game in 1976 (sadly, the surprise Presence publicity stunt never got off the ground after it was leaked by the music trades).

Powell is honest throughout the book about the various misfires; he finds some of their ideas in ridiculously poor taste upon reassessment and most modern observers would be hard-pressed to disagree. The collective’s pinpoint arch visual humor certainly sometimes misses the mark. If I were to sum it up: the Hipgnosis catalog contains a few dozen stone-cold classics, a bunch of forgettable designs, and a few that look like rejects for Spinal Tap’s album Shark Sandwich. Hipgnosis’s wit was used to best effect when channeling those common cultural currents mentioned above: for example, 10cc’s classic cover for their album Deceptive Bends—the creation of which is broken down in great detail by the late Thorgersen in a contemporary piece from 1977 included in the book—talks about the physical and logistical challenges in place from the beginning but also places the imagery of the diver carrying the helpless damsel in its proper context with “monster” B-movies like Creature From the Black Lagoon (1954) and Robot Monster (1953). Trawling our collective pop culture unconscious, Hipgnosis called forth all kinds of creatures from the deep over their less than two decades on Earth, creatures that walk amongst us long after the collective’s demise.

Grasso AvatarMichael Grasso is a Senior Editor at We Are the Mutants. He is a Bostonian, a museum professional, and a podcaster. Follow him on Twitter at @MutantsMichael.

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A Coke and a Smile: Tsunehisa Kimura’s ‘Americanism’

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 Exhibit / September 15, 2020

Americanism, 1982

Object Name: Americanism 
Maker and Year: Tsunehisa Kimura, 1982
Object Type: Photomontage
Description: (K.E. Roberts)

Unlike his younger compatriots Shusei Nagaoka, Hajime Sorayama, Eizin Suzuki, and Hiroshi Nagai, who broke into the American illustration market with glistening airbrushed futures and breezy, pastel-colored beach scenes, Tsunehisa Kimura’s output was absurd, darkly surreal, and often apocalyptic. He remembered the devastation wrought by the war, and aimed his photomontage squarely at imperialism, colonialism, and, during the 1980s, a locked-and-loaded America whose leaders were playing an increasingly dangerous game that might have enveloped the entire globe.

Kimura’s most recognized piece is probably Waterfall, circa 1979, which shows Manhattan beset by, or rather integrated with,  Niagara Falls. The scene evokes disaster, but there’s something serene about it too—the riotous natural world and the built environment appear to commune, as is the goal in traditional Japanese architecture; not so in America, where we build things to keep nature—including other people—out. New York is frequently Kimura’s muse: New York encased in crackling ice; New York encased in fire at the end of the world (or is it the violent beginning of the world?); an ocean liner (is it the Titanic?) stands in for the Hindenburg, running aground on the Empire State Building.

There’s nothing serene about Kimura’s cover to the 1984 Midnight Oil LP Red Sails in the Sunset, either, showing a bombed-out, scorched-earth Sydney. A simmering red sun settles in the dust, similar to the black sun that precedes the atomic explosion in Katsuhiro Otomo’s Akira (1982-1990). And his cover for Space Circus’s Fantastic Arrival (1979), where American astronauts caper about on the Moon—while on fire—is similarly uncomfortable. Waterfall, in various edits, has also appeared on several LP covers.

Americanism is a pointed critique of both WWII-era (the photos are from the ’40s) and ’80s America, consumed with consuming and not much else, though the world (including Hiroshima and Nagasaki) may burn. The ironic nonchalance of the juxtaposition is, once again, striking. The Statue of Liberty is drowned (a long-standing visual motif in sci-fi) in a 1977 photo, and an untitled piece from 1984 shows the noble lady once again, this time hurtling over (or towards) the New York skyline under the power of six American ICBMs—which huddle beneath her skirts!

Kimura’s work was collected in 1979’s appropriately title Visual Scandals by Photomontage, as far as I know the only such collection published in the US.

[Free RPG Day 2020] Starfinder: Skitter Home

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Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

One of the perennial contributors is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after Free RPG Day. For 2020, the title released for the Pathfinder Roleplaying Game is Little Trouble in Big Absalom, and the title released for the Starfinder Roleplaying Game is Starfinder: Skitter Home. As in past years, this is an adventure involving four of the cheerfully manic, gleefully helpful, vibrantly coloured, six-armed and furry creatures known as Skittermanders—Dakoyo, Gazigaz, Nako, and Quonx. They were introduced in the Free RPG Day adventure for 2018, Starfinder: Skitter Shot, in which as the crew of the starship Clutch performed salvage tasks in the Vast beyond the Pact Worlds and then came across a derelict luxury liner, before being boarded by pirates and forced to crash land on a nearby world and survive as detailed in the Free RPG Day adventure for 2019, Starfinder: Skitter Crash. The foursome return in Starfinder: Skitter Home—not to have adventures, but to have fun!

Starfinder: Skitter Home shares elements with Little Trouble in Big Absalom. Both are written for player characters of Fourth Level and both consist of two adventures which can be run together or separately—and in any order. In Starfinder: Skitter Home, the four Skittermanders have come to their home world of Vesk-3 for a vacation—first for a party and a celebration, and then for a leisurely safari. The party, detailed in the scenario ‘Festival of the Exclipse’, is at Reetamander, a festival celebrating a lunar eclipse on the skittermanders’ home world. There are games to play, market stalls to peruse, songs to sing, and once the eclipse is over, food and drink aplenty. Events—or rather the intervention of a horrid villain—means that things go awry, but the heroes do get to have some fun first. Unfortunately, the villain turns the Reetamander against its celebrants and the heroes must come to their rescue and stop him from enacting his inconceivable plan! Overall, ‘Festival of the Eclipse’ is a fun adventure, intentionally raucous—even a little riotous, and a very positive adventure since it plays into the helpful nature of the Skittermanders and there are some nice rewards for the Player Characters being helpful.

The second part, or scenario, in Starfinder: Skitter Home is much darker and a shift in tone. In ‘Hunters Hunted’ the heroes have been given the gift of an underground hunting expedition into the caves beneath Vesta-3 where stridermanders—massive, terrifying cousins of the skittermander species—are said to be found. Unfortunately, when the Skittermanders arrive at the hunt agency, it seems all trips into the caves are off, because contact has been lost with the last trip which went into the caves. Of course, the Skittermanders, being as naturally helpful as they are, they offer to join the search for the lost hunting party and pointed to an ancient side tunnel which nobody has been able to check yet due to the agency being short-staffed. ‘Hunters Hunted’ is a mini-dungeon, consisting of just eight locations, and focusing on stealth and exploration. It is all perfectly playable and enjoyable, but not quite as much fun—and nowhere near as raucous as ‘Festival of the Eclipse’. There is a sense of urgency to it though, as the surviving members of the lost party are hurt and very much in need a rescue.

Rounding out Starfinder: Skitter Home are the Skittermander pre-generated characters. There are four of these provided for use with Starfinder: Skitter Shot. They include a Priest Mystic, a Xenoseeker Mystic, a Spacefarer Soldier, and a Scholar Mechanic, all Third Level (up one Level from Starfinder: Skitter Crash). Each is detailed on a full page, complete with background and a really nice illustration, as well as the stats. Players will need to refer to the Starfinder Alien Archive for full details of the Skittermanders, but really, they should be played as they appear—bumptious, gleeful, up for a challenge, and manically helpful!

Physically, as with Starfinder: Skitter Shot and Starfinder: Skitter Crash, Starfinder: Skitter Home is very nicely laid out and presented. The artwork is excellent, the writing clear, and the maps—placed inside the front and back covers—easy to use. All exactly as you would expect for a scenario from Paizo, Inc.

If a group has played Starfinder: Skitter Shot and Starfinder: Skitter Crash before it, then doubtless they will be pleased to return to playing the humorous, if not silly, Skittermanders. Players new to Starfinder and Skitterfinders may find the rules of the Starfinder Roleplaying Game slightly more complex than they expect and they certainly will not have the same sense of attachment to the Skitterfinder quartet as someone who has played either—or both—Starfinder: Skitter Shot and Starfinder: Skitter Crash will have. Either way, the likelihood is that they will enjoy ‘Festival of the Eclipse’ more than they will ‘Hunters Hunted’, as it gives more scope for fun and action, and gives more for them to do, whereas ‘Hunters Hunted’ is just a bit too straightforward an adventure to be really exciting. Overall, Starfinder: Skitter Home is very nicely presented, but really one for fans of the Starfinder Roleplaying Game rather than a good introduction to it.

[Free RPG Day 2020] Junior Braves Survival Guide to the Apocalypse Quick-Start

Reviews from R'lyeh -

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

The Junior Braves Survival Guide to the Apocalypse Quick-Start is the second title for Free RPG Day 2020 to be ‘Powered by Kids on Bikes’, the other being Kids on Brooms. Published by Renegade Games Studios and based on the Junior Braves Survival Guide to the Apocalypse graphic novel series, the players take on the roles of Junior Braves, essentially the equivalent of young scouts who are have gone away on camp for week to learn outdoor skills, good citizenship, and teamwork. Unfortunately, since they went away, something has happened, something which has caused apocalypse and brought society to its knees. Of course, being away from their family, friends, and society at large, the Junior Braves have no idea exactly what happened, so part of playing through the Junior Braves Survival Guide to the Apocalypse Quick-Start is about establishing what happened as much as it is establishing contact with their friends and families.

The Junior Braves Survival Guide to the Apocalypse Quick-Start comes nicely complete. It includes a good explanation of the rules, six pregenerated Player Characters, and a sandbox ready for a group to play. In this way, it is complete and presents a ready-to-play package in a way which Kids on Brooms failed to be.
Instead of character generation, the Junior Braves Survival Guide to the Apocalypse Quick-Start includes six Tropes—or basic character types. These are Honcho, Rustic, Ruffian, Tinkerer, Dreamer, and Tribe Master—the latter the leader of the troupe whom the Game Master roleplays as well as the NPCs. Each of these has its own special ability. For example, when the Dreamer earns a Brave Token—the equivalent of luck points or tokens—his player must give one to another Junior Brave, and the Ruffian gains a +3 bonus to solve problems involving force or chutzpah when his player spends a Brave Token. As per Kids on Bikes, each Junior Brave is defined by six stats—Brains, Brawn, Charm, Fight, Flight, and Grit—to which are attached to a die type, from a twenty-sided die for the character’s best stat down to a four-sided die for his worst stat. The ten-sided die represents an above average stat, whereas an eight-sided die represents a below average stat. So, a Honcho has a Charm d20, Fight d12, Grit d10, Brawn d8, Brains d6, and Flight d4, and a Rustic has Brawn d20, Charm d12, Flight d10, Brains d8, Fight d6, and Grit d4.

Tropes in the Junior Braves Survival Guide to the Apocalypse and thus the quick-start do not have skills, but in keeping with the theme of the game, they have Skill Patches, each sewn onto their Skill Sashes. Example Skill Patches include Orienteering, Woodworking, Knots & Ropes, Radios & Codes, and Sign Language. Each of these grants a +3 bonus to skill rolls—or possibly +1 bonus if only tangentially relevant. A Junior Brave will also have a Flaw, which can complicate his actions and increase the Target his player needs beat on a die roll. If a Junior Brave fails a roll due to his Flaw, he earns two Brave Tokens rather than the one usually awarded for failure. Lastly, a Junior Brave has some equipment and gear, stored in his ‘Pack and Pockets’. These consist of a pocketknife, sleeping bag, and a canteen, plus three items he would have had with him on the camp. Some of these are limited use items and will likely run out during the adventure included in Junior Braves Survival Guide to the Apocalypse Quick-Start.

Mechanically, the Junior Braves Survival Guide to the Apocalypse Quick-Start uses the same mechanics as Kids on Bikes, Teens in Space, and Kids on Brooms, with each of a Junior Brave’s stats being represented by a single die type. For a Junior Brave to do something, his player rolls the appropriate die for his Trope’s stat and attempts to roll over a difficulty number set by the Game Master, for example, between ten and twelve for an impressive task that a skilled person should be able to do. A player can add a +3 bonus if his Junior Scout has an appropriate Skill Patch and a +1 bonus for any Brave Tokens he wants to spend—or his fellow players want to spend if their Junior Braves are collaborating. However, complications increase the difficulty of the target number by three for each one. If the die roll beats the difficulty number, the Junior Scout succeeds, but if the roll is equal to the difficulty number, then he succeeds at cost, as in ‘Yes, but…’. It should be noted that the mechanics in Junior Braves Survival Guide to the Apocalypse Quick-Start that player-facing in that only the player roll dice—the Game Master never does.

A potential cost of failure is Stress and Trauma. Stress typically consists of bruises, cuts, scrapes, panic attacks, depression, and other forms of distress. Stress can add a complication to an action, but overnight rest or reassurance can get rid of Stress. However, should a Junior Brave suffer more than four Stress, he suffers from a Trauma. This represents serious injury or distress and until the Junior Brave recovers—which takes either medical treatment or weeks of rest—he cannot use one of his Stats.

Just as the Junior Braves Survival Guide to the Apocalypse categorises damage into Stress and Trauma, it divides its adversaries and dangers into Troubles and Threats. Troubles are the overall danger, the ultimate cause of the danger that the Junior Braves must face and , such as a zombie uprising, alien invasion, and the like, whilst Threats are individual parts of the Troubles the Junior Braves will encounter upon returning from camp. Notably, Threats are scaled down in Junior Braves Survival Guide to the Apocalypse, so if a town is taken over by a biker gang, Junior Braves will deal with a few of the Bikers rather than whole gang. The point is that as much as Junior Braves Survival Guide to the Apocalypse is a post-apocalypse roleplaying game, it is lighter in tone and scaled to the capabilities of the Junior Braves, who are , after all, still children.

Rounding out Junior Braves Survival Guide to the Apocalypse Quick-Start is a complete set of starting characters, as well as ‘Perils at the Pit-Stop’, a complete campaign starter. The Junior Braves return home from camp and taking a break from the journey in the town of Penelope, discover the clerk at the gas station was dead and zombie-like. What has happened and is it like the zombie television show the Junior Braves are definitely not allowed to watch? ‘Perils at the Pit-Stop’ includes a full description of the town, its current factions, and hints at some of the mysteries going in within its boundaries. It is essentially a mini-sandbox, a place for the Junior Braves to explore and make discoveries, and so there is no single defined plot or outcome, though there are several Troubles which they will encounter.

Physically, the Junior Braves Survival Guide to the Apocalypse Quick-Start is a simple black and white booklet. It is well written, the artwork is good, and the map nicely done.

Like other ‘Powered by Kids on Bikes’ roleplaying games, the Junior Braves Survival Guide to the Apocalypse Quick-Start is easy to pick and up and play, the rules are simple—made all the easier by being player-facing, and the set-up easy to grasp. Unlike Kids on Brooms, the Junior Braves Survival Guide to the Apocalypse Quick-Start comes with everything necessary to play. So with just the five characters and the given scenario, ‘Perils at the Pit-Stop’, the Junior Braves Survival Guide to the Apocalypse Quick-Start should provide both a couple of sessions’ worth of play and a good introduction to the full roleplaying game and the setting.

Jonstown Jottings #28: Tradition: Sandheart Volume Three

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Tradition: Sandheart Volume Three is both the third part of the campaign set in Sun County in Prax following on Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2, and a campaign framework for all three parts, for use with RuneQuest: Roleplaying in Glorantha.

It is an eighty-nine-page, full colour, 29.15 MB PDF.

It is an eighty-nine page, full colour hardback.
Tradition: Sandheart Volume Three is well presented and decently written, with artwork that is full of character—the image of a VW Camper Rhino disgorging sixties-style hippies on the India hippie trail is worth the price of admission alone.

Where is it set?
As with Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2 before it, Tradition: Sandheart Volume Three takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert. Where Tales of the Sun County Militia: Sandheart Volume 1 is specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who come to worship at the ruins inside Sandheart’s walls and The Corn Dolls: Sandheart Volume 2 is set in and around Cliffheath, on the eastern edge of the county, Tradition: Sandheart Volume Three is set in and around a cave known as Dark Watch on the far western edge of the county.

Who do you play?
The player characters are members of the Sun County militia based in Sandheart. Used to dealing with nomads and outsiders and oddities and agitators, the local militia serves as the dumping ground for any militia member who proves too difficult to deal with by the often xenophobic, misogynistic, repressive, and strict culture of both Sun County and the Sun County militia. It also accepts nomads and outsiders, foreigners and non-Yemalions, not necessarily as regular militia-men, but as ‘specials’, better capable of dealing with said foreigners and non-Yemalions.

What do you need?
Tradition: Sandheart Volume Three requires RuneQuest: Roleplaying in Glorantha. RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Tradition: Sandheart Volume Three is not really a scenario, but more a campaign framework around which the earlier scenarios, Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2 can take place, as well as other scenarios of the Game Master’s choice or devising. This is because it concerns events at one location, a location that by tradition—and if the Yelmalions do anything, it is by tradition—the militia must visit year after year, and perform the same ceremony each time. And each time, the ceremony is completed as instructed by the cult, and nothing happens. In fact, nobody in the militia knows why the task is carried out one year after the next, because nothing ever happens and why it was done the first place has been long forgotten. Only this time—no, only next time, and the time after that, it will be different, and perhaps the members of militia assigned the duty just might find out why the cult has been performing this ceremony for hundreds of years… 
What this means is that if the scenario is played as is, it will not have the impact that playing it episodically will do. Essentially, being asked to return again and again to perform the ceremony at the Dark Watch Cave—without the benefit of a break in the narrative, signals to the Player Characters that their being at the cave is significant rather than the ordinary task it is initially intended to be. So, Tradition: Sandheart Volume Three is best played before, between, and after the events depicted in Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2. The downside of this is that if you have already run either of those, then Tradition: Sandheart Volume Three takes more effort to implement. Another issue is one of what else to run between the parts of Tradition: Sandheart Volume Three. The setting and tone of the ‘Sandheart’ series is quite particular—and it is not one that is easily supported by the other scenarios available on the Jonstown Compendium. Advice to that purpose would have been useful. (Potential scenarios which would work include Jorthan’s Rescue Redux,* Rock’s Fall, and Blue Moon, White Moon.)
* Please note that for the purposes of transparency, I co-authored Jorthan’s Rescue Redux.
The Player Characters’ initial forays into the Dark Watch Cave will somewhat mundane, a simple task of lighting several braziers within its walls and then maintaining a vigil overnight. Here is a chance for them to explore the fullest extent of the cave and so educate themselves about its layout for when they return the next and subsequent years. However, the Dark Watch Cave has a deep, dark secret. It is home to a demon of darkness and deceit, one which is trying to escape its prison. Over the course of four tests—as the first four parts of Tradition: Sandheart Volume Three are known, the vigilance of the Player Characters will be tested again and again, as attempts to enter the cave and break their watch grow in their intensity and obviousness. In the early tests, they are actually quite amusing—and there is opportunity for some light-hearted roleplaying, but as the Player Characters return, they become vicious and ultimately spread to the wider area. In these later stages, the tests emphasises action and combat rather than roleplaying, but that reflects the threat which grows and grows over the course of Tradition: Sandheart Volume Three.
Ultimately, the likelihood is the Player Characters will fail and in order to defeat the darkness, the Player Characters will need to undertake a Hero Quest. Compared to the first part of the campaign framework, this is a radical change in pace, structure, and play style. It is very rigidly structured and both players and their characters—as well as the Game Master—need to be quite regimented in how they play through this. It presents some fantastic scenes, especially for Yelmalions as they fight against Darkness, and should they prevail, brings Tradition: Sandheart Volume Three—and if used in conjunction with Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2—the ‘Sandheart’ campaign to a rousing climax.
In addition to a full description of Dark Watch Cave, Tradition: Sandheart Volume Three comes with three handouts, full stats for the NPCs and monsters, and multiple maps of the Dark Watch Cave. Some of the handouts are slightly lengthy and as the campaign framework progresses, it does grow in complexity and the need for increased preparation upon the part of the Game Master.

Is it worth your time?
YesTradition: Sandheart Volume Three is an excellent campaign framework around which to structure the ‘Sandheart’ campaign and bring it to a rousing climax.NoTradition: Sandheart Volume Three is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar.
MaybeTradition: Sandheart Volume Three might be useful for a campaign involving Yelmalions and the worship of Yelm from places other than Sun County, but its framework structure may be more challenging to use if the Game Master has already run Tales of the Sun County Militia: Sandheart Volume 1 or The Corn Dolls: Sandheart Volume 2—if not both.

[Free RPG Day 2020] Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure

Reviews from R'lyeh -

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

Like the support for Free RPG Day in 2017, 2018, and 2019, Goodman Games has released the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure, which provides an introduction to the publisher’s Dungeon Crawl Classics Roleplaying Game. It takes its cue from the Dungeon Crawl Classics Roleplaying Game Adventure Starter published in 2011, but has been expanded enough for the rules to cover characters from Zero Level to Second Level, provide two adventures, and introduce the key concepts of the roleplaying game. In the process, it has grown from sixteen to forty-eight pages. As with the previous versions from 2017, 2018, and 2019, the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure can be divided into three parts. The longest are rules, followed by a short introductory adventure and then by flipping the booklet over, a longer adventure.
Derived from the d20 System, the Dungeon Crawl Classics Roleplaying Game sits somewhere between Basic Dungeons & Dragons and Advanced Dungeons & Dragons in terms of its complexity. The most radical step in the Dungeon Crawl Classics Roleplaying Game is the starting point. Players begin by playing not one, but several Zero Level characters, each a serf or peasant looking beyond a life tied to the fields and the seasons or the forge and the hammer to prove themselves and perhaps progress enough to become a skilled adventurer and eventually make a name for themselves. In other words, to advance from Zero Level to First Level. Unfortunately, delving into tombs and the lairs of both men and beasts is a risky venture and death is all but a certainty for the lone delver… In numbers, there is the chance that one or more will survive long enough to go onto greater things! This is what the Dungeon Crawl Classics Roleplaying Game terms a ‘Character Creation Funnel’.

Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure provides rules for the creation process, a player rolling for six Abilities—Strength, Agility, Stamina, Personality, Intelligence, and Luck—in strict order on three six-sided dice, plus Hit Points on a four-sided die and an occupation. The latter will determine the character’s Race—Race is a Class in the Dungeon Crawl Classics Roleplaying Game just as it was in Basic Dungeons & Dragons, a weapon, and a possession related to his occupation.

Farmer Galton
Zero Level Human Mendicant
STR 9 (+0) AGL 9 (+0) STM 12 (+0)
PER 8 (-1) INT 10 (+0) LCK 11 (+0)
Hit Points: 4
Saving Throws
Fortitude +0 Reflex +0 Willpower +0
Alignment: Lawful
Birth Augur: Harsh Winter
Luck Benefit: All Attack Rolls
Weapon: Pitchfork (1d6)
Equipment: Hen (Daisy)
34cp

Of the stats, only Luck requires any explanation. It can be used for various skill checks and rolls, but its primary use is for each character’s single Luck Benefit—which unfortunately, Farmer Galton lacks. It is burned when used in this fashion and can only be regained by a player roleplaying his character to his Alignment. The Luck bonus also applies to critical hit, fumble, and corruption rolls as well as various Class-based rolls. For example, the Elf receives it as a bonus to rolls for one single spell and a Warrior to rolls for a single weapon such as a longsword or a war hammer. Further, both the Thief and the Halfling Classes are exceptionally lucky. Not only is the Halfling’s Luck bonus doubled and the Thief’s determined by a random roll when they burn Luck, they actually regain Luck each day equal to their Level. In addition, if a party has a Halfling amongst its numbers that Halfling can pass his expended Luck to other members of the party!

Mechanically, for a character to do anything, whether Sneak Silently, cast a spell, or make an attack, a player rolls a twenty-sided die and after adding any bonuses hopes to beat a Difficulty Class or an Armor Class. Rolls of one are a fumble and rolls of a twenty are a critical. The Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure includes a Fumble Table as well Critical Hit Tables for each of the Classes. Famously, the Dungeon Crawl Classics Roleplaying Game also uses a multitude of dice, including three, five, seven, fourteen, sixteen, twenty-four, and thirty-sided dice as well as the standard polyhedral dice. Although penalties and bonuses can be applied to dice rolls, the dice themselves can get better or worse, stepping up or stepping down a size depending upon the situation. For example, a Warrior can attack twice in a Round instead of attacking and moving, but makes the first attack using a twenty-sided die and the second attack using a sixteen-sided die. Fortunately, neither of the scenarios in the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure make much use of this full polyhedral panoply, but if necessary, dice rolling apps can be found which will handle such dice rolls.

Magic works differently to the Vancian arrangement typically seen in Dungeons & Dragons. Magic is mercurial. What this means is that from one casting of a spell to the next, a spell can have different results. For example, the classic standby of First Level Wizards everywhere, Magic Missile, might manifest as a meteor, a screaming, clawing eagle, a ray of frost, a force axe, or so on. When cast, a Wizard might throw a single Magic Missile that only does a single point of damage; one that might do normal damage; unleash multiple missiles or a single powerful one; and so on. Alternatively, the Wizard’s casting might result in a Misfire, which for Magic Missile might cause the caster’s allies or himself to be hit by multiple Magic Missiles, or to blow a hole under the caster’s feet! Worse, the casting of the spell might have a Corrupting influence upon the caster, which for Magic Missile might cause the skin of the caster’s hands and forearms to change colour to acid green or become translucent or to become invisible every time he casts Magic Missile! This is in addition to the chances of the Wizard suffering from Major or even Greater Corruption… Some ten spells are detailed Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure, taking up roughly, a quarter of the booklet.

One of the major differences between the 2018 version of the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure and the editions before it was the range of spells it included for the Cleric and Wizard Classes. Notably, it Magic Missile with Choking Cloud and Colour Spray for the Wizard. The 2019 version was tweaked again, and similarly, the 2020 version has also been tweaked. So instead of Magic Missile, the Wizard has Flaming Hands

Once past the funnel, the characters can move up to First Level and acquire a proper Class—either Cleric, Thief, Warrior, or Wizard, or one of the Races, Dwarf, Elf, or Halfling. Further information is provided so that a character can progress to Second Level. The adventures in Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure should be enough for a character to reach First Level. Getting to Second Level and the second adventure is another issue, at least with this version of the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure.

Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure includes two adventures. The first, which immediately follows the rules is ‘The Portal Under The Stairs’, which appeared in the original Dungeon Crawl Classics Roleplaying Game Adventure Starter back in 2011. This has the would-be adventurers venturing into an ancient war-wizard’s tomb after its entryway becomes open when the stars come right. Designed for Zero Level and First Level characters this is a short, just ten location dungeon primarily consisting of traps and puzzles with some deadly combat encounters thrown in. Its three pages are short enough that a group could roll up their characters and funnel them through the adventure to see who survives in a single session. The second scenario, located on the opposite side of Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure is a Level 1 adventure, ‘The Legend of the Silver Skull’.

The other adventures in the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure have been different each time. ‘Gnole House’, the adventure from the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure from 2017 was inspired by the writings of Lord Dunsany and presented a bucolic, genteel demesne, a lonely house full of detail and hidden horrors. Where ‘Gnole House’ provided a good mix of exploration and examination with some combat and a little roleplaying, the scenario for the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure from 2018, ‘Man-Bait for the Soul Stealer’ was again different. It was a classic dungeon, as was ‘Geas of the Star-chons’, the second adventure in the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure from 2019—and the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure continues this trend for 2020.

In ‘The Legend of the Silver Skull’, the Player Characters are lured to a mysterious island with a skull atop its single barren hill, with promises of treasure. Inside the skull they find stairs going down to a damp, water-surrounded complex of rooms where fishmen and other salty creatures lurk… Both dungeon and adventure are quite straightforward, the former consisting of just eight rooms and it being highly possible for the Player Characters to discover and confront the antagonist behind the plot very shortly. What nicely drives the Player Characters into the confrontation is a series of visions one of them will suffer throughout the adventure, and if they defeat the antagonist and survive, then the adventure comes with a decent handful of plot hooks and a really nice artefact—if any Lawful Cleric will the Player Characters use it. However, The Legend of the Silver Skull’ is not an enticing adventure or a bad adventure or a good adventure. It is simply okay for s single session’s worth of dungeoneering. To be honest, the only thing to be said against it, is the fact that it is not set entirely within a giant skull. That, as they say, would have been cool…

Physically, the 2020 version of Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure is, like the previous versions, well presented, the writing is clear, and artwork is in general excellent throughout, echoing the style and ethos of the three core rulebooks for Advanced Dungeons & Dragons. Notable for this edition is cover—which depicts the demon skull, iconic to the Dungeon Crawl Classics Roleplaying Game, in gold on a black background. It really stands out.

As in past years, the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure is a good package. The rules are nicely explained, the style of game is nicely explained, the artwork is good, the two adventures are good, if disconnected. Any player or Game Master with any experience of Dungeons & Dragons will pick this up with ease and be able to bring it to the table with relatively little experience—and once the first adventure is complete, quickly graduate onto running the second. Overall, ‘The Portal Under The Stairs’ might be getting somewhat long in the tooth, but ‘The Legend of the Silver Skull’ is a fun one session adventure of visionary and potentially fishy weirdness, together serving to make The Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure simply a good introduction to the game and a bit more.

[Free RPG Day 2020] Rain of Mercy

Reviews from R'lyeh -

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

Rain of Mercy is an introduction to the grim darkness of the 41st Millennium and Warhammer 40,000 Roleplay: Wrath & Glory, published by Cubicle Seven Entertainment. Fairly short, in just sixteen pages it provides an introduction to the setting of the 41st Millennium, an overview of the specific setting for Warhammer 40,000 Roleplay: Wrath & Glory, and a short scenario designed to be played by four players and the Game Master and if not the full mechanics of the roleplaying game. It does not however, provide a full introduction to the mechanics of Warhammer 40,000 Roleplay: Wrath & Glory, but the given explanation is sufficient to play through the included scenario, ‘Rain of Mercy’.

The setting for Warhammer 40,000 Roleplay: Wrath & Glory is of course, the Imperium of Man, over which the Emperor, his body a rotting carcass sustained only by power from the Dark Age of Technology, has maintained a watch from the Golden Throne of Holy Terra. His mind is the very beacon by which the great ships of the Imperium the Warp and travel between the stars. They ferry not just goods and people, but also the Adeptus Astartes, the Space Marines, bio-engineered super-warriors, and members of the Imperial Guard, the ever-vigilant Inquisition, and the Tech-Priests of the Adeptus Mechanicus, from world to world, to investigate and scourge untold xenos, heretics, mutants, and more—including Chaos! Of course, this setting is better known as the background for Games Workshop’s Warhammer 40,000 miniatures wargame, in Warhammer 40,000 Roleplay: Wrath & Glory the focus will be on induvial rather than military regiments and units.

The specific setting Warhammer 40,000 Roleplay: Wrath & Glory is the forsaken Gilead System, which lies beyond the Great Rift, left behind by the Cicatrix Maledictum, the Warp Storm which rent the Imperium in two. The Gilead System is home to several different worlds, such as Avachrus, the Forge World, where the system’s technology is built and maintained; Ostia, the Agri World whose farmer are driven to point of starvation by having to feed the Gilead System; Gilead Primus, a Hive World home to billions; and Enoch, the Shrine World dedicated to the worship of the Emperor. Three years after the Great Rift, a flotilla of ships under the command of Rogue Trader Jakel Varonius, arrived in the system, having managed to find a stable route across the rift, bringing order and relief to the Gilead System which was on the point of collapse, suffering under the weight of too many refugees, most of them pilgrims to the Shrine World of Enoch, stranded by the opening of the Great Rift.

The Player Characters are assembled by Jakel Varonious to undertake a mission for the Ecclesiarchy. A troubling situation has arisen on Enoch, the Shrine World of thin desert land masses amidst extensive oceans, these land masses consisting of shrines around which cluster tent cities inhabited by refugees. A new cult has arisen amongst the slums—the Water Bringers, which might be loyal to the Emperor, but might also be a gang extorting money for the water it appears to have a ready supply of, and there is also talk of new saint on Enoch as well. The characters are charged with infiltrating the Water Bringers and determine the veracity of the supposed saint—be they unsanctioned Psyker, heretic, or one of the Emperor’s blessed. The scenario is short, but involves a reasonable mix of interaction, investigation, and combat, and ultimately leaves the outcome very much in the hands of the players and their characters.

The four characters consist of a Space Marine Scout who dreams of becoming a fully fledged Space Marine; a zealous and uncompromising member of the Adepta Soroitas, a Sister of Battle; a Skitarius and Tech-Priest, who monitors for the use of heretical tech; and a silver-tongued Rogue Trader. All four consist of a description, a nice illustration, some combat stats, and a single ability. For example, the Space Marine Scout always goes first in combat and once per game can attack twice per combat round, whilst the Sister of Battle can pray to the Emperor and once per game, cause an attack to miss any target.

Mechanically, Warhammer 40,000 Roleplay: Wrath & Glory employs a six-sided dice pool system. Results of four and five generate single Icons, whilst rolls of six generate two. If the total roll generates more Icons than the Difficulty Number, then the Player Character or NPC succeeds at the task. Good roleplaying can earn a player Wrath points which can be spent to reroll results of one, two, or three. And that really is the extent of the explanation of the mechanics for Warhammer 40,000 Roleplay: Wrath & Glory in Rain of Mercy, bar rolling for damage in combat. Indeed, there is not even a skill system or anything in the way of attributes for characters presented in Rain of Mercy. Instead, the Difficulty Numbers are given for possible actions by the pregenerated Player Characters—Cunning or Persuasion Tests, Intimidation or Leadership Tests, and so on—in individual scenes. This gives rise to a couple of issues with Rain of Mercy as an introduction to Warhammer 40,000 Roleplay: Wrath & Glory.

Mechanically, what it ignores is the possibility of rolls of six generate extra effects and the use of the Wrath die, which can either trigger a gloriously gory critical hit in combat or a narrative Complication. Narratively, the lack of a skills system or any attributes placed in front of the players reduces their agency because they do not know what their characters can do or what they are good at. Now there is some indication in the Player Character descriptions, but that is not quite as easily digestible as a skills list. On the plus side, this means that the rules are fast, and the rules are furious, and the rules are easy, and the rules are simplistic, but on the downside, it means that whilst Rain of Mercy is playable as is, it does not properly prepare either the Game Master or the players to play the full version of Warhammer 40,000 Roleplay: Wrath & Glory.

Physically, Rain of Mercy is well written and well presented. It is not extensively illustrated, but the full colour illustrations are excellent.

There is a great deal to like about Rain of Mercy. The booklet is well presented, the explanation of the background is good, the scenario is decent, and it is all nicely playable in a session or so. However, as an introduction to Warhammer 40,000 Roleplay: Wrath & Glory, the fact is that Rain of Mercy is severely underwritten in terms of the mechanics. It simply fails to give enough of an impression as to what those rules are and how they work in play, the result being that Rain of Mercy only succeeds as an introduction to the setting of Warhammer 40,000 Roleplay: Wrath & Glory; as an introduction to the mechanics of Warhammer 40,000 Roleplay: Wrath & Glory it is a complete and utter failure.

What's So Innovative about Night Shift: VSW?

The Other Side -

My NIGHT SHIFT co-author Jason Vey has a bit to say on the design and innovation of our Modern Supernatural RPG. 


You can read it about it all here: https://wastedlandsfantasy.blogspot.com/2020/09/whats-so-innovative-about-night-shift.html

Jason makes a lot of fantastic points. So many in fact that I do not feel the need to reiterate them here and now.  Save where I want to talk about why I wanted to make this game.  And even here I am going restate something Jason already said.

NIGHT SHIFT: Veterans of the Supernatural Wars was designed to be familiar. 

For me though not just in terms of game design, in terms of the types of games I have been playing over the last 20 some odd years.

In 1999 I was facing something of a crisis of my RPG playing. I had been playing D&D for 20 years solid by that point, with minor breaks due to college, grad school, and getting married.  I had bought a house and had a kid on the way. Plus in 1999 D&D was feeling tired and old.  I had played some other games, namely World of Darkness and other horror games. I had recently picked back up Chill, but none of these had lit the spark the way D&D had.

That is until I found CJ Carella's WitchCraft RPG.  Now here was a game I loved and it relit the long dormant fires of RPG creativity.  From here I picked up Kult, found more and more games. Soon I was freelancing at Eden. Then Jason and I were working together on Buffy, Angel, Army of Darkness, and more. But D&D was still that first love.   At the same time the d20 boon was happening and there were a lot of new great games coming out based on the d20 OGL and more still based on the principles of the OGL.  I went from a "dark time" to a new Golden Age in just a couple of years.

NIGHT SHIFT hooks into that familiarity. 

The rules are a streamlined version of the d20/OGC with an "old-school" bend. 
The situations are modern supernatural, so there feels like there is a "world continuity" with games I was playing using Chill, Kult, CoC, Mage, WitchCraft, and Buffy.

I want a game that can take me to the next 20 years of gaming and I truly think this one is it.

You can get hardcovers of NIGHT SHIFT from my publisher's webpage or PDFs via DriveThruRPG.

BlackStar: Star Trek Dark & Scary

The Other Side -

I am gearing up for Halloween (what you might call "October"), getting all my DVDs, Blu-Rays and yes, maybe even a VHS or two, ready for my nights. I am also getting a bunch of reviews lined up for my days.  But I have not forgotten that I am still only in September and there are things going on right now.

Today is September 8 and that is Star Trek day.  It was on this day that Star Trek premiered in 1966.


So to combine my love of horror and Trek here are some lists of dark and scary Trek episodes.






And a reminder from Dr. Leonard "Bones" McCoy that you really don't need to create a lot of horror for space. It's pretty damn scary as is.


Happy Star Trek Day!

Monstrous Monday: Galley Beggar

The Other Side -

My thoughts are still on Halloween.  So time to bring back another monster from my younger days.

Galley Beggar
Medium Undead (Incorporeal)
Frequency: Very Rare
Number Appearing: 1 (0)
Alignment: Chaotic (Chaotic Neutral, Chaotic Evil)
Movement: 120' (40') [12"] (Limited to 100' from bones)
Armor Class: NA [NA]
Hit Dice: 1d8 (1 hp)
Attacks: 1 scream
Damage: NA (see below)
Special: Can't be hit by physical weapons (Mundane or Magical); immune to charm, hold, and sleep spells.
Size: Medium
Save: Monster 1
Morale: 12
Treasure Hoard Class: See Below
XP: 5 (50 if bones destroyed)

The Galley Beggar, also known as a Bull Beggar, is a type of ghost found in crypts, dungeons, and even old cellars.  They appear as a thin, skeletal looking ghoul in the poor light of dungeons, but are semi-transparent.  They are incorporeal (ghost-like) and are immune to physical attacks of any sort and any mind-affecting magics.

The Galley Beggar has only one attack, a scream that causes fear (as per the spell) in all who hear it.  Everyone with 100 feet of the screaming monster must make a Save vs. Spells or come under the effects of the fear.  Creatures greater than 6 HD are immune.  A favorite trick of the Galley Beggar is to pull it's own head off of its body and then scream.

The only ways to defeat a Galley Beggar are with Clerical Turning, they will turn as Skeletons (1 HD) or via any magic like Bless, Remove Curse, Dispell Magic, or similar enchantments.  If the bones of the Galley Beggar are found and destroyed (with fire or given a proper burial) then the creature is also destroyed. 

It is believed that the Galley Beggar is formed when a novice spell caster is killed on an adventure and their bodies are not returned for burial.  The Galley Begger will not form until the body has decayed to bones.

Jonstown Jottings #27: Storm Rams

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—


What is it?
Monster of the Month #8: Storm Rams presents a noble spirit venerated by the Air pantheon which brings the seasonal rains to Glorantha for use with RuneQuest: Roleplaying in Glorantha.

It is a nineteen-page, full colour, 1.52 MB PDF.

Monster of the Month #8: Storm Rams is well presented and decently written.

Where is it set?
Storm Rams, the subject of Monster of the Month #8: Storm Rams, can be encountered anywhere in Dragon Pass, most notably in Startar, Tarsh, Esrolia, and Prax, but especially in the lands of the Balmyr Tribe in the high valleys of the Quivin Mountains, where they are known to come down out of the sky and graze.

Who do you play?
Anyone can encounter a Storm Ram, but Orlanth and Heler initiates may be able to summon them as can members of some weather-worshiping spirit societies of Prax. Herders and Weavers of Balmyr Tribe will seek out the fur left behind when the Cloud Rams come to earth.

What do you need?
Monster of the Month #8: Storm Rams requires RuneQuest: Roleplaying in Glorantha, but RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Monster of the Month #8: Storm Rams describes Storm Rams, the most well-known ‘weather-sheep’ or Urothing spirits of the air, who drive their herds through the air, bringing fertile rains and destructive storms alike. They are defenders of the rain, migrating across Glorantha in regular patterns throughout the year, typically driven back to the Spirit World by the heat of the Fire Tribe. They are known to descend to the earth and graze. In the lands of the Balmyr Tribe, the fur they leave behind is collected and woven into Mistwool, a textile constantly cool in the highest of temperature.

Full stats and descriptions are provided not just for the Storm Ram, but for other ‘weather-sheep’ too. These include the Greater Storm Ram, the Lightning Ram, and the Cloud Sheep, with suggestions how to individualise them and for them to become allied spirits. All three are given their own Summoning Rune spells for the Orlanth Thunderous and Heler cults, but the caster should at least be Rune Masters of either cult, and the caster needs to persuade the Storm Ram to come as well as casting the spell. In addition, Monster of the Month #8: Storm Rams gives a description of where Mistwool comes from, what it is woven into, and its importance to the Balmyr Tribe.

Monster of the Month #8: Storm Rams could have simply presented the ‘weather-sheep’ as a set of spirits tied to the Air pantheon and Orlanth worshippers, but it widens the scope of the supplement by having Storm Rams honoured by Heler and certain Praxian Spirit Societies, including detailing a Storm Ram Spirit Cult. In all three cases, it explains the reasons why through differing, often contradictory, mythologies. These are decent little pieces which will help underpin their appearance in game. Lastly, the supplement gives sample stats for all four types of ‘weather-sheep’, including the Greater Storm Ram, Urothtrai the Lover, who passes through the Red Cow clan’s lands in Sea Season every year, where Orlanth Adventurous worshipers compete to help him woo his beloved ewe, Helurtha, and so gain the blessings of bountiful rain in Fire Season.

However, beyond becoming a possible allied spirit or a source of Mistwool, where Monster of the Month #8: Storm Rams is underwritten is in terms of application. Of course, a Game Master will be able to dig into the supplement’s contents to develop ideas for her own campaign, but a scenario seed or three would have been useful additions to help her bring the Urothing into play.

Is it worth your time?
YesMonster of the Month #8: Storm Rams presents an interesting embodiment of the storms and the rain, pleasingly from differing points of view, which the Game Master can work into her campaign.
NoMonster of the Month #8: Storm Rams is yet more spirits, and as much as it falls under ‘Your Glorantha Will Vary’, one word might make you wonder how varied it will be when you add ‘weather-sheep’. 
MaybeMonster of the Month #8: Storm Rams is an interesting supplement and it does a nice job of bringing a type of sprint into play through differing points for view, but the lack of immediate use or scenario suggestions may not make it as useful as it could be.

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