Reviews from R'lyeh

Friday Fear: Carmilla

It is 1870. In Hofwasser Village in Styria, the eastern region of Austria that borders Hungary, a strange affliction has struck many young women, the symptoms mysterious and often fatal. One day they are bright, energetic, and full of life, then the next their skin pales as white as milk and they become lethargic, losing their appetites, and gaining a sensitivity to light such that they dare not venture out of doors. Already one young woman has died from this strange sickness and there are two more girls in the village showing symptoms. What is this dreadful illness which has struck the village? Many of the village’s older residents have begun to recall the folktales of the region they learned as children, of black beasts in the darkness, of forest demons that lure innocents to their doom, worse, of the much-feared Upir, a soulless monster that preys on the blood of its victims. Hofwasser Village is also home to Colonel Daniel Morton, a former British attaché to the Austrian service, who has retired and now lives in the schloss, Karnstein Hall. He too has grown concerned about the illness, fearing that it will come to infect both his teenage daughter, Laura, and the young charge, Carmilla, he is looking after.
If all this sounds familiar, then it probably means that you have read Carmilla, the Victorian-era novella by Joseph Sheridan Le Fanu. Predating Bram Stoker’s Dracula by twenty-five years, this is a classic tale of Gothic romance and vampiric horror with a strong female antagonist, which is now the direct—very direct inspiration for Carmilla, a scenario published by Yeti Spaghetti and Friends. Part of the publisher’s ‘Frightshow Classics’ line, it is ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.

Carmilla opens with the Player Characters at Karnstein Hall. They are there with Colonel Daniel Morton to assist him in determining the cause of the malady that has beset the young women of Hofwasser and been cause of one death so far. After some tea—there is actually a lot of tea consumption in the scenario as Karnstein Hall is a bastion of the British Empire in ‘Mitteleuropa’—and the first of several listless encounters with Colonel Morten’s daughter and recent charge, Laura and Carmilla, he asks for the Player Characters’ help. The initial investigation takes place in the nearby village at the homes of the affected women, but later there is scope for research in the library at Karnstein Hall, which reveal some oddities that suggest that the mystery lies closer at home. The Player Characters’ suspicions will be confirmed following the funeral of one of the young women in the village and that will lead to a nasty confrontation in the confines of the Karnstein family mausoleum.
The advice for running Carmilla states that, “As an adaptation of a fairly popular story, players should be willing to suspend their knowledge of plot for the sake of playing their characters more accurately (offering Experience Points for roleplaying can help encourage this).” This is either a challenge or a problem depending upon your point of view, due because what the scenario is asking the players is to roleplay characters who do not know what a vampire is and unlike the players, are not steeped in over a century’s worth of vampiric lore. This is in the face of a situation where the players are fully aware that Laura is the victim of a vampire and that vampire is Carmilla. Literally, aware players could end the scenario in fifteen minutes by going to Carmilla’s bedroom, breaking down its door, and kill her. The scenario does not want the players to do that, but wants them to play through the investigation and experience the effects of the vampire’s predation and determine its cause. The scenario also admits that it proceeds in linear fashion and it does, very much keeping the players away from directly investigating either Laura or Carmilla.
As with other scenarios in the publisher’s ‘Frightshow Classics’ line, Carmilla includes eight pre-generated Player Characters. They are divided between visitors and staff at Karnstein Hall. The staff consist of Madame Raquel Perrodon, governess to Laura Morton; Mademoiselle Beatrix De Lafontaine, the French finishing governess to Laura; and Frau Franziska Pichler, the cook at Karnstein Hall. The visitors include General Gerhard Spielsdorf, a former colleague and new friend of Colonel Morton; Fraulein Johanna Bauer, a young hunter who lives in the nearby woods; Dr. Hans Hartog, a laudanum-addicted medical doctor with an interest in eastern mysticism; Father Augustus Koellerer, the local Catholic priest; and Baron Maximilian Vordenburg, a local noble with a fascination for folklore. Only one of the eight, Mademoiselle Beatrix De Lafontaine, has any Paranormal Abilities and so might give the Player Characters a slight advantage in certain situations.
The scenario is supported with two good maps, one of the village of Hofwasser and the other of the mausoleum where the final confrontation with Carmilla takes place. There is no map of Karnstein Hall, which is slightly disappointing, but its inclusion might have encouraged further exploration of the Morton family home which the scenario would prefer the players not to do. The back cover blurb for the scenario also serves as a handout and there is one handout in the book, which is plain.
Physically, Carmilla is well written and has excellent artwork. The combination of a linear structure and a clear layout means that the scenario is going to be easy to run.
As written, Carmilla is not a challenging scenario to run. As written, Carmilla is going to be a challenging scenario to play. This is because it demands that the players suspend their self-knowledge, locking it away for the length of the scenario, and roleplay characters who have no knowledge of the threat they face and have to learn about it, bit by bit. It does help that ‘Carmilla’ is not a wholly traditional vampire in the style of Dracula and it does help that it is intended to be played in a single session. As an adaptation of Joseph Sheridan Le Fanu’s short story, Carmilla, the scenario is decently done, but as a scenario, Carmilla is making big demands of its players and keeping a straight face because of those demands and not being able to rush off and always investigate where a player might want to, makes it hard work. And this in a scenario designed for casual, one-shot play. If the players are able to do this—or they have not read the original short story, then Carmilla is a serviceable one-shot, easily prepared and run.

Jonstown Jottings #99: Old Owl Tower

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.

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What is it?Old Owl Tower is a scenario for RuneQuest: Roleplaying in Glorantha in which the Player Characters are asked to investigate the source of a horde of mythical creatures which are attacking a village.

It is sequel to The Gate of Dusk and a possible corollary to the scenarios, ‘The Pegasus Plateau’ and ‘Crimson Petals’, from The Pegasus Plateau & Other Stories: Seven Ready-to-Play Adventures for RuneQuest.

It is the second part of a series of scenarios which explores the future of the Locaem tribe.

It is a full colour, ninety-one page, 289.29 MB PDF.

The layout is clean and tidy, though a little tight in places, and it is decently illustrated, especially the NPCs.

The cartography is excellent.
Where is it set?Old Owl Tower takes place in Owlstead, the main settlement for the Owl clan, and nearby, but all with the lands belonging to the Locaem tribe.
It is set after the DragonRise in 1625 or early 1626.
Who do you play?
Old Owl Tower does not require any specific character type, but Player Characters who are capable warriors are highly recommended as is a Lankhor Mhy initiate, whilst a Shaman will potentially be overwhelmed. Knowledge of Dark Tongue could be useful.
What do you need?
Old Owl Tower requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary, whilst The Pegasus Plateau & Other Stories: Seven Ready-to-Play Adventures for RuneQuest might be useful, but is not required to run the scenario.
What do you get?Old Owl Tower is, initially, a straightforward and even old-fashioned scenario. A village in peril. Monsters attack. The Player Characters are asked to investigate and determine the source of the trouble. Numerous reasons are suggested as to why the Player Characters have come to Owlstead, but the primary one is they are visiting Owlstead as emissaries of the Wind Lord, Farinst of the Richberry Clan, who wishes to become the king of the Locaem Tribe, the previous one having been killed in the Dragonrise, and wants to know if he will have the support of Dringar, chieftain of the Owl Clan. Ideally, the Player Characters will have protected Farinst whilst he underwent a ritual to improve his chances of becoming king as detailed in The Gate of Dusk.
The initial steps in the investigation are quite easy, the monsters having left a trail that the Player Characters can follow. as they proceed along the trail, the landscape begins to change, becoming bright and vibrant, the air fresh and full of strange insects, life itself appearing to bloom in pleasing fashion. However, once the Player Characters reach and enter the ‘Old Owl Tower’ of the title that the dangers truly begin, or at least when they get to the end of the complex below. Between the entrance and the end of the complex below is a series of highly detailed rooms that will interest a Lankhor Mhy Player Characters, but not others. However, exploring does help, even though the characters and the players may not be aware of it.
Ultimately, what the Player Characters will find at the end of the complex is an artefact dating back to the time of the Empire of the Wyrms Friends which allows the user to peer into God Time! Unfortunately, the process is actually two way and the Player Characters are likely to find themselves facing interlopers who have got themselves lost in the present! This encounter is likely to begin with a fight and end with some challenging explanations.
In many ways, the most interesting part of Old Owl Tower is what happens after the situation in the complex has been resolved. A neighbouring clan gave a scholar permission to investigate the complex despite it not actually sitting on their lands. The scholar is aghast at the duplicity of the neighbouring clan, though its chief is unrepentant if confronted. Perhaps it will take the involvement of the ‘new king’ to resolve the matter? As a reward, the Player Characters could also be adopted into the clan, especially if they are willing to remain and guard the complex. This would also strengthen ties to the Owl Clan and the Locaem Tribe as a whole. The scenario provides a surprising number hooks, both long term and short term, which the Game Master could develop to support a campaign based in the lands of the Owl Clan and the complex itself. Ultimately, Old Owl Tower is very much a campaign scenario rather than a standalone affair.
Almost a third of Old Owl Tower is devoted to a lengthy bestiary, including many creatures past ages before time began. The maps are also provided separately.
Old Owl Tower has a solid set-up and an intriguing conclusion, plus a surprisingly thought through and supported aftermath. However, the middle section is not very exciting and it is not going to interest very many characters, let alone their players. If the players can abide the exploration middle part of the scenario, then they will have opportunity aplenty for roleplaying and good storytelling—and more so if they stick around long after the events of the scenario.
Is it worth your time?YesOld Owl Tower is a good campaign scenario and sequel to The Gate of Dusk, pulling the Player Characters into the ongoing story of the Locaem Tribe, and that is how it is best used.NoOld Owl Tower is much too tied to the Locaem Tribe and its future, and it really does not start to get interesting until the very end of the scenario and in its aftermath.MaybeOld Owl Tower is easy to run and its strong ties to the Locaem Tribe could see the Player Characters attempting to forge stronger ties between the Locaem Tribe and their own.

Miskatonic Monday #371: Shadows in the Trees

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.

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Name: Shadows in the TreesPublisher: Chaosium, Inc.
Author: Jared Tallis

Setting: Modern day AustraliaProduct: Scenario
What You Get: Twelve-page, 10.25 MB Full Colour PDF
Elevator Pitch:  Big cat horror on the Sunshine CoastPlot Hook: Big cat hunt for your YouTube channelPlot Support: Staging advice, four pre-generated Investigators, three handouts, three maps, two NPCs, and two Mythos creatures.Production Values: Good
Pros# First in the ‘Short Cosmic Horror Collection’ series# Short, intense encounter with the monsters you could become# Parallels to Viral# Can be adapted to other settings or time periods with cryptids# Flexible running time up to a single session# Good Keeper advice# Ailurophobia# Diokophobia# Scoleciphobia
Cons# Parallels to Viral# Needs a slight edit# Plain handouts# Pre-generated Investigator motivations could be stronger
Conclusion# Intense encounter with monsters and the Mythos on the Sunshine Coast# Solid advice for the Keeper on how to dial it up or down# Reviews from R’lyeh Recommends

The Pinnacle of Pendragon II

The Pendragon Gamemaster’s Handbook is the second of the three core books for Pendragon, Sixth Edition, the latest edition of a roleplaying game considered by many to be a classic, and by its designer, Greg Stafford, nothing short of a masterpiece. It is a roleplaying of high adventure, high romance, and high fantasy set deep in the legends and stories of Britain’s golden age, the mythical period when the country had one true king. That king was Arthur Pendragon, his reign the mythical period of honour and chivalry, courtly love and romance, that arose from the unrest following the withdrawal of the Romans, withstood invasions from the Saxons, before falling to evil and the country to the Dark Ages. In the process it inspired great tales of medieval literature and great tales of literature, including the Welsh The Mabinogion, Sir Thomas Malory’s fifteenth century Le Morte D’Arthur, and T.H. White’s The Once and Future King. Pendragon is a roleplaying game in which the Player Characters are knights in service to their liege lord and then to King Arthur himself, managing their manor and serving in his army, but also going on quests and adventures and so dealing with threats and problems that beset the men and women of the land, including their fellow knights, attending court and tourneys and involving themselves in intrigues and romances, and finding a wife and raising a family. Raising a family is important because a knight may adventure for only so long before age catches up with him. Then his eldest son will take up his mantle and inherit his father’s good name and reputation, and not only uphold it, but follow his ideals and make a name for himself, perhaps even more glorious than that of his father. Like his father, he will aspire to take a seat alongside King Arthur and become one of the Knights of the Round Table, to serve alongside the greatest knights in the country. In turn, his son will follow in grandfather’s footsteps and aspire to the ideals of the age, to be a bastion of duty and honour until the kingdom falls. The play of Pendragon is generational, and ultimately, intended to play out over the course of the decades that comprise The Great Pendragon Campaign.

It is not unfair to say to that the Pendragon Core Rulebook does not cover absolutely everything necessary to play Pendragon, Sixth Edition. However, it would be unfair to say that you could not play Pendragon, Sixth Edition using its content and still get a very good feel for how the roleplaying game plays and still have a very enjoyable and exciting roleplaying experience. The Pendragon Core Rulebook is very much as its title suggests, the key title that presents the principles of play and the cornerstones of characters. Further, it is actually possible to run and play Pendragon, Sixth Edition using only the Pendragon Core Rulebook and the Pendragon Starter Set as the latter does include the rules for battles—although in a limited form. Indeed, many of the titles on The Companions of Arthur, the community content programme for Pendragon, Sixth Edition, can be run and played using the Pendragon Core Rulebook and/or the Pendragon Starter Set. Which begs the question, is the Pendragon Gamemaster’s Handbook really necessary to run and play Pendragon, Sixth Edition? To which the answer is a simple yes, not just because it contains the complete rules for battles, but also because it expands on the rules and setting at the core of the Pendragon Starter Set, as well as the wider stage too. Not far, but far enough and more than ready for the next book.
The Pendragon Gamemaster’s Handbook begins by establishing and exploring where and when Pendragon, Sixth Edition is primarily set. There is an overview of Logres, the part of Britain where much of the Arthurian canon takes place; a good introduction to the primary source material for the roleplaying game—Le Morte D’Arthur, of course, T.H. White’s The Once and Future King, Hal Foster’s Prince Valiant, the film Excalibur, are all listed as worthy sources, but many others and their merits are discussed too; and there is a framing too of when the roleplaying game is set. A quick guide to the who’s who of the chronicle across its four periods—Boy King, Conquest, Romance, and Grail Quest—previews their full stats presented for many of the leading figures later in the book. Another element which previews later content is the campaign set-up example of the Holding of Underditch Hundred, the primary holding of the—as will be revealed later in the book—surprisingly young Count of Salisbury.
Advice on running the Game Master is solid, focusing in the main on how to use the different aspects of the rules, including characteristics and handling time in the game. The advice on encouraging player contribution and adding courtly play is good, but elsewhere the advice on campaign set-up is a little light, again, feeling as if it is a preview of something to come. Not though of a section later in the book, but rather of a supplement to come. The Pendragon Gamemaster’s Handbook really comes into its own with the discussion of Arthurian activities, in particular, the first rules addition that is feasting. A Player-knight gains a new stat, ‘Geniality’, representing his nobility in the eyes of his peers and a combination of his Appearance and his Courtly skills, which comes into play when Feasting. A Player-knight’s Glory will influence where he will be sat at the feast, the closer to the high table, the better the bonus to his Geniality, whilst his Appearance will determine how many Feast Event Cards his player will draw. Feast Event Cards work as mini-encounters much like Opportunities in Battles and the solo adventures that a Player-knight might have at the end of the year that will give him the chance to test a Personality Trait. Ultimately, as with other activities in Pendragon, Sixth Edition, the aim is to earn Glory. This is done by keeping a Player-knight’s Geniality as high as possible, but it gives him a chance to shine in a more civilised setting and use his Courtly skills. Of course, it is also a good opportunity for the players to roleplay. Other activities covered include ‘Fine Amour’ or romance, hunting, intoxication, seduction(!) at court and its consequences, tournaments, and visiting foreign courts. Of these, hunting and tournaments are more mechanically involving, but they are no less welcome for it.
If the section on ‘Feasting’ is entertaining, the chapter on religion in Arthur’s Britain is fascinating reading—and should be required reading for player and Game Master alike, since the Player-knights are classified according to both their cultural background and their faith. In turn, the chapter discusses the beliefs, the ethics and how they relate to a Player-knight’s Personality Traits, the worship, history, holy places, festivals, and notable places and figures in turn of Christianity, Paganism, Heathenism, and Wodinism. To these are added the requirements for religious knights of all of these faiths, details such as the differences between the churches of Britain and Rome, a list of Pagan deities, and more. There is a lot of useful information here that the Game Master can bring into play, especially for her players who have religious knights, but also for her NPCs. Plus, the inclusion of Heathenism opens up the possibility of bringing Pictish knights into play!
Previous versions of Pendragon have allowed for Player Characters who are not knights, but this is not the focus of Pendragon, Sixth Edition, and magic very much remains the province of the Game Master and her NPCs. However, magic plays a strong role in the Arthurian chronicle. Like religion, it is divided according to type. So, for Paganism, there is the four talents—Divination, Enchantment, Glamour, and Healing; for Wodinism there are sacrifices, talismans, controlling the weather, and carving runes; Heathensim employs the four Talents of Paganism, but through a shaman rather than a magician; and for Christianity, there are miracles and saints. They are able to perform Miracles like Divine Manifestation, Divine Intervention, and Divine Retribution. In addition to shaman, other magicians include witches, specialising in folk magic, and enchanters and enchantresses which can encompass druids as well as Pagan and Wodinic practitioners. They also include the Ladies of the Lake. More recently, they have been joined by magicians who have learned their magic from books—sorcerers and sorceresses. Covered here too is fairy magic and also protection from such magics. Religious, chivalrous, and romantic knights can all withstand the effects of magic, but this requires adherence to high ideals. Otherwise, a Player-knight has little innate protection against magic, so avoiding it is likely the best defence.
One issue with both religion and magic is that the examination is a preview for the mechanical treatment later in the book, so that the description and the rules for both are not given in their relevant chapter. Rather they are included in the stats and guidelines for their NPC types in the ‘Game Master Characters’ chapter. Mechanically, magic uses the four talents—Divination, Enchantment, Glamour, and Healing—as skills, adding the non-Knightly skill of ‘Clerk’ to represent book learning and accounting, and treats them as skills. Thus, under the ‘Pagan Religious Folk and Magicians’, an ‘Itinerant Bard’ can have ‘Enchantment 12’ for his Magical Talent, enabling him to immobilise a target with a song by making him fall asleep, weep, or laugh, whilst a ‘Druid’ has values in all four Magical Talents and thus be more capable and more flexible in terms of what he can perform. For the ‘Christian Religious Folk and Saints’, they will have values in the three Miracles—Divine Manifestation, Divine Intervention, and Divine Retribution—and again their mechanics are explained here. The rules are the loosest of those presented in the Pendragon Gamemaster’s Handbook, allowing for more narrative input, whilst avoiding simple, if constant, Game Master fiat.
Perhaps one of the more complex aspects of Pendragon, Sixth Edition is handling battles. Previously presented in a cut-down version in the Pendragon Starter Set, here they are presented in full detail and explanation. The rules cover how to set up a battle and determine the numbers involved, establishing the Player-knights’ conroi (effectively, their cavalry squadron as they will be on horseback), how to fight the battle and face each encounter, through to what might happen after the battle. Oddly only the means of determining victory or defeat during the Boy King Period is given, which limits the utility of the Pendragon Gamemaster’s Handbook. That said, numerous battlefield foes are detailed as well as a six opportunities, such as ‘Capture the Banner’ and ‘Clash of Champions’. This does feel like too few opportunities, essentially extra encounters in the battle where the Player-knights have an opportunity to shine, but in play they do not actually occur that often.
The earlier ‘Who’s Who’ of Arthurian legend is fully supported with stats and details of several figures, including King Arthur and Lady Guenever, and Merlin, alongside those from Pendragon itself, like Sir Robert, Count of Salisbury. Numerous NPC types are given stats—various types of knights, Saxon warriors, nobles, common folk, and practitioners of magic and miracles. The bestiary is nicely detailed, beginning with ordinary animals, amongst which it includes elephants and lions, but also covering a variety of supernatural creatures. This includes the cockatrice, dragons, unicorns (with details of how to employ the Virgin Ploy to put them at ease), giants, and more. Sidebars list the Dwarfs of Arthurian literature, Arthurian fairy knights and ladies, Arthurian fiends, and Arthurian giants, so that the Game Master can take more direct inspiration when using the accompany game stats. Many of the entries in the bestiary will be familiar from folklore or even other roleplaying games, but what makes the bestiary all the more useful is that every is put in an Arthurian context.
Lastly, the Pendragon Gamemaster’s Handbook presents two scenarios. These take place in the years 508 and 509, before the events depicted in the Pendragon Starter Set and ‘The Sword Campaign’. They are both set at Sarum Castle and are designed to help set up the campaign and establish Salisbury as the starting point for the campaign and essentially a home for the Player-knights. Except that the Player-knights are not knights at the beginning of the first of these two scenarios, but squires. To that end, Sarum Castle is fully detailed and mapped and the players have the opportunity to roleplay their squires proving themselves worthy of being knights and beginning their life in service to the young Sir Robert. These are both good scenarios, both easily run in a session or two each. Although designed to be played prior to the Pendragon Starter Set, the problem with this set-up is that some groups may already past the point where these scenarios are of use to them, playing through the Pendragon Starter Set and even the campaign scenario, The Grey Knight. That said, if a playing group has not started playing Pendragon Starter Set, then both scenarios are solid additions as prequels.
The Pendragon Gamemaster’s Handbook comes to a close with appendices which give a detailed guide to Glory awards and a list of suggested reading. The latter is useful for the Game Master wanting further inspiration, especially in the context of the bestiary.
Physically, the Pendragon Gamemaster’s Handbook is very well presented. The book is also a good read and profusely illustrated. Some of the artwork has a manically cartoonish feel to it in addition to the weirdness of the some of the illuminations.

To be clear, the Pendragon Gamemaster’s Handbook is a very useful book and one that the Pendragon Game Master is definitely going to want and need. The new rules additions of feasting and tournaments are great, the guide to religion is very good, and the bestiary and the guide to magic are good. And yet… the Pendragon Gamemaster’s Handbook, as comprehensive as it is, is not and does not feel complete. Rather, it feels incremental, as if building the next part of Pendragon, Sixth Edition in readiness for the next book in the line. This shows in both the omissions and the focus of the Pendragon Gamemaster’s Handbook. One omission is the absence of the Feast Event Cards for the Feasting rules when the section on Battles has all of its foes and Opportunities given. The Feast Event Cards can be downloaded—and of course, since there are eighty of them, their inclusion would have greatly increased the book’s page count—but their absence is notable.

Also missing is detail about Logres and beyond in terms of setting and background, so that ultimately, the only location that is presented in any detail are the lands of Sir Robert, Count of Salisbury. Similarly, there are no details about running an estate and holding land. Together, this supports the focus of the Pendragon Gamemaster’s Handbook, which whilst supporting long term play with the rules for feasting, tournaments, battles, magic, and the bestiary and guide to religion, concentrates the role of the Player-knights as household knights—ideally in the service of Sir Robert. This, combined with the emphasis on Salisbury as a starting point and the underwhelming advice on campaigns, means that the Game Master wanting to set up her own campaign and not wanting to run the content leading up to The Great Pendragon Campaign is not supported as well as she could have been and that she will have to wait for subsequent books which will support her. And to be clear, if this makes the Pendragon Gamemaster’s Handbook sound as if it is a disappointing book, then it is very much not. Rather that it provides the Game Master with a lot that will support her campaign whilst leaving a few things for latter supplements.

The Pendragon Gamemaster’s Handbook is a mandatory purchase for the Game Master, expanding the world of Pendragon both mechanically and culturally in an interesting, informative, and entertaining fashion, whilst also proving a new introduction to the roleplaying game and setting that can lead into the Pendragon Starter Set. Whilst in the long term, it will require expansion with further supplements, there is nothing in the Pendragon Gamemaster’s Handbook that is anything less than useful and the Game Master should have this to enhance her campaign.

Public Access Perturbations

Fairhaven is your typical American small town. Fairhaven is also utterly normal. There are no three-foot-tall bulbous heeded running around in loincloths in the woods near the quartz caves that have closed off since that kid disappeared in the fifties. Alien invaders are not planning to invade the town and replace everyone over eighteen with doppelgangers. The parking lot outside the 7-Eleven on route 67 out of town is not cursed. Fairhaven Mall, the town’s very first enclosed retail centre, is not going to be used as a summing circle for the ancient serpent demon Menevoth, with the very excited members of the town’s Chamber of Commerce definitely not going to use everyone who attends on the opening day at 3 pm as ritual sacrifices. Sherman Glimp, would be comic, prize-winning tap dancer, and owner of GlimpBytes, the most reliable computer repair shop in Fairhaven, did not die in strange circumstances. Swamp Eggs, the latest kids’ craze to hit Fairhaven, sold by local, advanced technology development company, X-Tec, definitely do contain something alive in them, but whatever it is, it is definitely safe (terms and conditions apply). The Fairhaven Aquarium Natural History Annex has definitely not lost the exhibit, ‘Our Cool Ancestor, The Iceman’, and Jed and Edna Hamburger were definitely not attacked by a prehistoric ape-creature with beady yellow eyes says a spokesman for Fairhaven Police Department. Rest assured, Fairhaven Police Department keeps everything normal.

Except, of course, the Rev. Joey Royale, the Station Manager at WHPA-TV13 Fairhaven knows different. He runs the town’s Public Access Television channel and he wants to ensure that the good folk of Fairhaven are kept safe from the weird, strange, horrifying, and unnatural things going on in the town that nobody talks about and the Fairhaven Police Department resolutely deny are happening. Of course, a figure of such ‘good standing’ in the community as Rev. Joey Royale cannot be seen to be involved in such abnormal activities as investigating the outré and the unconventional, but he can of course, call upon the skills, services, and gumption of numerous individuals already exposed to such doings—the hosts of the shows on WHPA-TV13 Fairhaven!

This is the set-up for Weird Heroes of Public Access: The Roleplaying Game, published by Get Haunted Industries. Originally released as a series of fanzines—the Weird Heroes of Public Access: The Roleplaying Game collates the first four and adds further content—this is an investigative roleplaying game into small town weirdness, horror, and mystery set in the eighties. Crptids, UFOs, disappearances, strange deaths, alien invasions, all too advanced technology, cults, monster sightings, psychic powers, and that old homeless guy muttering prophecies under his breath are all fair game. The player take the role of Hosts of programmes on WHPA-TV13 Fairhaven. They have ordinary, even dull day jobs, but once a week—or even nightly, depending upon the needs of the schedule and their popularity—they have their own show on WHPA-TV13 Fairhaven. They might be spiritualists or psychics, fitness fanatics, local talk show hosts, variety show hosts, hosts of special interest shows—whether that is fishing, cooking, religion, and so on, and of course, they might host late night horror movie marathons! They receive instructions from Rev. Joey Royale, kept anonymous via the use of a ventriloquist’s dummy or a Speak & Spell, and then they investigate, keeping sure to avoid the Fairhaven Police Department because WHPA-TV13 Fairhaven definitely does not want that kind of publicity!

A Host in Weird Heroes of Public Access: The Roleplaying Game is simply defined. He has four core skills—Mind, Mouth, Body, and Soul. Every Host begins play with six points of Hope, which represents both his health and his determination. A Host also has a Programming Focus, which will define these skills, connections in the community, some props that he uses on his show, and a safety item which he can use in a fight. The latter cannot be a gun because that brings too much attention to WHPA-TV13 Fairhaven. The Host types include Spirituality, Fitness, Variety, Monster Movies, Local Talk, and Special Interest, which covers anything else that a player can think of. Each provides a bonus to a core skill and most also provide an extra connection and special abilities. For example, a Fitness Host simply receives a big bonus to his Body skill, but a Monster Movies is given a small bonus to his Mind skill, can receive vivid flashes of arcane, occult, and/or scientific knowledge, and can also perform acts of sleight of hand. Lastly, a Host has a Supernatural Ability, like X-ray Vision or Minor Pyromancy.

Host creation is a matter of distributing some points between the core skills, and choosing a Programming Focus, some props, and a supernatural ability. It is a simple process, but it is not as clearly worded as it could have been and an example would have helped.

Host: Frau Blücher
Programming Focus: Special Interest (Cleaning)
Show Name: The Marital Arts Show
Occupation: Small Business Owner (Spick-Und-Span – Murder Scenes a Speciality)

CORE SKILLS
Mind 1 Mouth 2 Body 1 Soul 0
Hope 6

Connection: Aldous Kesey (Deputy Chairman, Fairhaven Chamber of Commerce)
Props: Mop and bucket, bleach, thick rubber gloves
Safety Item: Urn with her mother’s ashes

Mechanically, Weird Heroes of Public Access: The Roleplaying Game is very simple, using a dice pool of six-sided dice. When a player wants his host to undertake an action, he rolls one die plus dice equal to the appropriate core skill. Rolls of five or six are counted as a success and typically, only one success is required for the Host to carry out the action successfully. However, if all ones are rolled on the dice, the Host loses a point of Hope, but if all sixes are rolled, it triggers the Host’s Supernatural Ability temporarily.

Combat is equally as simple and fast. Initiative is a roll of a six-sided die and a successful Body check is required to see if an attacker is successful. Damage is also rolled on a single die. If the result is four or less, the defendant loses one point of Hope, but two points if five or six is rolled. If a Host loses all of his Hope points, he can be stablised and continue investigating with one point, but if not, he suffers Cancellation, or worse, a return to normality!

And that really is it to Weird Heroes of Public Access: The Roleplaying Game. The players can help the Ref—as the Game Master is known—conduct some planning and zoning to create the town of Fairhaven, and there are detailed rules for psionic powers using Zener cards if the Ref wants to use them (though she should probably buy or create her own rather than cutting up the book) and for handling seances, which uses a standard deck of playing cards. Really though, but the rest of Weird Heroes of Public Access: The Roleplaying Game is dedicated to defining the possible weirdness in Fairhaven, and if not defining then alluding to it. This includes scenario outlines such as the appearance of the horse-headed serpent, Sassy, in ‘Return of the Pond Beast’ and exploring ‘The Forgotten Canals of Amontillado’, the tunnels dug under the town to facilitate the bootlegging of its famous fig schnapps during Prohibition. Whilst there are stats for a few creatures and oddities, the Ref is left to define a lot the details of the various descriptions.

In between—and even in—the scenarios, Weird Heroes of Public Access: The Roleplaying Game bombards the reader and the Ref with adverts and classified adverts. ‘Haunted Light Tours’? Call ‘Capt.’ Bob on 555-1366; examine the ‘Outer Space Time Manipulator’, ‘Happy Clown Bombs’, and ‘Ghost-Whispering Mask’ at the Fairhaven Funtime Museum on Fairground Lane; and call Ethel on 555-1947 if looking for ‘Rare Ventriloquist Dummies’, but no flimflammers as these dummies are special! All of these are just a bit off kilter, slightly odd, and could with some effort be developed in an investigation proper.

Physically, Weird Heroes of Public Access: The Roleplaying Game can best be described as scrappy. It is underwritten in places and the layout, designed to look like a cheap community newspaper with everything crammed in alongside the adverts—as much as it evokes the rundown, sometimes seedy nature of its setting—is overwhelming in places. Nothing ever has the time to breath in Weird Heroes of Public Access: The Roleplaying Game and the weirdness is suitably relentless.

Of course, the problem with Weird Heroes of Public Access: The Roleplaying Game is that not everyone is going to be familiar with the concept of public access television and its often high aspiration, low achievement style of broadcasting on a wide of subjects. Whether talk shows, phone-ins, special interest shows, or movie marathons—complete with a host in a horror-themed costume, they provided cheap—in all senses of the word—late night ‘entertainment’ for the insomniac, the shift-worker, and the late-night party-goer who has just got home. Anyone outside of the USA may want to do some research to get a feel of what these shows are like, but Weird Heroes of Public Access: The Roleplaying Game does get the tone across fairly well.
Weird Heroes of Public Access: The Roleplaying Game is underwritten in terms of its mechanics and messily overwritten in terms of its setting, which sounds like a terrible combination, but it does actually work. There is lot of room for improvisation and player input during play and roleplaying a Host who wants to be something more than an ordinary jane or joe and who might have a modicum of talent, but is probably going nowhere except Public Access Television, is actually fun. Weird Heroes of Public Access: The Roleplaying Game is The National Enquirer meets Eureka and Eerie, Indiana, managing to be both creepy and creaky with an extra couple of slices of cheese on top. American cheese, of course.

The Other OSR: They Came From The Necropolis

They Came From The Necropolis is supplement for Forbidden Psalm and Forbidden Psalm: End Times Edition is a miniatures game published by Space Penguin Ink. It is a 28 mm skirmish level miniatures game playable with just five miniatures per warband per player and as a systems-agnostic setting, those miniatures can be from any range and publisher. It is also notable for a number of things. First, its background means that it is compatible with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. That means that Player Characters from the roleplaying game can be converted for use with Forbidden Psalm and with a bit of effort, content for Forbidden Psalm, could be adapted to Mörk Borg if a more physical, combative game is desired. Or the Game Master and her players want to scale their game up to handle skirmish encounters on a battlefield rather than in the theatre of the mind.

They Came From The Necropolis is a short affair that provides further additions to the dark and dirty world of Forbidden Psalm. The danger of conflict is a constant threat and every incident of conflict is brutal and uncaring, with few surviving such occurrences unscathed. Yet for the right amount of coin there are some that will enter the employ of others. Mercenaries or sellswords, they can join a warband and serve until the task they have been hired for is complete. Their advantage is that they bring their own equipment, but they will jealously guard it as it represents their livelihood, their capacity to go from one job to another. In game terms, what this means is that a mercenary can be hired for 25 gp and will replace a member of a warband at least temporarily. The mercenary does not have to be outfitted, but will not share or drop his own gear.
The supplement describes and gives stats for twelve such mercenaries. Each not only comes with his equipment, but also details of a feat, a flaw, and a special aspect. They include Pigmen, a Duke, a warrior, Knights, a Falconer, the Wounded, an Alchemist, a Zealot, a Bombardist, Necropolis Priests, Village Heroes, and a Knight and Retainer. For example, the Feat for Warrior lets her player roll two dice and take the better result, but the Flaw of never leaving combat, and the Special of granting a bonus to Melee to other members of the warband, whilst the Wounded has the Feat of being hard to kill and takes less damage with each hit, and the Flaw that when he is downed and gets back up, his Toughness increases, and the Special that he is cheap to hire. What is really is that the combination of the Feat, the Flaw, and the Special builds character in each mercenary, adding a little story potential as well as making them different to play. For example, the Village Heroes have the Feat of ‘Defenders of the Innocent’ which gives them a bonus to damage to monsters and a Flaw of being ‘Untrained’ and suffer a penalty to attack rolls, but their Special is that if they kill a monster, they lose the flaw.
The supplement also includes a ready list of names to give the mercenaries and details one monster. This is the Horse Head Knights, which of course, have the head of a horse, are immune to darkness conditions, and are undying. There is a chance that when they are killed, that they will return to life with full Hit Points!
Physically, They Came From The Necropolis is decently presented, with only a hint of the artpunk styling of Mörk Borg. Most of the mercenaries are given a page each which includes their stats and an illustration, which is that of a fully painted miniature (drawn from the Black Crab Miniatures! range). These are very nicely done, the Pigmen having a beady-eyed porcine face, the Wounded limping along on a stick with his right leg capped at the knew, Necropolis Priests possessing a certain creepiness.
They Came From The Necropolis is a solid expansion for Forbidden Psalm. The stats and mercenaries are quick and easy to add to a warband and each one is interesting enough to make play just that little bit different for the single session or battle, they are hired for.

Friday Filler: GM Companion for ShadowDark

It is surprising that there is no companion to ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library. Or at least, an official companion. The GM Companion for ShadowDark is a third party supplement for the roleplaying game which is designed to expand on the content in the core rulebook. Although the book includes some content for player, it is primarily a book for the Game Master. Divided into four sections—‘The World Above’, ‘The World Below’, and ‘Treasure’, it includes a lot of tables, more than a few monsters not found in the core rulebook, and plenty of treasure, as well as some activities that the Player Characters can undertake away from the dungeon or wilderness.

The GM Companion for ShadowDark, published by Chubby Funster, first provides the Game Master with several sets of table for generating content both in and out of the dungeon. The ‘Hex Crawling’ section expands on the rules in the core rulebook by adding ‘Points of Interest’ for nine different terrain types, from artic and coast to river and swamp. Each table consists of two sets of entries, location and development, twenty options for each. For example, in the desert, there might be a ‘Castle Ruin’ that is ‘Frequented by desert caravans’ or has ‘Displayed banners of a defeated army’. To this are added tables for ‘Terrain Hazards’, again for the nine different terrain types, but with entries that can either hinder movement, inflict damage, or weaken or confuse. Some of the locations are marked as a ‘settlement result’, which means that the Game Master then rolls on the settlement tables. These begin with the type, from crossroads to capitals, before digging down into the detail with different districts, such as transient, craft, and spectacle, each of will have one or more points of interest. Further sections adds shops, broken up according to the income levels. There are some nice variations here, such as the predatory moneylender in the poor district, respectable moneylender in the standard district, and the exclusive moneylender in the wealthy district.

Since taverns can be found anywhere, they have their own set of tables. Together, these generate a name, what the tavern is known for, and what food and drink it serves. For example, ‘The Moist Wagon’ is known for its ‘Divisive political arguments’ and is a poor tavern that serves ‘Pigeon Jelly Tart’ and ‘Salted Fish Strips’ with ‘Juggler’s Gold’, a honey-flavoured beer and ‘Bacon Broth Beer’, which makes drinkers ravenously hungry.

For Player Characters, the GM Companion for ShadowDark gives rules for Farkle, a dice game that will complement the Thieves & Wizards card given in the core rulebook. It gives something else for them to do when they are carousing, but the supplement also gives alternative activities for the Player Characters other than carousing and learning. ‘Acts of Devotion’ gives devotional events that devout Player Characters can invest in and potentially gain a benefit. For example, ‘You violate local laws in an act of piety and are arrested. Your allies must pay 10 gp to release you.’ which earns two Experience Points or ‘Your celebration is attended by devotees from far away temples. They become convinced that you are the next great religious leader of your sect.’ which grants six Experience Points and up to thirty-two devoted acolytes! ‘Combat Training’ does a similar thing for martial Player Characters who practise their weapon skills and for Wizards conducting ‘Magic Study’, there is a table for the results of their research, and all in a similar level of detail.

For the ‘The World Below’, the second section, builds on the dice-drop method detailed in ShadowDark with more tables. These start by determining the danger level of the dungeon, its entrance, size, and type, followed by room type, encounters with NPCs and rival crawlers, and even how the room changes over time, such as ‘Filled with fragile objects that repair themselves when PCs leave.’ and ‘Slowly fills with water, slime, mud, sand, or similar material.’ Other tables add scenes of a combat’s aftermath, dead zones, unique objects to be found, and monsters, whether single, mobs, or bosses. Similar to ‘Terrain Hazards’ for the ‘Hex Crawling’ section, the ‘Dungeon Hazards’ adds dangers for caves, deep tunnels, ruins, and tombs. Further tables expand upon NPCs which can be used for encounters outside of the dungeons as well as in, but as can the tables for creating Rival Crawlers. This includes ancestry, alignment, Class and/or monster, party name, preferred tactics, and even party secrets.

What can be found in a dungeon starts with simple ‘Dungeon Dressing’, worth only a few coppers at most, rising in level to match the rough Level of the dungeon or encounter. So, Dungeon Dressing might be ‘Five inches of leather lacing from a corset’ worth a copper piece or ‘Three large cheese wheels, mouldy and decaying’ worth nothing, but later Levels might contain a ‘Set of carved ivory cutlery covered in halfling runes’ worth twelve gold pieces or ‘Playing cards featuring drawings of Elvish maidens’ worth twenty-eight. The higher the Level, the more likely there is to be treasure to be found and yes, there are tables for this. They include potion descriptions and effects, magic armour to which can be added features—appearance, scent, and quirks, as well as a possible bonus and benefits (and even curses). There are similar tables for weapons and utility items too. In addition, there are table for Boons to be earned from creatures, monsters, NPCs, and organisations, and secrets to be found and blessings to receive.

Further, beyond the tables that the Game Master can roll on, the GM Companion for ShadowDark describes over seventy magic items. For example, the Imposter’s Wand can be pointed at a spellcaster to spell a First Level from him and until the next sunrise, the user can cast the spell, and further, it can be used by non-spellcasters! The Potion of the Unicorn hardens the imbiber’s skin like a rhinoceros, improving his Armour Class, and also makes him grow a horn from his head which he can use as a magical dagger. The Promise Bow is an intricate ironwood longbow with Elvish runes and silver accents, which is a +2 longbow, and grants the benefit to the wielder of attacking at an advantage if fired after declaring his intention to kill a particular enemy, but until that enemy is killed, the promised enemy is slain, all other attacks are made with disadvantage. The bow has a personality and is convinced that there is a pattern to the wielder’s choice of targets and will speculate on it.

Lastly, the GM Companion for ShadowDark gives the stats for monsters and creatures ranging from First Level to Ninth Level. There are thirty-nine in total, from Aarakocra, Ant (Giant), and Assassin Vine to Troglodyte, Vegepygmy, and Werebear. Most fill in the missing entries in the ShadowDark core rulebook, but there are new ones too like Frost Maggots and Armitage.

Physically, even if it is not the official companion to ShadowDark, the GM Companion for ShadowDark looks like it should be. The layout is clean and tidy, the artwork is decent, and the book is well written.

To be fair, much of the GM Companion for ShadowDark does consist of tables, ones that compliment those in the core rulebook. They are though, tables filled with evocative content that are essentially prompts. They can be rolled on ahead of time as part of the Game Master’s preparation, to help her set up her world, but they are also simple and direct enough that the Game Master can use them in play to drive emergent world generation if that is her wont. If the table are pushing the Game Master to be inventive, then the rest of the book is already so, with a wide selection of new and interesting magical items and three great additions to downtime activities for the Player Characters that give both them and their players more options without overwhelming post-adventure activities. The GM Companion for ShadowDark is a solid set of tools for the Game Master to enhance her campaign and her game play.

Friday Filler: Tacta

Tacta, published by The Op Games, is a game of connecting cards and covering them up, of twisting them and flipping to make the right connections, and ultimately, trying to be the one with most dots visible. The game play is incredibly simple to play and teach, but it can get slightly complex when trying to find the right place to place the cards. The playing time is about twenty minutes, it can be played on any size surface—even odd ones if there is other stuff on the table, and it is designed to be played by two to six players, aged seven and over. Quite simply, Tacta is a great filler game with decent replay value because of its simplicity.

What really stands out about Tacta are its cards. There are one-hundred-and-eight of these, double-sided and matt black except for the neon markings that line the edge of the cards and the various shapes that appear to be cut into the blackness of the cards—triangles, squares, and rectangles. Some of these are marked with dots and some are simple outlines. The look of the cards is simple, but amazing, almost as if they have burst out of the film, Tron. The cards are divided into six decks—coloured blue, green, orange, pink, purple, and red—of eighteen cards each and each deck is identical.

The aim of the game is simple and that is to have the most dots visible from your colour cards. Do that and a player wins. To do that, each player will be placing one card on his turn. This can be from the top or bottom of the deck—the cards are double-sided, and the card drawn must be placed so that one of its features, whether a triangle, square, or rectangle, covers up a feature on a card belonging to another player. Ideally this should with the dots showing and if it covers up another player’s feature with dots, then all the better, but a blank feature will still cover another player’s feature with dots and prevent them from being adding to that player’s final score. A player will also be thinking about how he can protect the features with dots on his cards from being covered over by the other players, so that there is defensive element to placement as well. There are few limits on card placement, the primary being that a card cannot cover another card when played and cannot connect to features that do not perfectly match.

Set-up itself is simple. Each player receives a deck and shuffles it, holding it in hand so that card can be drawn from the top and bottom of the deck rather being fanned out. The starting card is placed in the middle of the table. It has a simple white grid on it that allows any shape to be played onto it. After that, the players take it in turns to draw and play cards, the play area quickly filling with the cards in a tightly packed and connected sprawl. At the end of the game, everyone counts up the number of dots that are visible on their cards and the player with the highest total wins.

The core game play of Tacta is simple and easy to explain. However, this is not the only way to play and the game includes five alternate ways. There is an option for shorter playing time by removing cards from each player’s deck, playing as teams—dividing each deck between two players, and even a real time version in which everyone tries to empty their deck first and trigger scoring before anyone else can. This works well for larger groups. There is also a version where players share decks, but only score from their own colour, so they are trying to sabotage the player holding the other half of their deck, whilst still trying to score with what they have their own. The team play, free play, and sabotage play are the most out of the alternatives given.

Physically, Tacta is very black, from the box to the rulebook, all highlighted in the game’s neon colours. The rulebook is very easy to read and the cards simple to use, each deck also being marked with a symbol for the colour blind.

Tacta is a great filler. It is simple and easy to learn and teach, so is family friendly, but it can get cutthroat too as players aggressively hunt for their opponents’ dots to cover. Lastly, its stark neon on black design really gives it a presence on the table.

Miskatonic Monday #370: Rryonn

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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: Rryonn: The Room You Can’t Escape Without Eating TangerinesPublisher: Chaosium, Inc.
Author: Choya

Setting: TonightProduct: Tangerine Dream
What You Get: Eight-page, 360.25 MB Full Colour PDF
Elevator Pitch:  “I must not fear fruit. Fruit is the mind-killer. Fruit is the little-death that brings total obliteration. I will face my fruit. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fruit has gone there will be nothing. Only I will remain.” – With apologies to Dune, Frank HerbertPlot Hook: An amber room with amber fruitPlot Support: Staging advice.Production Values: Orange
Pros# The first Korean scenario translated into English?# Could be run as a LARP# Thirty-minute filler (dream sequence?)# Very Korean# Esperidoeidiphobia# Fructophobia# Chrysophobia
Cons# Very Korean# No Mythos
Conclusion# Short and easy to run, but extremely Korean and extremely physical# Fruit is the only fear

Miskatonic Monday #369: Operation Werewolf

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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: Operation WerewolfPublisher: Chaosium, Inc.
Author: John Mack

Setting: Germany, May 1445Product: Scenario
What You Get: Sixty-three page, full colour, 10.20 MB Full Colour PDF
Elevator Pitch: Broken dreams on the eve of peacePlot Hook: Werewolves at war, the Nazis strike back!Plot Support: Staging advice, four pre-generated Investigators, five handouts, two maps, twelve NPCs, one Mythos tomes, one Mythos artefact, three Mythos spells, and five Mythos monsters.Production Values: Serviceable
Pros# Plays on fears of Nazi resistance# Includes World War II espionage Experience Packages and NPC Screen Hangers! # Detailed description of a village after war# Detailed chase sequences included# Well done pre-generated Investigators# Oneirophobia# Lycanthrophobia# Pistanthrophobia
Cons# Could use a stronger, clearer briefing for the players and their Investigators# Some pre-generated Investigators are more complex than others
Conclusion# Growing sense of paranoia as the werewolves strike again and again!# Horrors of war versus the horrors of the night

The Other OSR: Miseries & Misfortunes V

Miseries & Misfortunes is a roleplaying game set in seventeenth century France designed and published following a successful Kickstarter campaign by Luke Crane, best known for the fantasy roleplaying game, Burning Wheel. Notably, it is based on the mechanics of Basic Dungeons & Dragons. Originally, Miseries & Misfortunes appeared as a fanzine in 2015, but its second edition has since been developed to add new systems for skills, combat, magic, and more. However, the underlying philosophy of Miseries & Misfortunes still leans back into the play style of Basic Dungeons & Dragons. For example, the differing mechanics of rolling low for skill checks, but high for combat rolls and saving throws. Plus, the Player Characters exist in an uncaring world where bad luck, misfortune, and even death will befall them and there will be no one left to commiserate or mourn except the other characters and their players. Further, Miseries & Misfortunes is not a cinematic swashbuckling game of musketeers versus the Cardinal’s guards. It is grimmer and grimier than that, and the Player Characters can come from all walks of life. That said, it is set in the similar period as Alexandre Dumas’ Three Musketeers and Twenty Years After, so will be familiar to many players. The other major inspiration for Miseries & Misfortunes is Les Misères et les Malheurs de la Guerre, a set of eighteen etchings by French artist Jacques Callot that grimly depict the nature of the conflict in the early years of the Thirty Years War.

Miseries & Misfortunes – Book 5: Homage to Catalonia is the fifth of the roleplaying game’s rulebooks. The first, Miseries & Misfortunes – Book 1: Roleplaying in 1648 gives the core rules for the roleplaying game, and the second, Miseries & Misfortunes – Book 2: Les Fruits Malheureux provides the means to actually create Player Characters, and together they make up the core rules. Miseries & Misfortunes – Book 3: The Sacred & The Profane expands on this with rules for magic and related Lifepaths, and Miseries & Misfortunes – Book 4: Plus de Misères offers modes of play and further subsystems that also expand upon the core play, whilst Miseries & Misfortunes – Book 5: Homage to Catalonia provides something that that Miseries & Misfortunes has been missing to date—a scenario.

Miseries & Misfortunes – Book 5: Homage to Catalonia is an introductory scenario set in 1647 in the disputed region of Catalonia. Triggering The Reaper’s War in 1640 by declaring itself a republic independent of Spain, Catalonia then declared itself a county of France the following year, in the process acquiring a strong ally. France accepted and made King Louis XIII the count of the newly acquired region. Of course, Cardinal Richelieu was not doing this out of the goodness of his heart, but rather to keep the Spanish Habsburgs in check, adding one more conflict to those that Madrid faced in the Spanish Netherlands, the Holy Roman Empire, Italy, and South America. It is picaresque in nature, taking the Player Characters back and forth across Catalonia.
The set-up for scenario recommends that the Player Characters include at least one of their number to take either the Lifepath of Barber Surgeon, Doctor, Military Engineer, Miquelet, Officer, Petty Noble, Segador, or Soldier. Of these, the Miquelet, a member of the militia, and the Segador, one of the farmers that rose up during The Reaper’s War, are both detailed at the back of Miseries & Misfortunes Book 5: Homage to Catalonia, whereas the Barber Surgeon, Doctor, and Military Engineer are described in Miseries & Misfortunes Book 6: Paris, 1648. The players will have an advantage throughout the scenario if their characters come from a diverse range of backgrounds and social origins. At least one Player Character should have a high Precedence or Reputation. The players also need to decide on a motif, a reason why they are together. Several are suggested going back several years, including The Reaper’s War itself if the Player Characters are all Catalan.
The scenario is divided into twelve events, split into two parts. For an introductory scenario, it is a surprisingly lengthy affair, each half likely taking three sessions at least to play through. The scenario opens in the wake of the first defeat for the daring commander of the French forces, the Prince de Condé, his failure to capture the fortress city of Lerida. Despite the failure, the Player Characters have distinguished themselves—the players need to decide how before the start of play—and brought themselves to the attention of the Prince de Condé. They are invited to attend what turns out to be a rather subdued soirée and have the chance to mingle, learn various rumours about the recent battle and the attendees, and if they are of sufficient standing, pay their respects to the Prince de Condé. The event is interrupted with the arrival of a message from Paris—the Prince de Condé has been summoned home.
To prevent the possibility of a Spanish attempt to capture himself and his entourage, the Prince de Condé decides to play a ruse and a joke on them. Or rather on Governor Don Gregorio Brito of Portugal, the commander of the fortress at Lerida, with whom the Prince de Condé has a surprisingly cordial relationship. The Player Characters are volunteered for this important diversion, which is to accompany a mule train bearing gifts for Governor Don Gregorio Brito of Portugal with the ambitious Chevalier de Jumeaux riding as the stand in or decoy for the Prince de Condé.
The rest of this first half involves dealing with a pensive Chevalier de Jumeaux and a Spanish spy looking to take advantage of the Prince de Condé’s plans, unaware that it is actually a ruse. The spy will lead a force in an attempt to capture the Prince de Condé and steal all of his gifts for the governor of Lerida. This will result in a confrontation of some kind, with where and when depending on the actions and decisions of the Player Characters. The scenario details a dilapidated farmhouse where they might hold out against the Spanish assault, almost mirroring the French efforts at Lerida. If they survive this, the Player Characters will need to find a way of delivering the mules and the gifts they are bearing to Governor Don Gregorio Brito of Portugal, hopefully without ending up in gaol.
The second half of Miseries & Misfortunes Book 5: Homage to Catalonia begins with the Player Characters bearing another message, though one not requiring a mule train, to Bishop Duran in the town of Seu d’Urgell. He accepts the letter and also requests that they do some ‘dirty work’ for him. Bandits have plagued the area for some years and more recently they captured a Jesuit priest who was bringing the bishop a valuable bible for him to study and are now holding him to ransom. The bishop would like the Player Characters to free the Jesuit priest and gives them what funds he has free to pay the ransom. This though, is not the asking price the bandits are asking for in return for freeing the priest.
In order to deliver the ransom the Player Characters will need to ascend into the Pyrenees and Andorra via the La Pas de la Casa. Here is where the problems begin for the Player Characters. They run into a traffic jam at a bottleneck which the bandits are cleverly using to rob everyone entering the pass intending to go onto France. This includes the Player Characters! How they deal with this robbery will affect later interactions with the bandits, but the bandits will have the upper hand throughout this half of the scenario and they know the region and have restored a Roman watchtower as their holdout. The Player Characters are free to approach this in whatever way they want and the scenario covers a variety of actions, including going to the local lord and seeking his support in ridding the area of the bandits.
The scenario in Miseries & Misfortunes Book 5: Homage to Catalonia comes to a close with a discussion of the possible outcomes. Defeat at the hands of the bandits will be doubly disastrous as the Player Characters will also lose the patronage of the Prince de Condé. In addition, all of the NPCs that the Player Characters will directly interact with are given full write-ups, and there are new options for the Player Characters. These include the aforementioned Lifepaths of the Miquelet and the Segador, and these are joined by the Bruxia, a Catalan witch. Added to these are notes on Catalan skills, mentalities, politics, and religion, plus two types of Catalan magic. These are for the Bruxia, and consist of Bruixeria, which involves spellcasting by applying the Devil’s Unguent, and Felitico, which involves creating fetishes through which their power is channelled. There is plenty of potential as you would expect in these Lifepaths, but the Bruxia is going to have a tough time against devout Christians.
Physically, Miseries & Misfortunes Book 5: Homage to Catalonia is well presented and written. It is lightly illustrated with the major illustrations being used to locations where the scenario’s major confrontations take place. Each scene is very well organised with a detailed breakdown that provides an overview, details of patron, antagonists, supporting cast, opportunities, and outcomes. They do have ‘Mood and Bread’ ratings for each event, but these are for the Crowd rules from Miseries & Misfortunes Book 6: Paris, 1648. Footnotes throughout provide translations and further explanations as necessary.
Miseries & Misfortunes Book 5: Homage to Catalonia is no simple introductory adventure and even when it is presenting a situation typical to an introductory scenario, that is, dealing with banditry, there is no simple and direct method of dealing with them. They are, like all of the NPCs in the scenario, presented as intelligent persons and as having strong motives. Some of those accompanying the Player Characters will want to fight too readily, whilst others will avoid fights as best they can, and when it comes to the villains, if the players and their characters do defeat them, they should feel like they have achieved something. That Miseries & Misfortunes Book 5: Homage to Catalonia pulls away from the politics and mores of Paris typical of the Roleplaying genre by shifting to a little known conflict is also a plus. The scenario is also supported by a wealth of historical detail, including capturing some of the region’s radical politics.
Miseries & Misfortunes Book 5: Homage to Catalonia showcases how Miseries & Misfortunes and its genre can be more than the swashbuckling and the savoir faire and the politics and Paris so beloved of the genre. It includes a good mix of roleplaying and action in an unfamiliar land and conflict that will surprise many expecting a more traditional swashbuckling foray.

Dangerous Disapora

When Malcolm Donnaughy, an aspiring Boston politician with links to Irish nationalism is found decapitated in his back yard, followed by Michael Cyr, a New York journalist who wrote about Irish War for Independence, hoping for a peaceful resolution, and then, Corinna Franz, a German immigrant in Boston, questions are asked. In the fractious and often hot tempered has ardent nationalism turned into a bloody vendetta for one faction against all others? Or is there something else going on. It is set in late 1920 in Boston and New York, and points between, as the USA stands on the brink of tremendous change in the aftermath of the Great War. As a result of their contributions to the war effort, women have already received the vote following the passing of the 19th Amendment, but many other groups campaign, raise funds, and foment for radical change. None more so than amongst the Irish diaspora in North America. As the Irish War of Independence rages on the other side of the Atlantic, the disparate groups amongst the Irish nationalists cannot agree on what they want exactly, even though they may share a common cause.

This is the set-up for The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil, a scenario for Call of Cthulhu, Seventh Edition, published by Stygian Fox Publishing. It is set against a backdrop of radical change and often radical activism that the scenario takes the time to explain, not just for the benefit of the Keeper, but also for the player as several of the pre-generated Investigators are activists—radical and otherwise. Further, these activist roles are represented by some of the new Occupations included in The Wild Hunt, whilst others, no less political, represent the establishment. The political Occupations include the Activist, the Political Animal, and the Political Machine Lieutenant. The more mundane Occupations consist of the Bootlegger, the Knocker-Upper, literally someone who goes round the city waking people up by knocking on their windows, the Messenger/Runner, the Performer, the Pinkerton Agent, Prohibition Agent, and Travelling Salesman. The only outré Occupation is the Occultist. Some of these are new, others are variations upon those found in Call of Cthulhu, Seventh Edition.

Setting up the scenario in terms of the Investigators requires some decisions to be made by the Keeper. Some of the pre-generated Investigators are members of law enforcement, some are activists or political operators, others are journalists or connected to the book trade. Each is connected to the investigation in some way and the ten are equally divided between Boston and New York. Some care is required to get them involved and working together, especially if they come from different cities.

Once set up, the scenario proper begins with the discovery of Corrine Franz’s dead body, perhaps even by one of the Investigators. After this, the investigation begins to clip-clop along in a timely fashion, Corrine’s ex-student, turned book thief, toy boy boyfriend (and likely thief from the bookshop owned by one of the pre-generated Investigators) providing the first clues, leading to the dirtiest speakeasy ever (really, it is under a coke plant) and onto New York’s Book Row. Key to continuing the investigation is learning the names of one or more activists connected to what turns out to be an extreme wing of the Clan na Gael, a fundraising organisation dedicated to the establishment of an Irish free state. Once the names are known, the investigation can swing into high gear and multiple lines of inquiry open up. This includes tracking their activities before and after the Great War, having been very busy in the last two years. The Investigators may even have the aid of other Irish nationalists embarrassed at quite what these extremists are doing in the name of the cause.

Ultimately, the Investigators will have enough information to have some idea of what the Irish nationalists-turned-cultists have been trying to do and what they might have unleashed. It is possible for the Investigators to stumble into the final scenes, which will involve a confrontation with the cultists and then what they have summoned, but hopefully by the time they do so in the back woods of Massachusetts, they will have at least learned enough information to have a good idea what is going on. And what is going on, as the title of the scenario suggests, is that the cultists are attempting to summon and harness something out of Celtic myth as a means to aid the Irish nationalist. Of course, this being a Call of Cthulhu scenario, this has not gone well and now, the cultists are suffering the consequences, scared, almost mad, but coherent. Facing the summoned threat is challenging, again, dedicated research should be enough to forewarn and perhaps, even forearm the Investigators.

The scenario is very well supported. The clues and links are made clear, the NPCs are nicely detailed, and there are lengthy sections devoted to library research in both Boston and New York, and there are detailed write-ups of the Mythos tomes that appear in the scenario. There is also a handful of new Mythos spells too. The various handouts are very well done and do include a puzzle that the players may have to work out.
The Wild Hunt is not a Mythos scenario per se, but rather that its monstrous antagonists are a Mythos interpretation of Celtic myth, one that the scenario’s human antagonists believe too much in and fall foul of. This is then layered out over the American north-east of New York and New England, taking in a little of Lovecraft Country along the way, from the heights of academia to the lows of the dirtiest dives imaginable, and then out into the swamps. Around this is built a rich, meaty investigation that will be really enjoyable to conduct with numerous interesting NPCs to portray—even the minor ones. The jazz trio of Black American NPC investigators deserve not just a mention, but scenarios of their own, suggesting a link to Harlem Unbound, whilst there are links to Masks of Nyarlathotep in the scenario, and thematically at least to Cthulhu Ireland. The scenario is not dissimilar to The Order of the Stone: A Horror Mystery in Three Parts, which could even be run as a thematic sequel to The Wild Hunt.
Physically, The Wild Hunt is pleasantly presented. The layout is clean and attractive, though it could be tighter in places, and the maps are well done. What stands out is much of the artwork, done in pastels that gives it a distinctive look reminiscent of Edward Hopper.
The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil explores a side of its default period rarely explored in Call of Cthulhu. Its presentation of activism and especially Irish nationalism is maturely handled, though warrants the ‘For Mature Gamers’ label on the cover. This is a very good investigative scenario, with a string emphasis on the investigation before the horror is confronted, mixed with an enjoyably unhealthy dose of politics.

[Free RPG Day 2025] :Otherscape – The Mythic-Cyberpunk RPG Demo Game

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally 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. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—
Two days ago, a terrorist cyber team was able to identify, isolate, and take control of an anomaly in cyberspace. An informant in the Tokyo Tangle has identified the team as belonging to the Ōgama marauders, a radical terrorist organization which has been frog-like yōkai who have been attacking civilian targets in the Megacity, likely in an attempt to destabilize the local government. The team’s target is the anomalous cyber Domain, BNZ4I-10, known to display cutting-edge or supernatural capacities with regard to data control. Now that Ōgama have control of BNZ4I-10, it has the ability to manipulate the flow of data throughout cyberspace. This includes the capacity to redirect data packets, including highly sensitive information sent from secure locations, into this anomalous Domain. With this, their cyber team has unchecked reach and significant advantage in terms of access to communication.

Although the location of the physical server hosting this Domain cannot be determined, but communications access has been gained. You will be placed in Harness and projected into the Domain’s virtual representation. Your objective is to infiltrate and take over BNZ4I-10, eradicate Ōgama presence and code, and transfer control to Section 7. As a secondary objective, identify and secure any tech or artifacts used by Ōgama operatives to control or access the server.
Mission begins.
This is the set-up for :Otherscape – The Mythic-Cyberpunk RPG Demo Game, a quick-start for :Otherscape – The Mythic-Cyberpunk RPG, published by the Son of Oak Game Studio, best known for City of Mist, the Pulp Noir, Urban Fantasy storytelling game. It is a narrative roleplaying game set some time during the next century in which the Player Characters are inhabitants of a dystopian Megacity who make a living undertaking dangerous jobs that their employers want temporary, deniable assets for. Typical tasks include hijacking, extraction, procurement, security sweeps, and so on. More recently, the Player Characters have made contact with something inexplicable, a legend or a Mythos that they hitherto only thought to be fiction, but is currently proving to be actually real. Almost as if it was out of a book of myths and legends, they find themselves capable of warping reality in a way that can only be described as magic! It uses a variant of the Powered by the Apocalypse mechanics, called the ‘Mist Engine’ and the :Otherscape – The Mythic-Cyberpunk RPG Demo Game includes a short strike mission, ‘BNZ4I-10 Cyber Anomaly’, that can be played through in a single session with the three pre-generated Player Characters provided.
A Player Character in :Otherscape – The Mythic-Cyberpunk RPG is defined by four sets of themed Tags. These Themes vary, but can include Esoterica, Expertise, Affiliation, Assets, Artefact, Personality, and more. Each Theme set contains five Tags which can be used as a ‘Power Tag’ or a ‘Weakness Tag’. For example, the Wilson has the Tags of ‘Oni Strength’, ‘Demonic Durability’, ‘Rapid Regeneration’, ‘Acute Sense of Smell’, ‘Muscular Overgrowth’, and ‘Easily Angered’ for his Oni Mask Theme. A Theme also has background details that develop and explain who the character is. Each Player Character has a set of items which can be used as Tags too.
The three Player Characters in the :Otherscape – The Mythic-Cyberpunk RPG Demo Game are ‘Genji’, a grizzled detective working for the Bureau of Onmyu, a secret government organisation that that tracks Mytho-related activities that are a threat to Tokyo and the rest of Japan; ‘Unagi’ is a scavenger and urban explorer looking for her kid sister who has also received the boon of Unagi Hime, the Eel princess; and ‘Wilson’ is a gaijin ronin, an ex-soldier turned mercenary armed with a cutting edge rail gun, who wears an Oni mask which gives strength and endurance. Each Theme comes with some colour text which gives it and the Player Character some context. Lastly, each of the three pre-generated Player Characters comes on a double-sided A3-size sheet, with a full illustration on one side and the full stats and details on the other, including an explanation of the roleplaying game’s core mechanic.
Mechanically, to have his character attempt a task a player rolls two six-sided dice. If the result is ten or more, the Player Character succeeds without Consequences; if it is seven to nine, he succeeds, but suffers Consequences; and if six or less, the Player Character fails and suffers the Consequences. To the roll, the player adds as many Power Tags as he can and which are appropriate, but has to deduct any Weakness Tags that apply. The resulting value is the Player Character’s Power. This can be spent on various Effects—Attack, Influence, Boost, Create, and Restore. They can also be applied to Challenges and Threats in an attempt to overcome them. Each Challenge or Threat has a rating or a ‘Limit’, for example, to get past an encampment of bandits with two men on watch, the Limits might be ‘stealth: 2’ and ‘wounded: 3’. In the first example, the Player Characters would apply the Effects from a stealth-related Tag to exceed the Limit, whilst in the second, the Effects from an attack-type Tag would be used. This can be done over multiple attempts with the Effects stacking each time, but if successful will change the status of a Challenge or Threat. Thus, the ‘stealth: 2’ Limit changes to ‘evaded-2’ and the ‘wounded: 3’ Limit to ‘wounded-3’.
However, there are ramifications if a Challenge or Threat is not dealt with succinctly or is even ignored. The Narrator can apply Consequences. This might be something as straightforward as ‘bleeding-3’ for a wound, ‘burning-1’ from a fire, or ‘lost-4’ if in darkness, but Limits themselves could change. For example, the Limits for the bandits could change to ‘hunted: 3’ and ‘wounded: 4’, now that the Player Characters failed to get past the encampment. The :Otherscape – The Mythic-Cyberpunk RPG Demo Game includes a list of possible Effects, advice on running the roleplaying game, and possible Challenges, Threats, and Consequences that the Player Characters might face and suffer.
The adventure itself, ‘BNZ4I-10 Cyber Anomaly’ is set within cyberspace into which each Player Character and his abilities are projected, a process known as Harnessing. What this means is that whilst what is actually happening is that lines of code are running and interacting with each other, they are visualised and anything a Player Character could do in meatspace, he can do in the virtual space too and it will look exactly what it does in the real world. BNZ4I-10 is a ‘thin place’, a place where the mythic and the real meet. BNZ4I-10 actually looks like a shrine, complete with several pagodas, a bathhouse, and a pond. These locations are not mapped out in detail, but they do not need to be. Both these locations and the Ōgama marauder threats are described in detail enough that the Master of Ceremonies—as the Game Master is known in :Otherscape – The Mythic-Cyberpunk RPG—will handle how they react to the actions of the Player Characters. The scenario be played as is, but options explore what might happen if the Player Characters are betrayed by their employer or they betray their employer.
Physically, the :Otherscape – The Mythic-Cyberpunk RPG Demo Game is well presented. The artwork is good and the writing decent. All three Player Character sheets come separate from the main book and there is even a sheet of Tracking Cards to cut and use to keep track of Effects being applied to Threats and Challenges and Limits being reduced.
If the :Otherscape – The Mythic-Cyberpunk RPG Demo Game is lacking anything, it is an example of play or the rules in play. Without either, it is not quite as easy to grasp as it could have been, presenting more of a challenge to learn for anyone new to roleplaying or new to the narrative style of play employed in :Otherscape – The Mythic-Cyberpunk RPG. However, for the experienced Narrator or the Narrator willing to grasp its slightly different rules, the :Otherscape – The Mythic-Cyberpunk RPG Demo Game is a solid, engaging introduction to :Otherscape – The Mythic-Cyberpunk RPG, with an exciting strike mission that puts the Player Characters in the heat of the action.

Friday Fantasy: DCC Day #6 DCC Day 2025 Adventure Pack

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst the other, ‘Balticrawl Blitz’ is for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!

* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.

As in past years, the DCC Day 2025 Adventure Pack contains two adventures. The first and longest of the two is ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game. It is designed for a party of four to six Player Characters of First Level and begins with them in an enchanted forest, come to a grove where a rose bush whose petals are known to have healing properties is known to grow. When they attempt to pick them, a ghost of a knight appears and begs for their aid. Introducing himself as Al-Razi, he was once a great knight, but in an accident, he fell from his horse, but then a fairy queen caught him and stole him from death. He asks that the Player Characters free him from his torment. The opportunity for this will come at fairy parade through the village of Taribat, which takes place only once every seven years. Al-Razi will ride at the head of the parade and if the Player Characters can catch him when he falls from horse, he will be freed. Unfortunately, in order to be able to see past the veil of the fairy, the Player Characters need water from an enchanted pool to wash their eyes in. Fortunately, Al-Razi knows there is such a pool—beyond the Twilight Cave.
The thrust of the scenario is for the Player Characters to enter the Twilight Cave and search for the pool. This is a race against time to the pool and back again to the village of Taribat. There are fun encounters here, such as the giant kittens playing with a giant mouse, a chance to make some purchases from a ‘Ye Olde magic Shoppe’ in what is actually a scenario befitting cliché, and some not entirely unhelpful witches. The second part of the scenario is the parade itself, which will lead from one stone outside the village to another on the opposite side. The whole of the village will turn out to watch and celebrate with costumes, drinks, and music, completely unaware as to the true nature of the parade. Only the Player Characters will have any idea as what the parade is and will only be able to see who really is in the parade by wiping their eyes with the enchanted water. This is a rolling combat as the parade will constantly be on the move and the members of the parade will take action if they realise what the Player Characters are trying to do. The Queen will respond with an array of deadly illusions, backed up with her paper handmaidens, and the Fey Riders encircle Al-Razi.
The scenario requires a bit of staging upon the part of the Judge in order for the Player Characters to get past the Fey Riders and be with Al-Razi at the right time to catch him as he falls. One thing to be avoided is fighting the fairy queen, as she is a very tough opponent for First Level Player Characters. It is also possible to fail—though the consequences are quite minor, as well as do very well. Otherwise, this is a raucous climax to an entertaining scenario.
The second scenario is ‘Balticrawl Blitz’, which is designed for the Xcrawl Classics Role-Playing Game and again for party of four to six Player Characters of First Level. In the Player Characters are invited to participate in the annual Division III Balticrawl Blitz. As this title suggests, this event takes place in the rundown and corrupt city of Baltimore. The Player Characters get a taste of the latter when someone knocks on the door of their hotel room and are offered a bribe to throw the Xcrawl in a particular room! The event itself is very much themed around the city of Baltimore and its history. This starts with the DJ, or ‘Dungeon Judge’, ‘DJ Nevermore’, a thin sallow moustachioed man in Victorian dress with a raven on his shoulder, who has designed the event and will be running it. So, quite literally inspired by Edgar Allan Poe, this scenario has Gothic streak as wide as a white one running through a Goth’s hair. The other inspiration for the adventure is the city’s love of crabs, but this is mainly because the event’s main sponsor is the Elder Bay Spices Company, whose blend of spices is popular with seafood all along the east coast.
At just five locations, ‘Balticrawl Blitz’ is a small scenario. It is playable in a single session if paced right and some of the encounters are tough for Player Characters of First Level. A Player Character Messenger will be needed to provide healing. Another issue is that it is a very American scenario and not everyone is going to be fully aware of Baltimore’s history, and having to explain some of the references will break the immersion. Otherwise, a solid scenario for the Xcrawl Classics Role-Playing Game that is easy to slip into a campaign.

Physically, DCC Day 2025 Adventure Pack is as well done as you would expect for a release from Goodman Games. The artwork is decent, but a little cartoonish in places—which actually suits the Xcrawl Classics Role-Playing Game—and the cartography is definitely better for the Dungeon Crawl Classics scenario than the Xcrawl Classics scenario. Similarly, the cover is very cartoony, but it still works.
DCC Day 2025 Adventure Pack delivers two good scenarios for two different games, but of the two, ‘The Fall of Al-Razi’ is the more inventive and interesting. Both are easy to add to a campaign though and both could be run as Character Funnels, though ‘The Fall of Al-Razi’ is probably the better of the two for that as well.

Magazine Madness 36: Senet Issue 15

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—Senet is a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 15 was published in the summer of 2024 and as its cover hints, the issue includes an article exploring Ancient Rome as a theme in board games. The theme is also linked to the issue’s exploration of a gaming mechanic, that of dice rolling, as well as highlighting a joke reference in the article about Ancient Rome that is very obvious. It is surprising to see a pair of roleplaying games advertised in the issue, but this not worry the regular reader. Senet is still very much about board games.

The issue proper begins with highlighting some of the forthcoming games with its regular preview, ‘Behold’. Highlights here include Power Vacuum, a game about power and power in a government of power household appliances after their dear leader, a vacuum cleaner (hence the title, a glorious pun), has died; Final Cut, a card game about making horror films; and Monty Python and the Holy Grail. There is a filmic theme running through several of these previews, both in terms of inspiration and title. ‘Points’, the regular column of readers’ letters, contains a mix of praise for the magazine and a discussion of gaming culture. It still feels limited at just a single page and it is clear from the letters that the magazine is well liked, so it seems a shame that it cannot be expanded to build a community around the magazine via the letters page. ‘For Love of the Game’, continuing the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth—and beyond. By now, very beyond. In this issue, he focuses on the joys of being a solo designer as well as the pitfalls of working with others. Of course, he cannot name names, but the lack of details or examples means that there is no important advice to learn or dangers to warn about, and the article is simplistic and obvious.

The tried and tested format of the magazine continues in Senet Issue 15: Two interviews, one with a designer, one with an artist, and one article exploring a game mechanic whilst another looks at a game theme. It is a format that works well since it throws a light on different aspects of the hobby and its creators. The first interview is with Bruno Cathala, a designer whose output is often eclipsed by other designers. His notable designs include Shadows Over Camelot with the late Serge Laget, which was an early co-operative design with the innovative addition of a traitor mechanic—later reimplemented in Battlestar Galactica, the Spiel des Jahres-winning Kingdomino, and the delightful Sea Salt & Paper. Cathala talks about his most notable successes and their development, often leading the reader to realise that they have played more of his games than they had realised. It closes with a list of just some of the stats related to his games—numbers, popularity on BoardGameGeek.com and some of the themes he has explored and some of Senet’s own picks of the best. It would have been interesting to expand on the latter as to why the magazine staff liked those games.

The second interview is with the artist, Cinyee Chiu, whose dream-like depictions of nature can be seen in games such as Harvest Island and Dragon Castle. Just three games are highlighted, so the interview does not feel as expansive as other interviews with artists in previous issues.

Dan Thurot’s ‘Roll Playing’ examines dice as a mechanic in board games. They have the longest history as a mechanic, going all the back to knucklebones of sheep, or astragaloi, used as dice. At their most basic they are rolled in ‘roll and move’ games and they are used in gambling games too. Pointing out that dice add tension and suspense, the looks at a number of different games and ways in which dice are used. The primary means is to generate a result, or ‘output randomness’, but the opposite of that is ‘Input randomness’, where the dice results are used to decide actions. In addition, because they have different numbers on their faces, these can be manipulated, the example cited being Roll Player, the board game of creating fantasy roleplaying game characters. Dice Realms, a game of improving medieval realms, goes even further, by allowing players to actually chance the numbers on the faces of their dice. There could have been a list of other mechanics involving dice that Senet has covered in previous issues, but this is an interesting overview of dice and their use beyond simple ‘roll and ‘move’.

The issue’s theme is Ancient Rome and ‘Empire Building’ by Alexandra Sonechkina starts with the Monty Python reference promised by the editor. The article points out that with a thousand years of history and culture, Ancient Rome has much that can inspire board game design. In board game history, it starts with the many wars and battles fought by the Roman Empire, but there is the gladiatorial arena and chariot racing, the ruthless politics, and ultimately, the construction of Rome itself. From Avalon Hill’s mammoth The Republic of Rome to Matt Leacock’s Pandemic: Fall of Rome, which organises the last defence of Rome as a tower defence game using the Pandemic engine, the article highlights a wide range of games. Magna Roma and Foundations of Rome both deal with the construction of Rome, (though sadly not Glory to Rome), Chariots of Rome and Chariot Race both deal with chariot races, and Gladitores: Blood for Roses, is a crowd-pleasing, blood and guts treatment of gladiators in the arena. So, lots of history and multiple themes in article which could have been much longer. The only issue are the illustrations which focus too tightly on parts of the games rather than the whole games themselves.

‘Unboxed’, Senet’s reviews section covers a wide range of games. The most notable are of Osprey Games’ Sankoré: The Pride of Mansa Musa, a big, heavyweight Eurogame of rival North African school teachers at the University of Timbuktu is awarded ‘Senet’s Top Choice’, whilst the reviews actually start with big review of small games such as Rafter Five and Gloomhaven: Buttons & Bugs. Another heavy game reviewed is Wyrmspan, the draconic sequel to the highly regarded Wyrmspan, which has been the subject of previous issues of the magazine. Overall, a pleasing selection of games reviewed.

As is traditional, Senet Issue 15 comes to a close with the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, ‘How to serve up a great game night’ by Meeple Lady, suggests a recipe to creating and running a game night, which is quite common within the board game hobby. It is good advice, though hosts are likely to swap out the suggested games for ones that they prefer. If the article is surprising that has taken so long for the magazine to talk about hosting a game night. Lastly, Calvin Wong Tze Loon pulls Lands of Galzyr for his ‘Shelf of Shame’. What is interesting is that this a game that he and his partner worked on during the Lockdown, so coming back to it was a kind of rediscovery for him and the strange adventures that the game takes the players on. The article is a change of focus in that the subject is a game designer rather than a reviewer.

Physically, Senet Issue 15 is shows off the board games it previews and reviews to great effect, just as you would expect. It contains a good mix of interesting and informative articles, but the illustrations in ‘Empire Building’ are not as clearly handled as they could have been. There is a sense that Senet is beginning to outgrow its page count at this point. Some of the articles feel as if they should have been longer, ‘Empire Building’ and the regular ‘For Love of the Game’ being examples. Nevertheless, Senet Issue 15 continues the showcase that the magazine has been for the boardgame hobby with very readable content and pleasingly sharp design.

[Fanzine Focus XL] The Phylactery Issue #2

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Not every fanzine for the Old School Renaissance need be dedicated to a specific retroclone, such as The Phylactery.

The Phylactery Issue #2, published by Planet X Games in September, 2021, following a successful Kickstarter campaign, is a fanzine for the Old School Renaissance rather than any specific fantasy retroclone. Thus, it works for Old School Essentials or The King of Dungeons or Labyrinth Lord. As with The Phylactery Issue #1, it is a collection of magical items, NPCs, monsters, and a scenario or two. It presents the Game Master with a relentless barrage of choice and options, some of which is ready to use, some of which is not, and so will require the Game Master to develop and add some stats. Everything comes with background elements—some specifically so to make them interesting—enabling the Game Master to flesh out her campaign setting as well as introduce an item of magical power. All of it is written by Levi Combs, the publisher, and his words are backed up with some decent artwork and excellent maps.
The issue’s magical items begin with ‘The Skullstaff of Stelos’, the first of its many magical items and it is a big one. Originally crafted for Stelos the Necromancer, it is a great, gnarled staff, topped with a charred, horned skull. The wielder can command undead as a Tenth Level Cleric (or four Levels higher, if already an evil Cleric) as well as cast various spells and talk to the undead. However, it will transform the wielder into an undead creature as well, but he will not accept that he is changing. This is a very nicely detailed item that any Game Master is going to want to equip her big evil villain with.
‘Of Longstriders and Giant Killers – Renowned Rangers of the North’ is inspired by Tolkien’s Aragon and describes five tough NPCs and their most feared weapon or magical items. For example, the Dragon-bone Spear is a Spear +2 once wielded by Helka ‘Red-Spear’, known for her hatred of Frost Giants after her family was killed for them. Not all of the NPCs are dead, like Belken ‘Stormbreaker’, who wears The Counsel of Crows, a silver torc that enables him to talk to crows and other corvids as per the spell, Speak with Animals. He is so feared that even a murder of crows overhead is enough to scare away bands of Orcs and Goblins. None of these NPCs is given stats, so the mechanical focus is on their magical items.
The magical items continue with ‘Magic Armours and Weapons of Legend’. They include The Alabaster Armour of St. Saldric the Blessed, a set of plate armour sacred to the god of justice, all alabaster white, except for the left gauntlet, which is left plain to symbolise the one-handed nature of the god! It is Platemail +2 and can reflect spells as per the Ring of Spelling Turning. This article adds another three, nicely detailed items with lore aplenty that can be worked into a campaign. And then, ‘Secrets From the Lich’s Crypt - A Whole Buncha Weird Ole Crap in a Dead Wizard’s Lab’ gives the Game Master a pick and mix of things to fill a wizard’s laboratory, such as the Elixir of Curdled Swarms, which when imbibed causes the drinker to wrack with convulsions and then vomit Ochre Jellies under his command! This develops a thematic line of oozes and jellies that runs through the issue, and is one of nine fascinating items that add spice to a particular location or can be pulled out and placed elsewhere in the Game Master’s campaign.
The monsters and NPCS start with ‘Strange Things That Live Underground And Other Weird Creatures’. They include Shroud Spiders that combine the worst features of giant spiders and undead shadows; Ooze Cultists of the Slime-Lord which have melted faces and lurk in the underworld, capturing the unwary and transforming captives into gelatinous horrors or feeding them to the carnivorous jellies of their slime-farms; and Worm Polyps from the Void Beyond, great green sacs that hang in fungal forests that when they burst, shower the area with carnivorous worms whose continued bite will transform the victim into a monster (sadly, the actual monster is not detailed).
The legendary Grandmother of Witches is fully described in ‘She Rides on the Wind – Baba Yaga, Hag Queen of the North’. The equivalent of a Twentieth Level Magic-User, she can even learn Cleric spells and has an array of monstrous abilities, the equivalent to a god. Her magical items are detailed too and all together she is a fearsome foe, should she turn her attention to the Player Characters. ‘Hali Oakenspear, Wandering Cleric of the Luck Goddess’ is given a full write-up as an NPC, an Eighth Level Cleric who has dedicated herself to wandering the land and doing good.
The last of the monsters are detailed in ‘Here There Be Monsters!’. The four entries include ‘Sodden Bastards’, the unfortunate souls of those who drowned at sea and now lurk in shipwrecks, ready to instil fear in those they surprise, and the ‘Murdershroom’, a fungal horror formed from the energies of a magical gate or the fallout of a demon summoning gone wrong, which stalks victims in the dark of the underground, breathing toxic spores on them causing hallucinations, and after slaying them, taking their bodies back to a corpse farm to attract more victims.
Further flavour is added ‘More Forbidden Demon Cults of the Outer Void’, which describes three demons and their cults, like ‘Mulg, The Bloated One’, a mountain of yellowing fat and bone whose approach is heralded by a vile, unwashed odour, and who revels in greed, deviancy, and worse, and who can consume anything. Like the other two entries, it is accompanied by a ‘Fun Demon Cult Fact!’, in this case the rise of Mlug from a minor demon to a greater demon after it got lost on the astral plane where it gnawed away at the body of a dead deity!
The Phylactery Issue #2 includes three scenarios of varying length. Deigned for Player Characters of roughly Eighth Level, ‘Brood-Hive of the Slime God’ describes a set of caves near the fishing village of Urtag Horn, several of whose inhabitants have gone missing, been beset by strange dreams, and even gone mad. The local clergy want the matter investigated, the mad man indicating the cause as being inside the caves. These are slime-encrusted and very nicely detailed and quite a tough little dungeon that can played through in a single session, two at most. It is nicely detailed and its location makes it easy to add to a campaign, as is ‘Grindhouse Deep Crawl #1’. This is a dungeon complex intended to be added to a bigger dungeon, a half-finished and forgotten annex. There is no real theme to the set of nine rooms, instead being a set of well designed and interesting encounter written around a very attractive map. There are at least two shafts that drop to lower dangers; a tomb of Prefect Thrim, a cleric consumed by a carnivorous creeper who thinks that it is the cleric and if the Player Characters can speak to plants it might be able to answer questions they pose, whilst the vegetables it grows have divine spell effects if eaten; and a Demon-Frog’s Fane, where the wounded may be given its blessing if they bathe in its waters before its bloated statue and let it feed on more blood! Lastly, ‘It Came From Spawn Vat X!’ is more of an encounter, the Player Characters going to investigate the tower of a well-regarded wizard, which has recently exploded, and facing the last of his experiments gone awry. It is short and simple and very easy to prepare.
In between, ‘Twelve Things a Magic Mouth Would Say’ is a fun table that can be used to unnerve the Player Characters or lay the seed for a puzzle or adventure hook. Similarly, ‘10 Wayward Oddfellows You Might Meet on Any Given Night at Old Man Rumple’s’ gives a table of NPCs can be used in the same fashion, whether to add colour or spur further adventure. The latter is very similar to ‘1d10 Tough SOBs, Roadhouse Hoodlums, Bored Adventurers, and Mean Ole Bastards You Might Meet in a Tavern’ from The Phylactery Issue #1. Barring the stats, they do draw comparison with the ‘Meatshields of the Bleeding Ox’, the regular collection of NPCs from the Black Pudding fanzine, and they are just as useful.

Physically, The Phylactery Issue #2 is very nicely presented. It is well written, and both the artwork and cartography are excellent.

The Phylactery Issue #2 continues the stream of content begun in the first issue, presenting the Game Master with a wealth of options—monsters, treasures, and more that she pick and choose from to add to her campaign. Some of it needs a little development, even if only to fold into a campaign setting, but there is so much here to choose from and use, that a Game Master is not going to be disappointed with the content. (The only disappointment might be when the author runs out of steam!) Suitable for any Old School Renaissance retroclone, The Phylactery Issue #2 continues the torrent of ideas and dangers and more, still giving the Game Master a wealth of choice and content to work with.

[Fanzine Focus XL] LOWBORN Issue 2

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Most, but not all fanzines draw from the Old School Renaissance. Some provide support for much more modern games.

Lowborn is ‘An Independent Grim Perilous Fanzine for Zweihänder RPG’. As the subtitle suggests, this is a fanzine for the Zweihänder: Grim & Perilous RPG, published in 2017 and thus modern, but actually a retroclone of another roleplaying game. That roleplaying game is the definitive British roleplaying game, Warhammer Fantasy Roleplay, published by Games Workshop in 1986.

Lowborn Issue 2 was published in August, 2020. The content begins with with ‘The Dark Order’ by Peter Rudin-Burgess. This is a scenario set in the chancery of Edessa, below the city of Outremer. This is a murder mystery set below the city where single-sex work gangs labour at feeding the great steam turbines. Gang Master Zangi leads a gang of twenty-four free women who, in turn, drive sixty female mutant slaves, all loading city waste into the furnaces. Gang Master Zangi has disappeared, but now her skull has been raked out of Number 2 furnace. Shortly after, a new gang leader is appointed, and then it happens again when another gang master is found boiled alive and a new gang member is also appointed. This is followed by the murder of a bar owner and then another gang master. The scenario is presented with a lot of set-up up front and then followed by the plot hooks and the various genres in which the scenario might be used on. The scenario needs a lot of work to run effectively with clues to connect the murders to the culprits and it is also only halfway through the scenario is it mentioned that it is for Dark Astral: Chapbook for ZWEIHANDER Grim & Perilous RPG, the Science Fiction equivalent setting for the ZWEIHANDER Grim & Perilous RPG. It is mentioned on the cover, though. The map of the lair is by Dyson Logos, so good.
‘New Distinguishing Marks’ by Adrian Kennelly is literally that, a table of entries like ‘No chin’ or ‘Unbending knee’. Chuck Kranz’s ‘Random Space Encounters’ provides twelve encounters, again for Dark Astral: Chapbook for ZWEIHANDER Grim & Perilous RPG. For example, ‘Just like in the TV shows.’ expands to ‘A tear in space erupts of the port barely out of manoeuvring range, but a strong magnetic pull of the anomaly pulls your ship in. A voice in your head echoes, “I have such wonderful sights to show you.” The darkness takes you after being dragged through the event horizon. When you come to your ships nav-computers are not able to gain bearing on where you are… or when you are.” These are fine and again something that the Game Master will need to develop.
It is not quite clear what Sean Van Damme’s ‘Introduction to Assassinations’ quite is, initially, but what it turns out to be is a means of introducing options for the budding assassin. The Claw of Retribution is the largest guild of assassins in the great city and puts up notices on a board at the West Wind Pub, where the guild previously operated from, of small jobs, or rather, assassinations of minor folk that it has been hired to do. Its members can perform them, but it lets prospective members undertake them as a test. There are thirteen such tasks, not always hits or deaths, such as burning down a distillery that is not guild affiliated or forcing a member of the faith to stop preaching in the docks. The Game Master will need to develop the hooks, but there are some fun options here that will support a grittier, dirtier style of play for thug and thief type characters.
‘Order And Corruption: Purity Points’ by Lyle Hayhurst gives an extension to the Corruption Points of ZWEIHANDER Grim & Perilous RPG. Corruption Points are gained for immoral acts, giving in to personal weakness, and even being injured, and will potentially force a Player Character down a dark path. This article suggests another path that a Player Character can go up. By committing acts of goodness, being tolerant of those different to himself, protecting the innocent, giving to the poor, being merciful to a villain, and more, a Player Character can gain Purity Points. Like gaining Disorders for Corruption Points, he can gain Blessings for accruing enough Purity Points like becoming a ‘Friend of Animals’ or gaining a ‘Inner Glow’ of Purity. The article suggests that a Player Character can earn both Corruption Points and Purity Points and need to be tracked, and what this does is add some flexibility and complexity to the play and reward a player for good roleplaying whatever his character’s action.
Ignacio M. writes three entries in the issue. The first, ‘Learning from Different Arcanas’, suggests a way in which an Arcane Magick user can cast magick from a Wind other than his own. For each symbol that Player Character has to pass through to get between his Wind he has studied and the one he wants to cast from, there is a penalty to the Incantation test and if the Channelling test is failed, then extra Chaos dice has to be rolled. The rule is quick and simple and potentially dirty if thing goes wrong! He also suggests ‘New Combat Actions’ with ‘Oh No You Don’t’ which enables a Player Character to study the ebb and flow of the battle and interrupt the action of a foe; ‘Goad and Deter’ to slow a foe’s action down; and ‘Leave It Open’, in which he tricks a foe to gain a bonus on his next attack. These are decent additions.
Lastly, ‘Carnival II’ continues the description of a magical carnival—a common trope in roleplaying games inspired by Warhammer Fantasy Roleplay such as Zweihänder: Grim & Perilous RPG—begin in Lowborn Issue 1. However, unlike in many cases what lies behind the magic in the carnival is not necessarily dark or dangerous, but that rather its various members are all anthropomorphic animals. They include a middle-aged anthro-rabbit who controls his perfect puppets though his voice alone and Priscilla, middle-aged anthro-hedgehog who is also a very skilled physician, alchemist, and herbalist, and exotic dancers that somehow entice audience to buy the overpriced drinks at their show. The latter is perhaps the only real danger in the carnival, but others might see it differently and act accordingly. This adds another three tents and their occupants to add to the three previously described, so there is yet room for expansion. If there is an issue for the article, it is the inclusion of the anthropomorphic NPCs and whether that fits a Game Master’s campaign. She, of course, has the right to change such details and the various NPCs could be hiding something else instead. Bar some scenario ideas or hooks, ‘Carnival’ offers an intriguing and different type of circus, one with plenty of room for expansion and development.
Physically, Lowborn Issue 2 is a bit untidy and rough around the edges, plus it needs a slight edit. The layout is also a little tight in places.
Lowborn Issue 2 is a mixed bag with some content more useful and more interesting than others. ‘Introduction to Assassinations’ is packed with great hooks for a bruising lowlife campaign and like ‘Order And Corruption: Purity Points’, has plenty of roleplaying potential. Elsewhere, several of the articles are rough and could be clearer in their set-up, let alone their execution.

[Fanzine Focus XL] Carcass Crawler Issue #4

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Then there is also Old School Essentials.
Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. To date, Carcass Crawler #1, Carcass Crawler Issue #2, and Carcass Crawler Issue #3 have all focused on providing new Classes and Races, both in ‘Race as Class’ and ‘Race and Class’ formats as well as general support for Old School Essentials, and Carcass Crawler Issue #4 is no exception.
Carcass Crawler Issue #4 was published in December, 2024 and includes three new Classes, four gods, eight monsters, a shelf of arcane grimoires and their contents, expanded rules for brewing, purchasing, sampling, and describing potions, and a short adventure. The first two of the three Classes draw heavily from Tolkien’s Middle-earth and specifically The Shire. The first is the ‘Halfling Hearthsinger’ by James Spahn and Gavin Norman, which specialises in collecting and memorising legends, lore, and folk tales. The Class’ primary abilities are ‘Foster Friendship’, enabling the Hearthsinger to temporarily make friends if he can tell a story; recall Lore about monsters, folk tales, legends, and even magical items; and ‘Read Languages’ that are non-magical, including codes and dead languages. He can also better listen at doors and as a ‘Rumour Monger’ learn more rumours from others! Eventually, when he has enough money, he can establish tavern, although there is no Level requirement. The ‘Halfling Hearthsinger’ has a maximum of eight Levels and is a Class designed for interaction, so suitable for players who like to talk and build relationships.
The second new Class is also Halfling related. Designed by James Spahn, the ‘Halfling Reeve’ is more obviously based on the Bounder, who patrols the borders of The Shire. The Class must be Lawful and is a capable forager and hunter, good at stealth, and is also a Goblin Slayer and a Wolf Hunter. In addition, the Class also is able to cast Druidic magic at higher Levels. Again, this Class has a maximum of eight Levels. The Class is effectively a variant upon the Ranger, but pleasingly effective.
The third Class is Gavin Norman’s ‘Arcane Bard’. This is intended to be like the jack-of-all-trades Bard Class from Advanced Dungeons & Dragons, Second Edition, combining skills such as Climb Sheer Surfaces, Hear Noise, Pick Pockets, and Read Languages with the Lore ability as per the ‘Halfling Hearthsinger’ and the casting of Arcane magic. The only musical benefit that the ‘Arcane Bard’ gains is an ‘Anti-Charm’ effect against song-based powers like that of the fairies or Sylvan creatures. With its mixture of Thief abilities and ability to cast magic, the Class is more of a generalist and not quite as interesting a design. It can go up to a maximum of fourteen Levels.
‘Deities and Cults’ by Chance Dudinack and Gavin Norman describes four gods, the benefits of worshipping them, and their spells. For example, ‘The Black Alderman’ is the god of skulls, dentistry, and organ dirges who directs his worshippers to collects skulls for him, including those of rare monsters and influential personages. Some worshippers, known as ‘Bonesmiths’, work as travelling dentists and bone-setters, but its spellcasters gain traits such as a pallid complexion for gaining the ability to cast First Level spells, a sunken, skull-like facial features for Second Level spells, and more. The spells include Skull Speech, which causes a skull to speak, even that of an undead skull; Skull Sentry, which sets a skull to chatter its teeth if anyone of the designed type comes close; Danse Macabre, which makes bones come to life and dace; and Control Skull, which gives complete control of a skull, but not the rest of the bones, to the caster. The other gods include a deity of redemption and light, once a fiendish deity, but now reformed; a god of insane, danger, perils and risk, which revels in seeing others overcome great odds and thus endlessly creates them; and a god of the weird deeps of the Underworld. These are all small cults and will really enhance a campaign as very nicely themed faiths and there are some entertaining spells to go with them as well as some nice roleplaying hooks, whether for a player or the Game Master.
‘The Mage’s Grimoire’ by Brad Kerr and Gavin Norman adds more spells. These consist of Burning Hands, Feather Fall, Shocking Grasp, Unseen Servant, Pyrotechnics, Ray of Enfeeblement, Shrinking Cloud, Blink, Slow, and Tongues. These are all going to be familiar from Dungeons & Dragons, specifically for Advanced Dungeons & Dragons, but which do not appear in Old School Essentials. Now they do. The article also add five tomes, packed with spells, including several of those listed earlier. Not only do they add spells that can be studied and learned, but also flavour. For example, the ‘Book of the Hideous Frog, written by the Frogmancer Neem, is a wide, frog-faced tome bound in damp frog flesh that wiggles in an unnerving fashion and which causes frogs to spawn in the owner’s clothes and belongings each night! These are all great fun and will just add a little bit of flavour to a campaign and inspiration for the Game Master to create more should she need them.
Gavin Norman’s ‘Strange Brew’ expands the basic guidelines for potions included under ‘Magical Research’ in Old School Essentials with a plethora of options. It allows any character able to create magical items to brew potions or if not, hire an alchemist. An alchemist NPC can brew potions at half the time it would take a Player Character, but is an expensive hireling—1,000 gp per month, and that does not include the cost of the actual potions. The article does not discuss either Potions of Delusion or poison, but otherwise, keeps things simple by approximating potion effects with particular spells, such as a Potion of Control Undead with the spell Control Monster and a Potion of Speed with the spell Haste. It also suggests possible potion ingredients, like a Storm Giant’s heart for a Potion of Giant Control or Pegasus feather for Potion of Levitation; what hints might be gained on a sampling a potion for the first time; and a table of options to describe potions. Handling alchemy and brewing potions in Dungeons & Dragons-style games can get bogged down in a lot of detail, but the guidelines here opt for simplicity and clarity. It does not delve too much into the how and why of brewing potions, but suggests ways in which the ‘Magical Research’ rules can be expanded and the use of potions in game play can be enhanced.
Penultimately, Gavin Norman details eight new monsters in ‘Terrors of the Dark’. These are all creatures to be found in the depths of the Underworld. They include the Grue, a thing of magical darkness found stalking desolate places; Oil-Mites, tiny, rock-like mites that lurk in webs and drop onto passing adventurers to consume their flasks of oil; and the Torch-Bearer’s Ghost, the spirit of some poor townsfolk who met his end in a dark dungeon after being hired as a torchbearer by an adventuring party and now haunts the dungeon, carrying a flickering light, and potentially leading other adventurers to their doom in revenge! This is a delightfully thematic octet of threats and dangers several of which play upon the fear of the dark for both players and their characters and their need for light.
Lastly, ‘Noximander’s Cave’ by Chance Dudinack and Brad Kerr is a rare inclusion of a scenario in the pages of Carcass Crawler and a rare appearance of a scenario for old School Essentials for Player Characters of Fourth and Fifth Level. With a map by Glynn Seal, it describes a small complex of rooms and caves used by the illusionist Noximander the Tenebrous to worship Moumb and conduct further research. Located under a city, builders recently broke into the complex via a cellar and the adventurers are hired to investigate. This is a decent mini-dungeon using many of the monsters from ‘Terrors of the Dark’ that could be played through in a session or two.
Physically, Carcass Crawler Issue #4 is well written and well presented. The artwork is excellent and the cartography good.
Although Carcass Crawler describes itself as a fanzine, it is not really a fanzine, since much of its content is written by the designer and publisher of Old School Essentials, it is published by the publisher of Old School Essentials, and it is obviously more polished and professionally produced than most fanzines. That aside, the content in Carcass Crawler Issue #4 is a good mix of the useful and the flavoursome. The new-is spells of ‘The Mage’s Grimoire’ and the potion details of ‘Strange Brew’ are interesting, whilst the flavoursome include the ‘Halfling Hearthsinger’ and ‘Halfling Reeve’ Classes with their lovely bucolic feel, and ‘Deities and Cults’ adds delightful roleplaying details that will make any setting that bit more interesting. Overall, Carcass Crawler Issue #4 is a very enjoyable issue with plenty that will enhance any Game Master’s campaign.

[Fanzine Focus XL] Crawling Under A Broken Moon Issue No. 10

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons,RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 10 was published in in october, 2015 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth.

Crawling Under A Broken Moon Fanzine Issue No. 10 is different to previous and that is because it is the fanzine’s ‘monster issue’! Previous issues have detailed new monsters and creatures that the Judge can add to a Umerica and Urth campaign or her own post-apocalypse setting. From the Aetherian War Cat, Bowel Tyrant, and Concrete Giant to Xenotaur, Zilla, and Zmooph presents a total of thirteen new monsters. They include a mix of the weird and the silly and all are given a two-page write up that includes an illustration, stats, and quite a detailed description. Each also includes adventure hooks which lifts the contents far above being a simple, short, mini-bestiary.

The monster list opens with an entry very obviously inspired by one of the inspirations for the Umerica and Urth campaign setting, which is He-Man and the Masters of the Universe. This is the Aetherian War Cat, a combatant so good it has its own Deed Die and can perform its own Mighty Deeds. If a Player Character uses a Deed Die, then he can approach a riderless Aetherian War Cat and attempt to bond with it. When ridden, the only Might Deed it can perform is the ‘Assist Rider’ and the description includes a table of outcomes. The Bowel Tyrant is a tiny, intelligent alien parasite that enters via the bowels of its victims and enslaves them before its slave excretes more when it relives itself, ready in waiting for further victims. It is a bit icky, but sets up an alien invasion of a very different kind. The Concrete Giant lurks in the ruins of broken buildings, its grey, ridged skin looking like concrete enabling it to blend in readiness to ambush its victims and take them back to its lair to eaten raw. Worse are the Cyborg Concrete Giants which are created by the Technomages to lead the other Concrete Giants, being faster, tougher, and armed with shoulder-mounted grenade launchers! The three adventure hooks for the Concrete Giants include them being sent out on random destructive rampages to instil fear by the Technomages; details of where Concrete Giants are forged which could be turned into a raid or encounter; and rumours of road gangs and Concrete Giant wrecking crews actually working together.

Elsewhere, the Flying Laser Ursine, which is exactly what it sounds like, is silly and simple, whilst the Fruiti-Slush Ooze is weird and silly, a jelly formed out of the fruity, partially frozen slushies and partially by the multi-dimensional cataclysm, which do desiccating, freezing Stamina damage that leaves a wound smelling of fruit. Which fruit? Well, there is a table for that! The adventure hooks include harvesting fruity jerky form their victims for exotic gastronomes and having to stand over a cold storage tanker with some sounds of movement coming from inside it… Weird too, is the Harpoonnik, a slimy, batrachian-humanoid with a strange cylindrical mechanism where its head should be. It can fire a tongue-harpoon out of this mechanism, to spear its victims which it drags away and bludgeons them to death! The oddest are the Zmooph, tiny purplish humanoids described as being roughly three grenades tall, but with a quarter of that height consisting of large, speckled cap mushroom that blooms directly from their skull. Ruled by Patriarch Zmooph, they are mostly peaceful, but when they encounter others, they swarm in xenophobic rages and overwhelm the victims of their ire. There is no suggestion as to what they do with such victims or anything about female Zmoophs, but somehow they feel as they should be blue and wear white hats.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 10 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 10 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 10 contains a pleasing variety of monsters and creatures—weird, silly, and even more silly (Flying Laser Ursine, really?). Now to be fair, bestiaries are not always the most exciting to read and certainly not the most exciting to review, especially if there is monster after monster and not much else. That could be case with Crawling Under A Broken Moon Fanzine Issue No. 10, but the adventure hooks make the entries and descriptions that much more readable and much more immediately useful. Not so much, ‘Here’s a monster I can use’, but more ‘Here’s a monster I can use and a suggestion as to how I can use it’, Crawling Under A Broken Moon Fanzine Issue No. 10 goes that little further than you would expect. Plus of course, the monsters will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Miskatonic Monday #368: The Ballad of Lost Danava

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.

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Name: The Ballad of Lost DanavaPublisher: Chaosium, Inc.
Author: Kevin Kreiner

Setting: The far futureProduct: Scenario
What You Get: Fifteen page, 1.58 MB Full Colour PDF
Elevator Pitch: H.G. Wells’ The ‘Planet’ of Dr. MoreauPlot Hook: Forced to land on a planet where no man has been beforePlot Support: Staging advice, six pre-generated Investigators, one handout, three Mythos tomes and recordings, two Mythos monsters, and one dinosaur.Production Values: Plain
Pros# 2nd Place Winner in Stars Are Right Scenario Outline Writing Contest# Curiously old-fashioned Science Fiction feel# Dinosaurs optional# Decently done pre-generated Investigators# Deinophobia# Radiophobia# Cleithrophobia
Cons# Fairly obvious in its plotting
Conclusion# Escape from H.G. Wells’ The ‘Planet’ of Dr. Moreau# Short and easy to run, more of a classic stranded and escape situation than an investigation

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