Reviews from R'lyeh

Friday Filler: The Fighting Fantasy Co-op IV

Escape the Dark Castle: The Game of Atmospheric Adventure brought the brutality of the Fighting Fantasy solo adventure books of the eighties to co-operative game play for up to four players in which their characters begin imprisoned in a tyrant’s castle and must work together to win their freedom. Published by Themeborne, with its multiple encounters, traps, monsters, objects, and more as well as a different end of game boss every time, Escape the Dark Castle offered a high replay value, especially as a game never lasted longer than thirty minutes. That replay value was enhanced with the release of Escape the Dark Castle: Adventure Pack 1 – Cult of the Death Knight, the game’s first expansion. It added new threats, new potential escapees, and more. 

The replay value of Escape the Dark Castle is further enhanced with the completion of the Escape the Dark Castle: The Legend Grows… Kickstarter campaign. This produced two new expansions, Adventure Pack 2 – Scourge of the Undead Queen and Adventure Pack 3 – Blight of the Plague Lord as well as a big box into which to store them along with the core game. The first of these introduces a whole a new Boss, fifteen new chapters which the escapees must face before they successfully flee the Dark Castle, three new escapees, four new items to find and use in the process, four new ‘item’ cards you do not want to draw (but will anyway) and come into play, and a new mechanic. The new Boss is the Plague Lord, a foul spreader of contagion and sickness who wants more and more to fall victim to his pestilence. Disease has come to the Dark Castle, and left its mark, for instead of encountering the usual dangers on their flight from the depths of the castle, the escapees will find themselves crossing plague pits, gaol cells full of trapped plague victims, plague-ridden rat swarms, mobs bent on preventing the plague from spreading beyond the walls of the Dark Castle—and more. Time and time again, the escapees will be faced with situations in which they may well catch the plague, the disease running its course and reducing their health until ultimately, in a final encounter, they face the Plague Lord himself. To escape the Dark Castle, they must defeat him, but he can increase the effects of the plague upon the already infected and infect those lucky enough to have got this far without being infected! And then, even if they do defeat the Plague Lord, do the escapees really want to flee the Dark Castle knowing that they carry a plague that could kill everyone they love?
As with Adventure Pack 1 – Cult of the Death Knight, and Adventure Pack 2 – Scourge of the Undead Queen, the chapter cards in Adventure Pack 3 – Blight of the Plague Lord are initially designed to be played in order as they come packed, and pretty much out of the box. The new rules can be read through and understood in a few minutes, and a game begun very quickly. After that, this new deck can be replayed by shuffling the fifteen cards in random order and the players having their attempt to escape again. Then, after that, these new cards can be shuffled in with the chapter cards from the Dark Castle: The Game of Atmospheric AdventureAdventure Pack 1 – Cult of the Death Knight, and Adventure Pack 2 – Scourge of the Undead Queen, and the game played as normal.
The new mechanic which Adventure Pack 3 – Blight of the Plague Lord adds to Escape the Dark Castle is that of the Plague. When one of the four ‘Plague’ item cards are drawn or when instructed to on an Chapter card, the player rolls the new ‘Plague’ die. The faces of this die are marked with either two, three, or four splodgy Plague symbols, each indicating the number of Plague points an escapee gains, whether this is from simply being in the same location as Plague-victims, drawing an item riddled with the Plague, or even fighting someone or something infected with the Plague—including fellow escapees! Accrue enough points of Plague and the escapee sickens and weakens, losing Hit Points in the process. There are opportunities to gain some relief from the Plague in the form of an encounter with a Plague Doctor who will cure an escapee of his points of Plague, but in the main, unless an escapee is incredibly lucky and avoids the Plague all together or has all of his points of Plague cured by the Plague Doctor, once caught, the Plague is a downward spiral... In reducing his Hit Points, the Plague does not reduce his combat capabilities. Instead, it reduces his ability to withstand the negative effects of a fight. Consequently, Adventure Pack 3 – Blight of the Plague Lord tends towards, if not fewer fights, but slightly weaker opponents. So there is a certain balancing effect here, but this does not stop escaping the Dark Castle remains a challenge.
As with the previous expansions, Adventure Pack 3 – Blight of the Plague Lord adds three new escapees to play, these are the Butcher, the Fletcher, and the Shepperd, each with their character card and their own die. Each of these escapees are specialists, having maximum scores in their traits, either Cunning, Might, or Wisdom. They are not all that interesting in themselves, although each of their dice are. Some faces of their dice are marked with a ‘Split Double’, consisting of two different trait symbols. These can be applied to two different chapter dice belonging to an enemy, but not to two different enemies. This at least offers some flexibility in terms of a how an encounter might play out.
The new Item cards are divided between the Plague cards and the standard cards. The former force a player to roll the Plague die and increase his escapee’s Plague points. Others include Knapsack which enable an escapee to carry more items, but because some are in a knapsack, are not immediately accessible. The other items, the splintered spear, dented daggers, and frayed net all give an escapee an advantage in combat.
Physically, Adventure Pack 3 – Blight of the Plague Lord is as well produced as the core game. The Chapter, Boss, and Character (or escapee) Cards are large and really easy to read and understand. Each one is illustrated in Black and White, in a style which echoes that of the Fighting Fantasy series and Warhammer Fantasy Roleplay last seen in the nineteen eighties.

At its most basic, Adventure Pack 3 – Blight of the Plague Lord adds a whole new story and more challenges which extends the life of Escape the Dark Castle and means that players will it bring back to the table on a regular basis. It really only adds the one mechanic, ‘Plague’, and then thoroughly injects and infects it into the Chapter cards for the expansion, the result being grim, often grinding battle of survival against something that the escapees cannot see, but can see the effects of. When combined with the artwork, it is horridly thematic, adding to and enforcing the ghastly situation that the escapees find themselves in. However the strong theme and its mechanically deleterious effects upon the escapees is likely to clash with those of the other expansions and actually make their harder to play through because the Plague is constantly reducing an escapee’s chances of survival and there is not necessarily the balance between the effects of the Plague and the loss of Hit Points present in those expansions as there is in Adventure Pack 3 – Blight of the Plague Lord.
Overall, Adventure Pack 3 – Blight of the Plague Lord adds an enjoyably grim and grimey story to Escape the Dark Castle: The Game of Atmospheric Adventure. So strong is its theme though, it is one perhaps best played as a standalone rather than mixed in with the other expansions.

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Thenborne will be at UK Games Expo which will take place between July 30th and August 2nd, 2021 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.

Jonstown Jottings #45: Night in the Meadow and other Spirit Encounters

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

—oOo—

What is it?

Night in the Meadow and other Spirit Encounters is a trilogy of short encounters themed around herding for use with RuneQuest: Roleplaying in Glorantha.

It is a seventeen page, full colour, 1.98 MB PDF.
The layout is clean, but slightly untidy with artwork which is functional rather than attractive. It definitely needs another edit.
Where is it set?
Night in the Meadow is nominally set in the Blueberry clan of the Cinsina tribe, but can be set anywhere in Dragon Pass where herds of cattle are kept out overnight in the pastures. 

Who do you play?
At least one Herder. In addition, an Assistant Shaman or Priestess will be useful, as will a Hunter or other Player Character with the Tracking skill. A Lhankor Mhy priest or scholar may find some of the background to one of the scenarios to be of interest. In addition, Player Characters with the Passions ‘Hate (Trolls)’ or ‘Hate (Telmori)’ will be challenged by the events of one or more of the encounters.

What do you need?
Night in the Meadow requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary.
What do you get?Night in the Meadow and other Spirit Encounters presents a series of three encounters on the tribe’s herding pastures over the course of a season or two. Ideally, the encounters should not be run one after another, but as smaller adventures between longer scenarios. Each of the encounters is suited to smaller playing groups and could either be run as flashbacks or as part of campaigns involving Player Characters close to their initiations, for example, Six Seasons in Sartar or Valley of Plenty (although Night in the Meadow would require some adaptation to be run using HeroQuest: Glorantha or QuestWorlds).
The first of the encounters in Night in the Meadow is the eponymous ‘A Night in the Meadow’. The Player Characters and other herders are awoken with a startle and a shout, aware that something has happened, but not quite what. Eventually they will realise that one of the horses is acting oddly and making the rest of the animals skittish. This is a simple enough situation, even charming, which requires a little investigation and a bit of negotiation to solve and gives the Player Characters the opportunity to make good names for themselves.
‘Pieces of Genert’, the second encounter is much, much simpler, and more action-oriented and will probably result in some hunting and some combat. The herds have been harassed by hyenas of late and the Player Characters are called out to track down the pack and drive it off. There may be more to the situation of course, and even if they fail to find the pack’s den, it will return for what it sees as an easy meal. The encounter includes a nice link to Glorantha’s mythology and a lovely piece of treasure to be found as well. If there is an issue, it is the requirement for the Player Characters to require at least standard success results for thirty-six Tracking rolls! This is just too much, and the Game Master should simply reduce this to just six.
In the third and final encounter, ‘Brilliant Hunt’, the Player Characters discover that a calf is missing and after following the tracks, discover that it has been stolen by a band of Trollkin. What the Trollkin are doing out on the pastures is a good question, and the encounter raises even more interesting questions when the Trollkin accidentally discover a set of ruins. There is actually quite a lot going on in this encounter and there are several outcomes and consequences which the Player Characters will have to deal with, including negotiations with Trolls and Dragonewts, joining an ‘alien’ cult, and more. Consequently, the encounter is definitely the most sophisticated of the three.
Any one of these encounters could be played in a single session, perhaps two at the very most. They should require relatively little preparation, but they are too often written in a stream of consciousness fashion rather than informing the Game Master upfront as to what is going on. The various stats and NPC write-ups are generally clear though.
Is it worth your time?YesNight in the Meadow and other Spirit Encounters presents three enjoyably simple and interesting encounters built around herding that are relatively easy to prepare at short notice.NoNight in the Meadow and other Spirit Encounters is harder to run if the party does not include a Herder or an Assistant Shaman or Priestess, or both amongst its members and perhaps the playing group is two large for these encounters.MaybeNight in the Meadow and other Spirit Encounters involves messing about in fields when the Player Characters have better things or less parochial things to do, like preparing for the upcoming Hero Wars, but its encounters might serve as an interlude or two.

Horror & Hope

We live in The Extant, an isolated bastion of light and creation. It sits in The Nether, a seemingly endless sea of primal chaos whose ectoplasmic forces known as shadow or umbra constantly washes up and crashes down upon The Extant. A veil known as The Curtain protects us, not just from the ebb and flow of the umbra, but also from what lies in the Echos, the distorted, memory-altered reflections of The Extant which sit on the other side of The Curtain, and then beyond that, the Cosmos, dream worlds and nightmares—if not both. Out in the Echoes live ghost-like ephemera, thoughtforms, and further out reside aberrations with alien minds, and then, visages further out, stranger still, mythical even… And oh so many of them want to play in The Extant.

Unfortunately for mankind The Curtain is imperfect, marked with rifts, fissures, and worse that entities from beyond can slip into our world and infect it. They find victims and servants and masters. Things of nightmare lurk in the alleyways, others manipulate and take advantage of our baser natures, whilst covens and cults make dark pacts for power, influence, and worse. Such things might be ghosts, demons, vampires, doppelgängers, the undead, or they might not, but like monsters under the bed or boogeymen in the closet, they are all real. As the strangeness and the monsters emerge into our world and magic grows, there are those who have reacted to this—investigators, mystics, occultists, hunters, and even monsters, seeking to protect the fragility of our existence. Such persons are cast in two lights—Illuminated and Shadowed. The Illuminated are ordinary persons driven to face the supernatural and do something about it—protect others from it, hide it, or even learn more about it, whilst the Shadowed have been changed by it, and may be a bloodsucker, one of the living dead, a host to an inhuman entity, a warlock, or something else. Whatever it is, it is now part of their nature and as much as they work against the incursions of the supernatural, their unnatural nature means that they will never be truly regarded as heroes.

This is the set-up for Sigil & Shadow: A Roleplaying Game of Urban Fantasy and Occult Horror, in which myth, magic, and urban legend crash upon a very modern post-truth world. Not our world exactly, but a parallel one. Published by Osprey GamesSigil & Shadow employs the simple percentile mechanics of the d00Lite System and presents the means to create a range of beings and entities drawn from the horror and urban fantasy genres, a flexible—potentially too flexible—magic system, and solid advice for the Guide—as the Game Master is known, to set up her own campaign typically based on an area she knows or a maps she has adapted.

A Player Character in Sigil & Shadow is defined by his Casting, Background, Oddity, Ability scores, Skill Trainings, special features—including perks and powers, descriptors. Each Casting represents an archetype and an associated Drive, or motivation,. There are eight Castings, four belonging to The Illuminated and four to The Shadowed. The Illuminated have Drives which push them to interact with the supernatural, whilst The Shadowed are driven by their supernatural, often monstrous natures. The four Castings for The Illuminated are the Seeker, the Hunter, the Protector, and the Keeper, whilst the four Castings for The Shadowed are the Afflicted—inheritors of a cursed bloodline, the Devoted—granted power by a patron, the Host—possessed, willingly or unwillingly, by an Inhabitant, and the Ravenous—which is forced to consume a specific thing in gross quantities. An Oddity might be a Birthright, Altered Reality, Raised in a Cult or as an Experiment, and so on, and not every Player Character has one.

A Player Character has four Abilities rated out of one hundred, Strength, Dexterity, Logic, and Willpower. A Background is a Player Character’s occupation, from Activist, Artist, and Athlete to Techie, Thrill-Seeker, and Wealthy, and determines his Lifestyle and gives his player a choice of three Perk, or advantages, to choose from. For example, the Politician has an Upper Class Lifestyle Rating and offers the Perks of Well-to-Do, and either Skill Training in either Social or Education. Perks can add bonuses to a Player Character’s Abilities, advantage on particular skills, and other benefits. There are ten Skills, each rated between levels zero and five. A Player Character with level zero in a skill is trained in it, but adds +10% for each level above that to a maximum of Level Five and +50%.

If a Player Character is trained in Mysticism, then he also gains a Gift, which starts with Sixth Sense, and with further training can unlock Heal, Mesmerise, Psychometry, or more. A Shadowed Player Character will have a Manifestation, a paranormal ability or boon, such as Animal Companion, Blink, Ethereal Form, Heightened Senses, Inhuman Ability, Terrifying, and more. He will also have a Burden, like a Dreadful Feature or Strange Compulsion, and can have more should a player want his character to have more Manifestations.

To create a character, a player selects a Casting, rolls for a Background, and assigns ten Advancements to his Abilities. These begin at 40% each, and each Advancement adds +5%, to a maximum of 70%. Alternatively, an array is provided. He then effectively selects two skills and sets them at Level 1 (+10%). Lastly he writes two descriptors, one positive, one negative, to flesh out the Player Character, chooses some equipment, and determines secondary factors. Throughout, a player has access to his character's pool of five Bones, which can be permanently expended at certain steps during the Player Character creation process to choose an aspect of the character instead of determining it randomly, to gain extra Perks, and Skill Training.

Our sample Player Character is Heath Carlson, an assistant professor of comparative theology who came into an inheritance from his late uncle—a set of papers and journals that dated back to the eighteenth century. They revealed the occult activities and supernatural links of his ancestors and spoke of someone close to the family that aided them in their doings, an older figure only identified as ‘H’. Ultimately Heath returned to his teaching position in the autumn with only hazy memories of what he had done that summer. In the months since, he has suffered more lapses in memory and found himself associating with others he would ordinarily have avoided. There is a voice in his head whispering ideas and suggestions. He has strange new abilities and people are reacting differently to him…

Name: Heath Carlson
Calling: Shadowed (Host)
Drive: Dominion
Oddity: Ancestral Conduit
Rank: 1

Strength: 45% Dexterity: 50%
Logic: 60% Willpower: 55%

Bone Pile: 4
Hit Points: 22
Initiative: 2 Damage Resistance: 0

SKILLS
Arcana (Untrained—Umbra), Combat (Untrained), Education (Theology) Level 1 (+10%), Investigation (Untrained), Larceny (Untrained), Medicine (Untrained), Mysticism Level 1 (+10%), Social (Untrained), Survival (Untrained), Technical (Untrained)

Background: Scholar
Lifestyle: Middle Class (2)


DESCRIPTORS
Insatiably Curious
Gullible

POWERS
Perk: Encyclopedic Mind
Gift: Sixth Sense
Manifestations: Channel (Arcanum), Terrifying
Burden: Misfortune

NOTES
Heath is Timid, but Kind, whereas ‘H’ is Assertive and Cruel.

EQUIPMENT
Investigator Pack, Occultist Pack, Plain Clothes, Midsize car

The character creation process in Sigil & Shadow is not difficult, but it does get involved in places, particularly when creating one of The Shadowed. It specifically asks a player to explain how his character came to embrace the change and how it manifests, but what it does not do is give examples or suggestions. This is intentional, since it frees both players and Guide from necessarily adhering to traditional monsters, such as vampires or werewolves or ghosts or… Now there is nothing to stop both players or Guide from creating versions of The Shadowed which would fit into those archetypes, and certainly, the rules would easily support that. Plus there is an option to add Shadowed Origins which do fit into categories such as Undead, Aberrant, Fey, Eldritch, or Engineered. As much as this openness supports player and Guide inventiveness alike, it also means that Sigil & Shadow lacks off the shelf archetypes that might have eased the creation process.

In terms of its mechanics, Sigil & Shadow uses the d00Lite System and is quite light. To have his character undertake an action, a player rolls percentile dice aiming to roll equal to, or under a Success Value. Typically, a Success Value is equal to an Ability plus a Skill—though untrained skills count as a -20% penalty. A roll of 00 to 05 is always a success, whilst a roll of 95 and more is always a failure. A high roll under the Success Value is considered a better result, especially when comparing rolls, and a roll of doubles under the Success Value is a crucial success, whilst a roll of doubles over the Success Value is a crucial failure. If a Player Character has advantage, his player can rearrange the dice roll for his character’s benefit, but the dice roll is rearranged the other way if the Player Character has disadvantage.

Combat is kept similarly short and simple—and potentially deadly. For a horror game, Sigil & Shadow has no specific systems for handling fear or terror, instead using conditions like Frightened, suffered after a failed Willpower resistance roll when a Player Character is exposed to the unnatural or the supernatural.

In addition, each Player Character has his own personal Bone Pile. The Bones in this pile have a number of uses in Sigil & Shadow. During character creation, they can be used to improve a character, but this permanently expends them and reduces the size of a Player Character’s Bone Pile in play. During play, they are primarily expended to allow rerolls of failed rolls, to gain Advantage on a roll tied into a character’s positive Descriptor, or to negate Disadvantage triggered by his negative Descriptor. A Bone Pile refreshes at the beginning of a new adventure or scenario, but a player can earn Bones for good roleplaying and for his character adhering to his Drive.

The Illuminated have further uses for Bones that The Shadowed do not. The player of one of The Illuminated can expend a Bone to force the Guide to reroll and use the result which benefits the Player Characters; to let another player reroll a failed roll; automatically succeed at a resistance roll; automatically inflict maximum damage on a successful attack; and guarantee that for one round any action taken by the character—or against him, cannot kill him (though injury may ensure…). Essentially, The Illuminated are lucky where The Shadowed are not.

In addition to The Shadowed, ‘Modern Magic’ plays a major role in Sigil & Shadow. It has found a greater place in society, openly discussed and dismissed in equal measure, whether at the coffee shop round the corner or the social network of your choice. Learning is a matter of hard work and effort, more so than just belief, whilst casting requires a catalyst—a physical or symbolic offering tied to a spell’s nature to trigger the spell. For example, a Hydromancy spell might require a splash of water. Spells often require a focus, such as a wand or crystal ball, and are fuelled via an invocation or ritual. However, invocations take time. Alternatively, sorcery is a more immediate form of magic, the caster channelling the forces of arcanum through his body, effectively becoming the catalyst, though this is dangerous because it can backfire and there is a karmic backlash as the power for a spell has to come from somewhere. For example, if a sorcerer douses a fire with a sudden downpour, the fire engine sent to fight the fire might suddenly run out of water. Ultimately, practitioners of sorcery may suffer from Sorcerer’s Stain, a sort of karmic mark that identifies the sorcerer to the victims of his magic.

In play, magic in Sigil & Shadow is intended to be freeform, the player discussing with his Guide the aims of the spell and the Guide setting the Difficulty to apply to the Success Value before rolling. A spell is built from its intended effect, method of delivery, form, and catalyst, and from these the Guide determines whether the spell is Low-, Mid-, or High-Magic. Low-Magic is generally easy, discreet, and quicker to cast, with Mid- and High-Magic growing in complexity, obtrusiveness, and casting time. Magic is broken down into a number of Arcana, each of which is studied separately using the Arcanum skill. The Arcana are divided into the Fundamentals, such as Aero, Aqua, and Umbra, and the Apocrypha, like Musicorum or Techno. Where the Fundamentals cover the traditional Platonic Elements, the Apocrypha are very modern magic—too modern according to some traditionalists. Each Arcana has four aspects and several foci. For example, Aqua’s aspects are water, empathy, illusion, and cleansing, its foci being cups, chalices, bowls, and jars, which covers quite a broad range and gives a Player Character plenty of scope in terms of what he can within an Arcanum.

In addition, Sigil & Shadow can summon and bind entities for arcane aid; place Sigils which capture and hold magic until the seal is broken, whether on an item, a person, or a place; and create relics and artefacts, though most take the form of consumables charged with spell-like effects, rather than permanent items, which are rare. Now whilst Sigil & Shadow is not a roleplaying game of modern magic with lists of spells as such, there is a list of sample spells, three per Arcanum. These do help Guide and player alike get a feel for what spells can look like in Sigil & Shadow, whilst the process is eased with the inclusion of a summary and a cheat-sheet. Both are necessary, because despite its stated aim of spell-casting being easy and freeform, magic in Sigil & Shadow is not quick in play. Magic is a matter of negotiation and discussion between player and Guide, a player setting out what he wants his character to achieve and the Guide setting the terms. This takes time, especially when first learning to play Sigil & Shadow, though this is eased by a Player Character typically only knowing the one Arcanum at the start of play. Nevertheless, the need to negotiate and discuss the desired spell effect breaks the flow of the play, as effectively it has to stop to discuss game mechanics. Which is fine for the Guide and the player of the magic-using Player Character, but not necessarily for the other players sitting round the table. Initially at least, it might be an idea for the Guide and player to work through ideas together before start of play as to what the player might want his character to to use his Arcanum for and develop some modifiers and outcomes that will be easier to adjust in play rather working through them on the spot. At least until both Guide and player are at ease with the system.

For the Guide there is a solid cast of antagonists and entities. These are kept nicely simple, just a few lines, including sample Crpytids like Impish Aberrations and Zombies, whilst Strange Encounters provides more detailed creatures, entities, and things, with write-ups more like that of a Player Character. For example, Cadence appears as a sickly old man with pale skin, yellow teeth, uncomfortable grin, and seemingly dead eyes at dance venues, raves, nightclubs, concerts, and the like, encouraging attendees to dance, dance, and dance… Included are several opinions as to what Cadence might be, which nicely add colour to his description, and then the descriptions of each of the other Strange Encounters. Just eight are detailed, but they feel contemporary and very much suit the modern setting of Sigil & Shadow.

The advice of the Guide covers safety tools, themes, styles, and discussions of what The Illuminated, The Shadowed, and the Cosmology are. The discussions are brief, perhaps too brief, and this is not helped by a lack of a campaign setting or ready-to-play scenario. There is advice for creating, in particular building a campaign around a real-world map and adding descriptors and details, as well as setting up feuding and allied factions, and there is a scenario outline. An appendix provides further suggestions of add to campaign. Overall, the advice is good, but it is underwhelming and ultimately leaves a lot for the Guide to do before being able to bring Sigil & Shadow to the table. This includes learning the magic system as well as setting up a campaign location and writing a scenario.

Physically, Sigil & Shadow is nicely presented as you would expect for a book from Osprey Games. The artwork is excellent, though it does need another edit, and in comparison to other titles from this publisher, it is not as dense, making it an easier, more accessible book to read. It could perhaps have done with some more detailed examples of play and even some sample Player Characters to further enhance that accessibility.

As its title suggests, Sigil & Shadow: A Roleplaying Game of Urban Fantasy and Occult Horror is a much darker take upon the Urban Fantasy genre and provides the means to explore from the angles of protecting against that horror, exploring it, or even embracing it, depending upon what character types the players create and the campaign the Guide wants to create and run. And it is very much a matter of ‘creating’ and running, as the Guide will need to create her campaign or adapt a setting or scenario to run Sigil & Shadow. And this adds to the work of the system, if not the complexity, which despite the simplicity of the mechanics, still leaves Sigil & Shadow with a magic system that equally requires work in play.

Overall, Sigil & Shadow: A Roleplaying Game of Urban Fantasy and Occult Horror is a solid combination of simple rules and conceptual complexities that needs effort upon the part of both players and Guide to set up and run. For the gaming group looking for a toolkit to run a darker, urban fantasy campaign, Sigil & Shadow: A Roleplaying Game of Urban Fantasy and Occult Horror is a solid choice.

The Other OSR: Warpstar!

Warpstar! is the sister game to Warlock!, and much like Warlock!, it looks like just another Old School Renaissance Retroclone—and it is, but not the sort you might be thinking of. Published by Fire Ruby Designs —previously best known for Golgotha, the Science Fiction retroclone of far future dungeon scavenging in shattered battleships—Warpstar!makes its inspirations known on the back cover blurb which reads, “Warpstar is a rules-light science fiction roleplaying game that aims to emulate the feeling of old-school British tabletop games of wondrous and fantastical adventure in the depths of space.” Now there is a slight disconnect here in that there are no such ‘old-school British tabletop games of wondrous and fantastical adventure in the depths of space.’—or at no such roleplaying game. In the case of Warlock!, the inspiration is Warhammer Fantasy Roleplay and Maelstrom as well as the Fighting Fantasy solo adventure books which began with The Warlock of Firetop Mountain. So what then is Warpstar! inspired by? 

In fact, the original inspirations for both Warlock! and Warpstar! are both miniatures wargames. For Warlock! that inspiration is Warhammer Fantasy Battles, and then the roleplaying game, Warhammer Fantasy Roleplay, which would be derived from it. For Warpstar! that inspiration is Warhammer 40,000: Rogue Trader, a miniatures wargame which actually had strong roleplaying elements, but was not a roleplaying game. Indeed, it would be another twenty-one years before the setting of Warhammer 40,000 would receive its own roleplaying game with the release of Dark Heresyin 2008. So the claim that Warpstar! is a rules-light science fiction roleplaying game that aims to emulate the feeling of old-school British tabletop games of wondrous and fantastical adventure in the depths of space.” does feel slightly disingenuous. However, if you instead see Warpstar! as a roleplaying game inspired by a roleplaying game of grim and perilous adventure in the depths of space and the very far future that never was (but which would have been the Science Fiction equivalent of Warhammer Fantasy Roleplay and likely would have been as popular) then Warpstar! feels as if it comes from something material rather than the ineffable. 

As with its fantasy counterpart, Warpstar! is a Career and Skills driven game rather than a Class and Level game. A Player Character has two attributes—Stamina and Luck, but unlike in Warlock!, does not have a Community, such as Human, Halfling, Elf, or Dwarf, which grants societal benefits rather than mechanical ones. Instead, he has a Talent, an innate, biological, or mechanical ability which provides an in-game benefit. For example, Natural Charm or Sleep Anywhere. These can be used to model alien races along with whatever cosmetic aspects that a player decides his character has, but despite this, the setting for Warpstar!, the Chorus of Worlds, does not have any Player Characters races detailed in the core rulebook. He also has thirty-two base skills, ranging from Animal Handler, Appraise, and Astronav to Thrown, Warp Focus, and Zero G, and all of which range in value from one to twenty. To create a character, a player rolls dice for the two attributes, selects a Community, and sets ten skills at a base level of six and another ten at level five. The rest are set at a base level of four. The player then rolls four six-sided dice. These generate the four choices he will have in terms of Basic Career for his character. Once selected, a Career provides four things. First a quintet of skills which can be increased during play whilst the Player Character remains in that Career and a maximum level to which they can be improved, either ten or twelve. For example, the Ganger receives Medicine 10, Sleight-of-Hand 10, Intimidate 12, Small Arms 12, and Thrown 12.  The player divides ten points between these skills up to their maximum given values. Second, it provides a sixth skill, named after the Career itself, the level for this Career skill being the average of the other skills the Career grants. Third, it provides some standard equipment, and fourth it gives a pair of background elements specific to the Player Character’s time in that Career, both of which are generated randomly. For example, a Ganger’s two die rolls would determine what he did to earn him a criminal record and who hunts him. Lastly, a player picks three personality traits for character. 

Name: Gottschalk Einstein
Community: Human
Career: Warp Touched
Past Careers: —

STAMINA: 21 LUCK: 11

TALENT: Sleep Anywhere 

ADVENTURING SKILLS
Animal Handler 04, Appraise 06, Astronav 06, Athletics 05, Bargain 06, Blades 04, Blunt 04, Brawling 05, Command 04 (10), Diplomacy 05, Disguise 04, Dodge 04, Endurance 05 (10), History 05, Intimidate 04 (12), Language 05, Lie 04, Medicine 05, Navigation 04, Persuasion 10 (12), Pilot 06, Repair 06, Ship Gunner 06, Sleight-of-Hand 04, Small Arms 05, Spot 06, Stealth 04, Streetwise 05, Survival 05, Thrown 04, Warp Focus 12 (12), Zero G 06

CAREER SKILLS
Warp Touched 7

POSSESSIONS
Cloak with mathematical emblems, metal staff affixed with an opening eye, several books on warp theory, pills and tinctures to ease the pounding headaches. 

GLYPHS
Burnout

TRAITS
Charming, Faithful, Unfriendly 

NOTES
Where have you been? – The Fighting Maze of Fellus IV.
Where have you seen? – Beautiful fractal patterns of the Warp? 

Character generation is for the most part straightforward, as is character progression. A Player Character should receive one, two, or three advances per session. Each advance will increase one of a Player Character’s Career skill by one level, up to the maximum allowed by the Career. As a Player Character’s Career skills rise, so will his Stamina, representing him becoming tougher and more experienced. When a Player Character reaches the maximum skill level, he can change Careers—this will cost him a total of five advances. Whilst this grants him access to other skills, it will not increase the cap on the ones he already has. For that, he needs to enter an Advanced Career, such as Assassin, Cult Leader, Duellist, Lawbringer, or Warp Lord. This raises the maximum skill levels to fourteen and sixteen rather than ten and twelve for Basic Careers. There are thirteen Advanced Careers in Warpstar! and twenty-four Basic Careers. In general, a Player Character will be undertaking two or three Basic Careers before entering an Advanced Career—probably ten or fifteen sessions of play or so, before a Player Character is in a position to do that. 

Mechanically, Warpstar! is simple. To undertake an action, a player rolls a twenty-sided die, adds the value for appropriate skill or Career and aims to roll twenty or higher. More difficult tasks may levy a penalty of two or four upon the roll. Opposed rolls are a matter of rolling higher to beat an opponent. Luck is also treated as a skill for purposes of rolling, and rolled when a character finds himself in a dire or perilous situation where the circumstances go in his favour or against him. Combat is equally simple, consisting of opposed attack rolls—melee attacks versus melee attacks and ranged attacks versus the target’s Dodge skill. Damage is rolled on one or two six-sided dice depending upon the weapon, whilst mighty strikes, which inflict double damage, are possible if an attacker rolls three times higher than the defender. Armour reduces damage taken by a random amount. 

Of course, Warpstar! has to take into account Science Fiction weaponry, so there are rules for slug-firing guns, laser weapons, pulse guns, needlers, and more. They each have a code attached, such as ‘S1d6+1P’, which in turn indicates the size of the weapon, the damage, and the type of damage. It looks a little complicated and is at first, but once you get used to it, it is easy enough. Damage is deducted from a defendant’s Stamina. When this is reduced to zero, the defendant suffers a critical hit, necessitating a roll on a Critical Hit table. Warpstar! has four, for slashing, piercing, crushing, and energy damage. Of course, the precedents for Warpstar! had more, and more entries on them, but for a stripped back game like Warpstar!, they are enough—and they are brutal. Damage below a defendant’s Stamina acts as a modifier to the roll on the table, so once dice are rolled on the critical damage tables, combat takes a nasty turn. 

For example, Gottschalk Einstein is aboard a D-Class Charger, the Stolen Dodo, when it is boarded by pirates and he is spotted trying to hide by two pirates—Wilmar and Bruna. Both have clubs and slug pistols (S1d6+1P), and 14 Stamina, a Blunt skill of 3, a Dodge of 4, and a Small Arms skill of 4. The two pirates are under orders not to kill any of the passengers as they can be ransomed off, so raising their slug pistols, they demand that Gottschalk Einstein surrender. The Game Master assigns them an Intimidate skill of 4, and adds four to account for the fact that there are two of them and they are pointing guns at Gottschalk Einstein. His player will simply be adding Gottschalk’s Intimidate to the roll. The Game Master rolls five and adds the eight to get a total of thirteen. Gottschalk’s player rolls fourteen and adds Gottschalk’s Intimidate skill to get a result of seventeen. He is not surrendering any time soon! 

Combat then ensues… Both sides roll Initiative. The Game Master rolls a four and Gottschalk’s player rolls a three. Wilmer will act first, followed by Gottschalk, and then Bruna. The Game Master will roll Wilmar’s Small Arms skill and Gottschalk’s player his Dodge skill. The Game Master rolls three and adds Wilmar’s skill of four to get a result of seven. Gottschalk’s player rolls eight and adds his skill of four to get twelve—Gottschalk has clearly ducked back into hiding. It is his turn though, and Gottschalk’s player will roll his Small Arms skill versus Wilmar’s Dodge. Gottschalk’s player rolls seventeen and adds his skill to get a result of twenty-two! The Game Master rolls just two and adds Wilmar’s Small Arms skill to get a result of just six! This means that Gottschalk’s result is three times more than Wilmar’s and counts as a Mighty Strike. Which means that the damage from Gottschalk’s laser pistol (S1d6+2E) is doubled. Gottschalk’s player rolls a total of eight—maximum damage, which is doubled for an end result of sixteen damage! Fortunately, Wilmar is wearing light armour, so the Game Master rolls a three-sided die and reduces the damage by the result. She rolls one and Wilmar suffers fifteen damage! This reduces his Stamina to minus one and counts as a critical hit. Gottschalk’s player rolls two six-sided dice and adds the one negative Stamina as a bonus to get a result on the ‘Critical — Energy’ table. The result is ten—which is ‘Skin and bone seared, dead.’ Bruna looks around nervously as her colleague has been blasted dead in front of her! 

Being a Science Fiction roleplaying game, Warpstar! has rules for spaceships, but in keeping with the design, the rules are simple. Spaceships travel the Warp and although heavily automated, including having an intelligent computer or Mind aboard, which can perform many functions, the various positions aboard need to be manned to be used effectively, quickly, or at critical moments. For example, the Mind, which will always maintain contact with its crew if it can, can initiate the Warp engine, it takes time. The positions aboard are Pilot, Gunner, Scanners, and Astronavigation. Ships are rated for their Manoeuvrability, Ship Gun (of which a ship only has the one), Anti-Personnel Gun, Scan, and Astronav Computer—all of which provide a bonus or penalty to a Player Character’s skill. Armour and Structure work like Armour and Stamina for Player Characters, but at a ship’s scale, as do weapons, which of course have their own weapon codes. 

Numerous example spaceships are detailed, many of which can be taken by a crew of Player Characters, some only by NPCs, and once they get into spaceship combat, there is a ‘Critical — Ship’ table. Vehicles are given a similar treatment.

Spaceship travel involves travelling through the Warp and some, when exposed to the Warp, learn how to channel it in their mind in certain patterns, known as Glyphs. They are known as ‘Warp Touched’ and considered all but insane, though it is possible for anyone to learn Glyphs through time and concentration. It costs Stamina to cast a Glyph, whether it is successfully cast or not, and if a one is rolled when a character manifests a Glyph, the Warp Touched suffers ‘Warp Bleed’. Their manifestation is not only a failure, that failure is deadly. The effects of which might be minor, such as the caster’s hands catching fire and inflicting Stamina damage, but they might be a warp mutation—for which there are tables—or being swallowed by the Warp! Some thirty-six Glyphs are listed, their effects ranging from the minor to the major, such as ‘Burnout’, which burns out small electronic devices, and ‘Stutter’, which stutters a target out of reality and freezes them in place for several rounds. 

The setting for Warpstar! is drawn in broad strokes. Humanity has spread out across the galaxy from the lost cradle of Earth in a rough sphere of space called the Chorus of Worlds. It is ruled by the Autarch from the world of Jewel, from which he creates and dispenses Cadence, the drug-like material which extends life and enhances the senses. As the only source of Cadence, the Autarch’s power is balanced against the Hegemony, the military might of the Chorus with its deadly Nova Guard star marines, the Merchant Combine, the economic might of the Chorus, and the Warp Consortium, its scientific might. Worlds are ruled by lords and ladies as they see fit, who pay planetary tithes in return for Cadence, whilst the individual worlds are home to billions upon billions. 

In addition to the description of the politics and structure of the Chorus of Worlds, there is a discussion of its currencies and its technologies—robots, weapons, armour, communication, and more. Only an overview is given of its worlds and the Warp, more specific details being given for its various denizens and how to design them. Examples include Anthromorphs—hybrid species based on animal DNA from Old Earth, Fruiting Dead—undead humanoids infected with a soporific fungal spore spread via the Warp, and Kronux—a species with acidic blood which aggressively attempts infect other lifeforms with its DNA! Several creatures from the Warp are listed also, including the Warp Dragon, Warp Entities, and Warp Ticks. 

For the Game Master, there is decent advice about running Warpstar! from handling the rules to establishing the tone of the game and setting. It discusses what the Player Characters do, such as exploring the galaxy, fighting evil, solving mysteries, and generally adventuring—essentially little different to almost any Science Fiction roleplaying game, all the way back to Traveller! The advice highlights the fact that Warpstar! is not a hard Science Fiction setting and its technology should be interesting in terms of its storytelling rather than its mechanical effect. Overall, the advice is decent enough, and like Warpstone!, what it comes down to is that Warpstar! is designed to be hackable, and given how light the mechanics are, that is certainly the case. 

Of course, Warpstar! lacks a scenario, much like Warpstone! Yet in some ways, Warpstar! has a huge library of adventures to draw from in terms of other Science Fiction adventures, so many of which would be easy to adapt, whether that would be mechanically or storywise. Traveller, for example, being Imperial Science Fiction in tone and feel would be a ready source of adventures, but then so would something like Star Frontiers. Even the publisher’s own Golgotha could serve as inspiration for taking a starship crew of Player Characters far out beyond the borders of the Chorus of Worlds. Plus, the simplicity of Warpstar! makes adapting them easy. 

Warpstar! is a buff little book, starkly laid out and illustrated in a suitably rough style which feels suitably in keeping with the period inspiration. It is very handy and especially combined with the lightness of its mechanics, makes it easy to reference and to run from the book. 

Warpstar!brings the simplicity and tone of Warpstone! and its inspirations—Warhammer Fantasy Roleplay and Fighting Fantasy to a Science Fiction setting, a galaxy of grim and perilous in the very far future. It is again lean and fast, often brutal, but again with plenty of scope for the Game Master to easily develop her own content. Overall, Warpstar! is easy to pick up and play, presenting a quick and dirty Science Fiction roleplaying game that will tick many a gamer’s sense of nostalgia.

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Fire Ruby Designs will be at UK Games Expo which will take place between July 30th and August 2nd, 2021 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.

Friday Fantasy: Dungeon Master’s Little Black Book

SquareHex is best known as the publisher of The Black Hack and the fanzine, Black Pudding, but the publisher also does a wide range of gaming accessories and square and hex pads, the latter for drawing floorplans and area maps, all of which are aimed at the Old School Renaissance and Dungeons & Dragons-style retroclones. The very latest in this line is the Dungeon Master’s Little Black Book. Funded via the Dungeon Master’s Little Black Book 2021 Kickstarter campaign, it comes part of a combo package that provides both content and blank space to be filled in with content, or alternatively, each of the parts is available separately.

The Dungeon Master’s Little Black Book comes in not one, but two versions. Both are a ten-and-a-half by fourteen-and-a-half-centimetre notebook, black and white, share the same format, run to sixteen pages in length, and are filled with tables. Each page a single table, the number of entries ranging in number from eight to thirty. There is even a table with fourteen entries which is drawn on using an ordinary deck of cards, but fans of Dungeon Crawl Classics Role Playing Game will have their own dice to roll on this table, and the likelihood is that they will have a thirty-sided die too. In the Dungeon Master’s Little Black Book 2021, there are table for ‘What’s on the End of the Stick?’, ‘Coins on a Corpse’, ‘Coins in a Coffer’, ‘The Kobolds are Selling’, ‘Potions Side Effects’, ‘The Door Opens But’, ‘The Door's Stuck Because It's’, ‘Hirelings & Henchfolk’, ‘The Magic Mouth Says’, ‘What's in the Pit?’, and more. The including ‘Wrath of the Gods’, ‘What Angered the Gods?’, ‘Deck of Minor Magics’, ‘Wild Animal Reactions’, and ‘The Wheel of Fortune’. Some of the entries are fairly humourous, if not silly, such as ‘A bag of Troll excrement – on fire!’ from the ‘What’s on the End of the Stick?’ or ‘Turkish Delight cut from a Gelatinous Cube’ from the ‘The Kobolds are Selling’ table. Other tables are far more utilitarian, ‘Coins on a Corpse’ for example, listing different amounts of coins, whilst the ‘Hirelings & Henchfolk’ is a list of stats and names—actually starting with ‘Tom, Dick, and Harry’, of most Zero and First Level NPCs.

Two of the tables are different. One is the ‘Deck of Minor Magics’, and the other is ‘The Wheel of Fortune’. The ‘Deck of Minor Magics’ grants minor, but interesting magic, much in the style of the fabled Deck of Many Things, but very much toned down, and requires the player to draw from an ordinary deck of cards. That adds a pleasing physicality to the use of Dungeon Master’s Little Black Book 2021. ‘The Wheel of Fortune’ uses symbols rather than numbers and gives random effects which change a Player Character, his situation, or even hurt him. In fact this feels more random, and definitely more arbitrary than the ‘Deck of Minor Magics’. The result is determined by spinning the actual Wheel of Fortune which accompanies the Dungeon Master’s Little Black Book 2021 and requires some craftwork upon the part of the Dungeon Master to cut out and mount. The use of symbols instead of numbers adds an element of mystery to the Wheel of Fortune and its accompanying table, and obscures the results a little so that the players cannot as easily attempt to spin the wheel to their characters’ benefit.

The other version of the Dungeon Master’s Little Black Book also contains tables. However, all of them are blanks. There are spaces for tables which require the roll of an eight-sided die, a twelve-sided die, a thirty-sided die, and more, but not a single one of the tables in Dungeon Master’s Little Black Book contains any results. The point of this version of the Dungeon Master’s Little Black Book is that it is ready for the Dungeon Master to fill in and design tables of her own.

The largest of the items is the Adventure Design Booklet. This is digest-sized and is again sixteen pages. Like the Dungeon Master’s Little Black Book, it is also blank—or rather it does not have any content. The majority of its pages are lined and double-columned, there is a single page of hexes, and three of squares. The front page though, has a big space for a front cover illustration and a title above, much like the classic Dungeons & Dragons scenarios of years past. So much like the point of the Dungeon Master’s Little Black Book is for the Dungeon Master to fill in and design tables of her own, the point of the Adventure Design Booklet is the Dungeon Master to fill in and design an adventure of her own. For a book that is all but blank, there is something delightfully nostalgic about the Adventure Design Booklet, all just waiting for the Dungeon Master to be inspired and put pen to paper, and in the process create an adventure that is particularly personal to her.

Physically, the Dungeon Master’s Little Black Book 2021 and the Dungeon Master’s Little Black Book are both black and white booklets with sturdy covers. Where the Dungeon Master’s Little Black Book 2021 is done on a glossy paper stock, the Dungeon Master’s Little Black Book and the Adventure Design Booklet not. They are done on a rougher paper stock, which makes for a better writing surface. The Adventure Design Booklet is also done in light grey—guidelines just waiting for firm input from the Game Master.

On one level, the Dungeon Master’s Little Black Book 2021, the Dungeon Master’s Little Black Book, the Adventure Design Booklet, and the Wheel of Fortune are ephemera, even fripperies, not necessary to play whatsoever. Yet they all have their uses and their charm. The Dungeon Master’s Little Black Book 2021 can add a little randomness and colour to play or serve as inspiration for the Dungeon Master, whilst the Dungeon Master’s Little Black Book and the Adventure Design Booklet are blank slates awaiting the Dungeon Master’s inspiration and creative input.
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SquareHex will be at UK Games Expo which will take place between July 30th and August 2nd, 2021 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.

Friday Fantasy: For the Sound of His Horn

With For the Sound of His Horn, author Adam Gauntlett returns to the horror genre he is best known for with titles such as The Man Downstairs and Hocus Pocus for Call of Cthulhu, Seventh Edition. This is a scenario set in Barovia, and thus Ravenloft, the preeminent horror setting for Dungeons & Dragons, Fifth Edition. The scenario is designed for a party of Player Characters of First to Third Level and is set in and around a village in Mordent. The author’s experience with other horror roleplaying games is nevertheless on show here, as the emphasis in For the Sound of His Horn is very much on interaction and investigation rather than exploration or combat.

Subtitled ‘A Haunted Hunting Party in Mordent’, For the Sound of His Horn takes place in Oaksey, a small village in Mordent, once part of the Huntingtower estate, since long extinct. The village has long been known for its fox hunts, and despite the loss of the local lord a century before, maintains the tradition today, keeping a pack of foxhounds and staging regular hunts. There being no lord, the position of Master of Foxhounds is held by Oaksey’s alderman. Recently, the current alderman, Sanders Murdoch, suffered a near-fatal hunting accident. Some say it was due to a riding accident, others his poor horsemanship, still others put it down to something unnatural, whilst Sanders himself suspects foul play and has vowed to severely punish whoever was responsible for his injuries.

The Player Characters may come to Oaksey for several reasons. They may simply have heard some travelers’ gossip and become intrigued enough to visit, but they might be asked by the Church of Ezra to come to the aid of local priest, they might be occultists who have heard of strange goings on in the village, or they may simply be keen huntsmen and women, come to ride with the village hunt. Their visit and thus For the Sound of His Horn is structured around a series of Core and Optional scenes. The Core scenes should provide the initial clues and revelations which point to Optional scenes and yet more clues and revelations—some of which are connected to the scenario’s main plot, others not. Most of these scenes—both Core and Optional—take the form of interviews and interactions with the villagers, meaning that the scenario relies heavily on the Insight, Investigation, and Perception, although there is the possibility of combat either towards or at the climax of the scenario. Ideally, the climax of the scenario should come at or around a festival when true facts of what has been going on in the village for the last century will come to light.

Each of the scenes in For the Sound of His Horn, whether Core or Optional, is presented on its own page and everything is clearly laid out. Thus the nature of the scene, skill involved, goal, and then if an NPC, personality, background, maneuvres—that is, the NPC’s actions in the scene, and lastly his disclosures. The latter are his secrets, hidden information, and true motivations, all to be revealed with a combination of good roleplaying and skill rolls. Location descriptions are simpler, listing and explaining their various features, secrets, and potential encounters.

Given that it is written for use with the Ravenloft setting, the scenario makes use of Haunting Effects and Stress, as well as its many secrets. The Haunting Effects can cause Fear, which can lead to a Player Character acquiring Stress, the Hunting Effects being set off by Triggers. Again, these are clearly marked in each of the locations where they occur. In fact, one of the locations has several! The scenario is not without its own potential triggers either. Obviously, it is a horror story and so it does involve strong themes, but those themes do include child cruelty (though this is very much off camera). The stronger issue may be the fact that the scenario involves blood sports, in particular, fox hunting. It includes a description of the activity and a list of its terminology, and the scenario should culminate in a Meet and a fox hunt. The blood sport is so bound up in the events of the scenario that it would be very difficult to run if the Dungeon Master was to try and remove it from the scenario.

Unfortunately, For the Sound of His Horn is missing a couple of elements which would make it easier to run. The first is that all of the NPCs lack a physical description and the second is that the scenario does not have any maps. The former is more of an issue than the latter, because it is possible to run the scenario with referring to any maps—having them would make it easier though. Fortunately, both are easily rectified by the Dungeon Master. Thus she can write the descriptions herself—though the author should have supplied them, and she can either draw the maps herself or find suitable ones online, even rights free ones. Another issue is that not all of the scenario’s plots are fully explained until they appear in the individual scenes and locations, so a better overview could have been provided. For the Dungeon Master it might be a good idea to draw a plot diagram and perhaps a relationship diagram as part of her preparation.

Physically, For the Sound of His Horn is generally well presented and easy to understand. It is lightly illustrated, mostly with rights free artwork.

In comparison to most scenarios for Dungeons & Dragons, Fifth Edition, the setting for For the Sound of His Horn is not so much fantasy as one of late Georgian or Victorian England. This means plenty of source material to draw from in presenting the scenario—especially if the Dungeon Master wants images to illustrate the scenario’s NPCs. It also means that the scenario would be easy to adapt—at least in terms of its plot—to other roleplaying games and their settings, whether that is Call of Cthulhu, Seventh Edition, Cthulhu by Gaslight, Victoriana, Doctor Who: Adventures in Time and Space – The Roleplaying Game, and so on. Overall, For the Sound of His Horn is a highly enjoyable horror scenario, emphasising interaction and investigation in serving up a punch cup, a fruity slice of hand cake, and a rich melodrama!

Miskatonic Monday #68: The Haunted Place

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


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


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Name: The Haunted Place Or The Witch of West ProvidencePublisher: Chaosium, Inc.
Author: Andy Miller

Setting: Jazz Age New England
Product: The Haunting, take two?
What You Get: Fifty-Six page, 29.09 MB Full Colour PDF
Elevator Pitch: Some hauntings never get old...Plot Hook: Providence brings a haunted man into the path of their oncoming automobile.Plot Support: Detailed plot, ten decent handouts, five maps, four NPCs, two Mythos tomes, and six pre-generated Investigators. Production Values: Excellent.
Pros
# Inspired by H.P. Lovecraft’s ‘The Shunned House’# Inspired by Sandy Peterson’s ‘The Haunting’# Simple, but highly detailed set-up# Clue rich# Lots of historical detail# Easily adapted to other periods# Suitable for one or two Investigators# Suitable as an introduction to Lovecraftian investigative horror# Easy to drop into a campaign (or start one with)# Playable in a single session# Not ‘The Haunting’, but like ‘The Haunting’# Has its own bed frame-window moment.
Cons
# Not ‘The Haunting’, but like ‘The Haunting’
# Potential information overload# Challenging NPCs for the Keeper to roleplay# Challenging NPCs for the Investigators to interact with# Scope for conflict between the Investigators# Potential Total Party Kill
Conclusion
# Not ‘The Haunting’, but like ‘The Haunting’# Simple, but highly detailed set-up# Suitable as an introduction to Lovecraftian investigative horror# Loving tribute to Sandy Peterson’s ‘The Haunting’

Petersen's Fantasy Fears I

Although there is no denying that the preeminent roleplaying game of Lovecraftian investigative roleplaying is Call of Cthulhu, there can be no denying the kinks between the Cthulhu Mythos and the world’s preeminent roleplaying game, Dungeons & Dragons. They go all the way back to the original version of the Deities & Demigods, the pantheon guide for Advanced Dungeons & Dragons, First Edition. The connection would come to the fore at the end of the millennium with Death in Freeport from Green Ronin Publishing. It moved back and forth with Realms of Crawling Chaos for Labyrinth Lord and other retroclones and with adventures like Carrion Hill for Pathfinder, before coming up to date with a supplement and set of campaigns for Dungeons & Dragons, Fifth Edition written and published by Sandy Petersen, the designer of Call of Cthulhu no less!

Ghoul Island Act 1: Voyage to Farzeen is the first part of a four-part campaign for use with Sandy Petersen’s Cthulhu Mythos. Published by Petersen Games, this Mythos-inspired campaign as a whole takes the Player Characters from First Level up to Fourteenth Level, via milestones, with Ghoul Island Act 1: Voyage to Farzeen taking them from First Level to Fourth Level. The campaign makes extensive references to Sandy Petersen’s Cthulhu Mythos, and ideally, the Game Master should run the campaign using its rules to get the fullest out of it for her players. However, it is possible to run Ghoul Island Act 1: Voyage to Farzeen without reference to Sandy Petersen’s Cthulhu Mythos, but some details and nuances representing the corrosive influence of its Yog-Sothothery will be difficult to implement, if not lost. Either way, Ghoul Island Act 1: Voyage to Farzeen and the Ghoul Island campaign is a combination of heroic fantasy with horror, rather than the other way around. That said, some players may find that the heroic fantasy is not as supported in Ghoul Island Act 1: Voyage to Farzeen as it could have been given the dearth of physical rewards or treasure to be found. There is advice to counter that though, and the downplaying of such rewards means that the Game Master and her players can instead concentrate on the adventure and the story.

Ghoul Island Act 1: Voyage to Farzeen begins with a sea voyage. The Player Characters are aboard the Hazel’s Folly, carrying a cargo for the far-off Farzeen, a city on a distant volcanic isle. This may be as investors or as crew—there are several plot hooks given, and they have plenty of opportunity to bond with the crew and potentially make friends before the action kicks off. This is with a calamitous storm which threatens to batter the ship to pieces and all but throw them ashore. The calamities continue once they are ashore as the rest of the crew turns unexpectedly nasty and potentially, the Player Characters, find themselves in trouble with the local law! Once in Farzeen, the Player Characters should be able to straighten their circumstances out and then explore the town. It is strangely clean and tidy, standing on the shore all but surrounded by jungle over which towers the volcano. The plot kicks up a notch and some of Farzeen’s secrets are revealed when the commander of the city watch requests their aid. Bodies have been disappearing—including the mutineers! As the title suggests, there are ghouls on Farzeen Island and they provide a vital mortuary service for the city. Could they be responsible for the disappearances?

Ghoul Island Act 1: Voyage to Farzeen is a fairly strongly plotted and linear first part of a campaign. Throughout there are opportunities for action and roleplaying and some investigation, with options for exploring a little of the city as well. There are suggestions also to expand the campaign in other directions and full stats for all of the crew of the Hazel’s Folly (oddly bar one) and the various other NPCs in Farzeen. The best of these is Upton, quite literally a downtown Ghoul dressed for a night out on the town! Certainly, the Game Master should have fun portraying him. As generally easy and straightforward as this opening part of the campaign is, it is very much an introduction and never gets beyond hinting at the greater plot behind it all. Also included are the stats for a magical item or two—including one fantastic weapon which will draw comparisons with Elric’s Stormbringer, which sadly, the Player Characters are unlikely to get hold of in this act of the campaign. Another issue with the campaign is that it is missing rules from Sandy Petersen’s Cthulhu Mythos which would have made it easier to run. Now this is deliberate and understandable, because obviously, the publisher wants the Game Master to buy a copy of Sandy Petersen’s Cthulhu Mythos in order to get the most out of the campaign. Arguably though, the publisher has gone too far. Options are discussed which consider the possibility that one or more of the Player Characters could be a Ghoul or have Ghoul blood, but that is an option, and absolutely not necessary in order to play and complete the campaign. Yet rules for Dread—the mechanic for handling the Player Characters’ reaction to Yog-Sothothery—are pertinent, almost intrinsic, and if it is a case of their definitely not being included, then at least some designer notes could have suggested ways of handling the horror and the fear that is very much part of the campaign if the Game Master does not have access to Sandy Petersen’s Cthulhu Mythos. Or at least discussed in terms of the rules on horror and madness in Chapter Eight of the Dungeon Master’s Guide

Physically, Ghoul Island Act 1: Voyage to Farzeen is slim hardback, done in full colour and very well presented in the Dungeons & Dragons, Fifth Edition style, although with much darker, Mythos-infused artwork. It needs an edit in places, but is generally easy to read and to prepare from.

Ghoul Island Act 1: Voyage to Farzeen should provide four and eight sessions of play, it being possible to play through each of its four chapters in a single session each. It could work as a crossover between Call of Cthulhu and Dungeons & Dragons, Fifth Edition, perhaps as a variant upon a Dreamlands-set series of adventures? Or just simply as an introduction from one game to the other? It is fairly straightforward in terms of its plotting and story, so it should be fairly easy to run. It does take a while for it to really drop any of hints as to what is going on, at least in play, and hopefully they will be more explicit in the next act. Overall, Ghoul Island Act 1: Voyage to Farzeen is a solid start to its campaign and a solid introduction to facing the Mythos in a fantasy setting.

The FATE of Basilisk

FATE of Cthulhu added two elements to Lovecraftian investigative roleplaying—time travel and foreknowledge. Published by Evil Hat Games, the 2020 horror roleplaying game was built around campaign frameworks that cast the Player Characters as survivors in a post-apocalyptic future thirty years into the future, the apocalypse itself involving various aspects and entities of the Mythos. Not only as survivors though, because having entered into a pact with the Old One, Yog-Sothoth, they have unlocked the secret of time travel and come back to the present. They have come back aware of the steps along the way which brought about the apocalypse and they come back ready to fight it. This though is not a fight against the Cthulhu Mythos in general, but rather a single Old One and its cultists, and each thwarting of an Old One is a self-contained campaign in its own right, in which no other element of the Mythos appears.

The five campaigns, or timelines, presented in FATE of Cthulhu in turn have the Investigators facing Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, and the King in Yellow. Each consists of  five events, the last of which is always the rise of the Old One itself. The events represent the roadmap to that last apocalyptic confrontation, and can each be further broken down into four event catalysts which can be people, places, foes, and things. The significance of these events are represented by a die face, that is either a bank, a ‘–’, or a ‘+’. These start out with two blanks and two ‘–’, the aim of the players and their investigators being to try to prevent their being too many, if any ‘–’ symbols in play and ideally to flip them from ‘–’ to blank and from blank to ‘+’. Ultimately the more ‘+’ there are, the more positive the ripple will be back down the timeline and the more of a chance the investigators have to defeat or prevent the rise of the Old One. Conversely, too many ‘–’ and the known timeline will play out as follows and the less likely the chance the investigators have in stopping the Old One.

Each of the five timelines comes with details of what a time traveller from 2050 would know about it, more detail for the Game Master with a breakdown of the events and their Aspects, Stunts, Mythos creatures, and NPCs. Most of these can serve as useful inspiration for the Game Master as well as the advice given on running FATE of Cthulhu and her creating her own timelines. After all, there are numerous Mythos entities presenting the prospective Game Master ready to create her own timeline with a variety of different aspects, purviews, and even degrees of power, but nevertheless capable of bringing about an apocalypse. However, Evil Hat Games has already begun to do that with its own series of timelines, each again dealing with a different Mythos entity and a different downfall for mankind. The first of these is The Rise of Yig.

Darkest Timeline: The Rise of Basilisk is different. Really different. To begin with, this second of the new timelines would appear to be barely connected to the Mythos at all—but it is, if that is, the Player Characters go digging deep enough into the world-side infosphere that Basilisk has planned for the whole of humanity. If not the universe. In Mythos terms, its closest parallels is with Hastur and the Yellow Sign, a memetic infection of occult nature which encourages artistic endeavour, but in Darkest Timeline: The Rise of Basilisk, that memetic infection is technological in nature, once shared often encouraging the monomaniacal exploration of fields of study and the need to understand them to their utmost. This often leads to the withdrawal of the infected from societal norms, ultimately leading to their deaths through lack of self-care and dehydration. Its origins lie in the Google Books project to digitise and make available all human knowledge. Thirty years later and Google’s Thinking Hat technologies enabled humanity to connect to digital neural networks and solve its most complex of problems—including climate change, whilst Google Physical Assistant enabled humanity to upgrade its body with cybertechnology. The combination provided a platform upon which Basilisk could survive and prosper and spread, the weakness of flesh bolstered by technology, pushing those connected to it to greater depths of understanding, for ultimately, its aim was a technological and scientific ‘Godthink’—not the idea that ‘All religions lead to the same thing’, but that the study of the universe leads to an understanding of both its and everything in it. If it had to turn the planet into the United Mind Of Humanity, a hungry, all-devouring hivemind of man and machine intertwined, it would and it did.

Where most timelines deal with known Mythos threats, or variations upon them, Darkest Timeline: The Rise of Basilisk does not. It is a fight against an idea, not a thing or an entity, but all quickly an idea given form and physicality. This timeline combines elements of The Terminator—more so than other timelines—with The Matrix, mapping them back onto current developments in information theory, digitalisation, robotics, artificial intelligence and machine learning, the Internet of Things, and other cutting-edge technologies before pushing forward into a dystopia that is definitely Science Fiction rather Occult in nature. The technological nature of the setting means that the way time travel works in this timeline is also different. There is no corruptive pact with Yog-Sothoth to facilitate the way between and thus the means to travel back from 2050 to 2020 (or earlier), rather it is technological in nature, developed by Basilisk. The Resistance has gained access to it in 2050 to travel back in time, and there is the possibility that they may able to use the time travel apparatus to jump to other pivotal points within the timeline. This gives Darkest Timeline: The Rise of Basilisk a little more fluidity in terms of campaign structure. Instead of leaping into the past to a point from which they can moving forward and acting to undermine the threat at the heart of the timeline, the Player Characters may be able to jump up and down it, with agents of the Basilisk in hot pursuit, or even aware of approximately when the Player Characters will appear. After all, the extent of Basilisk’s understanding and knowledge means that it has a very good idea of just what the Player Characters are trying to do…

As with other timelines for FATE of Cthulhu, the Player Characters are jumping back in time to locate the four events which led up to if not the apocalypse of Basilisk, then the dystopia it ushers in. As with other timelines, there is no direct confrontation with the existential threat it represents, but primarily its agents and progenitors. And unlike those other timelines, the cosmic threat to humanity is not an unknowable Elder God, but a still inhuman mind that unfortunately humanity can understand—and that is the existential threat that the Player Characters face, avoiding understanding Basilisk. Further, Basilisk has agency (and agents).

As with the timelines in the core rules, Darkest Timeline: The Rise of Basilisk details the history of its apocalypse and the four events which led up to it for the benefit of the Investigators who will be aware when they jump back from the future. It is accompanied by a more detailed timeline for Game Master along with their four event catalysts (which can be people, places, foes, or things) and their die face settings which the players and their Investigators will need to change by making enquiries and working to defeat the cult of information. There are details of threats and situations, including Thinking Hats Experts, biomechanically-altered humans, capable of temporarily enhancing particular skills to the pinnacle of understanding, Boston Dynamics-derived cyborgs, Hunter-Killer Experts, and more. 

The Basilisk’s agenda is discussed in detail, along with its mechanisms and advice for the Game Master on how to run Basilisk. This is absolutely necessary because of the complexity involved in running this timeline because of its complexity of ideas, the flexibility offered by time travel, and the greater agency possessed by Basilisk. If the previous Darkest Timeline: The Rise of Yig was more complex, not as straightforward, and involved multiple factions across the timeline, then Darkest Timeline: The Rise of Basilisk is more so—time travel, existential memetics, and deep conspiracy, all set against a contemporary world.

Physically, Darkest Timeline: The Rise of Basilisk is cleanly presented. It is easy to read and the lay out is tidy, though it needs an edit in places. The artwork is good also.

Although Darkest Timeline: The Rise of Basilisk is specially written for use with FATE of Cthulhu and very much built around the Investigators coming back from the future forearmed with knowledge of the past, there is nothing to stop a Game Master from using the timeline to run a campaign from the opposite direction and from a point of ignorance. That is, as a standard campaign a la other roleplaying games of Lovecraftian investigative horror, whether that is actually for FATE of Cthulhu or another roleplaying game. It would be different to other campaigns, presenting more of a modern conspiracy campaign, possibly hackers or activists against the rise of the machines rather than classic Lovecraftian Investigators confronting entities of cosmic horror. This way, the Investigators can encounter the threats featured in Darkest Timeline: The Rise of Basilisk without the benefit of foreknowledge.

Darkest Timeline: The Rise of Basilisk is a very different campaign framework for Lovecraftian investigative horror, a radical technological departure that in effect is a non-Mythos campaign, but ultimately one involving existential horror. However, the technological aspects of the framework mean that it is complex and will take some effort to really run right. Ultimately, by drawing upon contemporary events and technologies, Darkest Timeline: The Rise of Basilisk presents a scarily prescient timeline which showcases how FATE of Cthulhu can do more than just the traditional Mythos.

Monophobic Ruraphobia

The traditional solo roleplaying experience has been with solo adventure books like those of the Fighting Fantasy series or for Tunnels & Trolls, but there are other formats too. For example, letter writing, whether through an exchange of missives such as the Diana Jones 2002 Award Nominated De Profundis or even solo, such as Quill: A Letter-Writing Roleplaying Game for a Single Player, the Indie RPG Awards Best Free RPG of 2016. In recent years, there has been a trend in experiencing solo roleplaying through journaling. That is, the keeping of a journal a la the gentleman or lady of the nineteenth century recording his or her daily or experiences. On one level a diary, but often a vehicle to tell a story—and perhaps emulate the style of certain authors, such as H.P. Lovecraft. A journaling roleplaying game typically involves a deck of cards or dice to generate random events which serve as prompts for the player, who will record the reactions of his character in the journal, creating and telling a story in the process—a story whose plot and events will only become clear once the dénouement has been reached and its aftermath told…

Perhaps the most well known of the format is Thousand Year Old Vampire, which explores the immortal life of a member of the undead. It also showcases a popular genre for the Journaling format, that of horror, though there are alternatives. One such alternative is English Eerie: Rural Horror Storytelling Game for One Player, published by Trollish Delver Games, also responsible for Merry Outlaws: A roleplaying game of folk ballads and justice. Inspired by the works of M.R. James, Arthur Machen, and Algernon Blackwood, as well as the English country and English folklore—such as the Black Dog and the Barghest, Boggarts and Bloody Bones, Church Grims and Jack Frost, Grindylows and Redcaps, Shug Monkeys and Sooterkins, and more. It is also inspired by a fear of the English landscape itself, with its deep history drenched in tradition, shame, and blood, the bleak emptiness of its moors and mountains, the cold and the damp of its weather, and the ruins and ritual sites where great ceremonies and great acts of bloodshed were enacted to unknown, unchristian gods… Long haunted by the past, it is a bucolic idyll hiding great evils and great secrets until some foolish visitor, scholar, or official stumbles across something best left far, far away from his urban refuge.

To emulate such tales of fear and loathing, and of creeping tension, Eerie: Rural Horror Storytelling Game for One Player employs simple mechanics and a specially prepared deck of ordinary playing cards. The player creates a simple character and draws from the deck to determine events that will beset the character, revealing rising tensions, and in turn the player will record his character’s response to each one and how he overcomes them (or not), uncovering further clues hopefully to survive to complete his recounting of events. All of this is recorded in his journal—Eerie: Rural Horror Storytelling Game for One Player is ideally played and recorded in a proper journal with a proper fountain pen—in the light of a flickering candle. Thus it might also be an exercise in penmanship and storytelling as much roleplaying. To play, in addition to the pen and journal, a player will also need a set of tokens in two colours—ten of each, and a ten-sided die.

To set up Eerie: Rural Horror Storytelling Game for One Player, a player creates his character by dividing ten points between Resolve and Spirit. Resolve is a Player Character’s determination to continue his investigations, rationalise the weirdness around him, and to keep their wits about them. It is spent to help a Player Character’s capacity overcome obstacles in scenes. Spirit is a Player Character’s thoughts, feelings, and physical well-being. Its reduction represents a Player Character’s spiral into horror, harm, and doubt. Player Character background and occupation is usually indicated by the scenario, of which there are five in the roleplaying game. The tokens are used to represent the Player Character’s Resolve and Spirit. The playing deck needs some preparation to create the Story Deck. This consists of the four, five, six, and seven cards from all four suits, plus three Queens, or ‘Grey Ladies’. The ‘Grey Ladies’ represent the ghosts of English folklore and a rise in Tension whenever one is drawn.

Game play is simple. The player draws a card, resolves the scene type it indicates, and writes an entry in his character’s journal explaining what happened, how he felt, and so on. Each of the four suits represents a different type of scene—a Hearts card indicates that a secondary NPC is hurt; Clubs that a secondary NPC acts as an obstacle for the Player Character in some way; Diamonds that the environment acts as an obstacle for the Player Character in some way; and Spades that a minor clue has been discovered. Each drawing and resolving of two cards represents a day in the life of the Player Character. If the card drawn is an obstacle—a Clubs or a Diamond—it needs to be overcome. In which case, the player rolls the die and attempts to equal to or greater than the value of the card drawn. If failed, the Player Character loses a point of Spirit, but his player can spend Resolve to reroll and each point spent is added to the subsequent roll. However, for each Grey Lady drawn, the Tension rises by one and adds one to the total value of each obstacle card the player has to roll against. 

When the third and final Grey Lady is drawn, it indicates the end of the story. At this point, the player compares his character’s remaining Spirit points with the Conclusion Table the scenario he is playing. This suggests how the player will write the last entry in his character’s journal. If the character has Spirit points left, the ending of the story will be positive, but if he has none left, the ending will be much, much darker. There is no simple bad ending.

Play of Eerie: Rural Horror Storytelling Game for One Player revolves around the play of individual scenarios. Each of the five in the roleplaying game include tables for secondary characters, minor clues, environmental and NPC obstacles, and a tension table. Each also begins with a set-up and ends with a Spirit table for determining the final outcome. The five include mysteries set in the nineteenth and twenty-first century, but most are set in the twentieth century. They take place in Derbyshire—twice, once to check on a friend, the other an inheritance, on a boating holiday in Cumbria, at a digital detox camp in the Yorkshire Dales, and into the Cotswolds in search of property! Essentially what each scenario represents is a series of prompts and spurs to the player’s imagination. How one player would approach telling a story and what exactly it involves will be entirely different for another.

A scenario can be played through in a single session, but in fact, the intent is that a player plays it day by day, drawing and resolving a pair of cards each day, then coming back to the scenario the following day to continue adding to the journal. This allows time for the player to mull over the day’s events and come back to the story afresh as if the character himself had gained a night’s rest. It adds a degree of contemplation not typically found in other roleplaying games, and played this way, it only takes a few minutes or so each day. Plus, it also extends the tension across episodes making it a marathon rather than the sprint of a single session. Eerie: Rural Horror Storytelling Game for One Player includes rules for campfire, or group play, and has the players telling the same story, taking turns to be the storyteller. This is essentially telling stories but with a few extra rules for determining aspects of the plot.

Physically, Eerie: Rural Horror Storytelling Game for One Player is a clean and tidy PDF. It is lightly illustrated using images in the public domain. It comes with an extensive example play, which is actually best not to read until after a player has completed writing his first journal lest he be influenced by the given example. 

Eerie: Rural Horror Storytelling Game for One Player and roleplaying games like it seem the perfect antidote to our times. When we cannot get out to game together face to face, whether that is with our regular group or at a convention, having other options for solo play seems like a perfect solution. The mechanics in Eerie: Rural Horror Storytelling Game for One Player not only serve to drive the story forward, they also serve to drive up the tension—not necessarily too far, but enough to make the survival of a player’s character matter and if played over days rather than the single session, to draw that tension out over and over… 

Then there is the act of the journaling, which brings a physicality to the play, and if done using a fountain pen and a journal, two further effects. One is the artfulness of penmanship, the other is actually aches and pain, because how many of us sit down and actually write in long form any more in this digital age? For many, playing or journaling Eerie: Rural Horror Storytelling Game for One Player will mark a return to a skill that has long fallen out of use and employing again may require the reworking of some very lazy muscle memory.

Eerie: Rural Horror Storytelling Game for One Player is mechanically simple, but it pushes us to be imaginative and to go back directly to the telling of stories that we drew upon for inspiration when we first began roleplaying. Of course, all good Journaling games should do that, and as well as being no exception to that, Eerie: Rural Horror Storytelling Game for One Player provides an easy way into a different, but equally imaginative way of roleplaying.

Friday Fantasy: The Undying Sands

The classic hex crawl is an open-ended sandbox-style adventure in which the players and their characters explore a large geographical area, containing various Points of Interest, each of which can be explored individually or perhaps in a sequence determined from clues found at each location. Typically, the Player Characters will have a good reason to explore the area, such as being tasked to find a specific location or person, but instead of knowing where the location or person might be, only know that they are somewhere in that region. Armed with limited knowledge, the Player Characters will enter the area and travel from one hex to the next, perhaps merely running into a random encounter or nothing at all, but perhaps finding a Point of Interest. Such a Point of Interest might be connected to the specific location or person they are looking for, and so might contain clues as to its location, then again it might not. In which case it is just a simple Point of Interest. Initially free to explore in whatever direction they want, as the Player Characters discover more clues, their direction of travel will typically gain more focus until the point when they finally locate their objective. Classic hex crawls include X1 Isle of Dread for Expert Dungeons & Dragons and Slavers for Advanced Dungeons & Dragons, Second Edition, whilst more recent examples have been Barrowmaze  and What Ho, Frog Demons!.

The Undying Sands is a hex crawl—or sand crawl (sandbox?)—from Games Omnivorous dotted with crumbling ruins, antiquated temples, lost technology, and pristine natural wonders beyond the reach of most. It combines numerous influences and genres, can involve the Player Characters in the factions squabbling for control of the desert, and it leaves plenty of scope for the Game Master to add her own content.

The Undying Sands is however, a hex crawl of a different stripe. First, it is systemless; second, it is improvisational; third, it is random; and fourth, it is physical. Undying Sands consists of four elements. These are thirty hex tiles, Game Master Screen, a double-sided poster, and a cloth bag. The hexes, done in sturdy cardboard and full colour, measure six-and-a-half centimetres across. Their backs are either blank or numbered. The former show simple sand dunes on their front, whilst those have locations on their front. There are fourteen such locations. Twelve of them have three locations, for example, ‘The Eye!’, a spiral of maelstrom of coloured sand long regarded as sacred by both the living and dead, the Bottomless Pit at the heart of the Eye!, and The Dual Inns, establishments which flank the Eye!, one catering to the living, one to the undead. All of which is to be found on hex number two. The thirteenth hex is the location of the Forgotten Pyramids, a tomb and dungeon complex, and the fourteenth hex is the location of The Grand City of Sand, a former seat of civilisation which has long begun to crumble and let the sand drift along its boulevards and alleys… The style of the artwork on the hexes is busy and cartoonish, but eye-catching and gives The Undying Sands a singular look which sets it apart from both other gaming accessories and neighbouring regions.

The Game Master Screen is a horizontal, three panel affair. The front depicts an adventuring party about to flee from a sandstorm after having discovered a strange vehicle and a mechanical man. The back is the meat of the supplement. Here, from left to right, it explains what The Undying Sands is, how to use and the best way to use it; tables of rumours, loot from the body, treasure, encounters, dangers of the land, and curses; details of each the numbered hexes; and of The Grand City of Sand—its history, what the Player Characters can do within its walls, its factions and jobs available, and the Many Shops of the Grand Bazaar. The A4-sized double-sided poster shows the Forgotten Pyramids on the one side, and The Grand City of Sand on the other. Both are easy to read and refer to. Lastly, the cloth bag is big enough to hold all of the hex tiles. One issue with the strong physical presence of The Undying Sands is that there is not really a means of storage for all it, apart from cloth bag for the hex tiles. It does leave you wishing that there was a box for it and your Game Master’s notes.

So that is the physicality of The Undying Sands. What of the random nature of The Undying Sands? Simply, the hexes are placed in the cloth bag and drawn one-by-one, as the Player Characters cross or explore one hex and then move onto the next, creating the region hex-by-hex. If the hex is simple sand dunes, the Game Master might roll on the ‘Encounters in the Sands’ or ‘Dangers of the Lands’ tables to create random encounters. When the Player Characters reach a numbered location, they can explore one or more of individual places there, the Game Master improvising what will be encountered there based on the sentence or two description given for each. There is more detail for both the Forgotten Pyramids and The Grand City of Sand, especially the latter, and thus more for the Game Master to base her improvisation upon. This randomness means that playing The Undying Sands will be different from one gaming group to the next, more so than with other hex crawls or scenarios.

So that is the random nature of The Undying Sands and the improvisational nature of The Undying Sands? What of the systemless aspect of The Undying Sands? No gaming system is referenced anywhere on The Undying Sands, yet there is an assumed genre within its details. So it is weird. There are Necrocamelmancers, raising undead camels, Alligator Ghouls, the undead camel races of the city are easy money, curses are suffered under the irregular Blood Moon Eclipses, spells can be learned from studying a thrumming blacklight monolith (but curses suffered too), and more. Its obvious genre is fantasy, but it is really Science Fantasy. Ancient robots can be encountered, tech-marvels and ancient sand-buggies found, and more. Which lends itself to roleplaying games better than others. Numenera would be an obvious choice, as would Electric Bastionland: Deeper into the Odd, Hypertellurians: Fantastic Thrills Through the UltracosmMutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, and Troika!. It could even be run using Rifts if the Game Master wanted to! A more generic rules system would also work too, as would any number of Old School Renaissance retroclones. Whatever the choice of rules, the Game Master will need to know them very well in order to improvise.

As suggested by the range of roleplaying games which The Undying Sands would be a natural fit for, its influences are equally as diverse. These begin with the Ancient World—Egypt, Mesopotamia and the Greco-Roman world, and these are joined by Mad Max and Jodorowsky’s Dune. The resulting combination depicts a lost, even fallen technological civilisation, its once glorious past infused with a Pulp sensibility. This lends it the possibility that The Undying Sands could be shifted from a fantasy to a planetary Sci-Fi setting, playing up the fantasy elements as weird, technology sufficiently advanced to appear as magic.

In terms of play, The Undying Sands sort of traps the Player Characters within its confines. It keeps them within its limits until the last hex is drawn from the bag and they can find their way out. By that time, the Player Characters will probably have visited every hex and encountered multiple threats and dangers, and if they have engaged with any of the four factions to be found in The Grand City of Sand, they are likely to have found employment too, and that will drive them back out into The Undying Sands again. How or when that will happen all depends upon when the city location is drawn during play. What this means is that The Undying Sands is a mini-campaign in its own right.

The Undying Sands is fantastically thematic and fantastically presented. A Game Master could grab this, set-up the Game Master’s Screen, pull the first tile, and start running a mini-campaign. However, that would take a lot of improvisation and improvisational skill upon the part of the Game Master, who also has to know the game system she is running The Undying Sands with very well to run it easily. All of which is needed because the textual content of The Undying Sands really consists of prompts and hooks with little in the way of detail—if any. Perhaps a better way of approaching The Undying Sands—especially if the Game Master is not as confident about her ability to improvise—is to work through the locations, especially The Grand City of Sand, and prepare, prepare, prepare. Some Game Masters may relish the prospect, but others may wish that there had been more information given in The Undying Sands—even ‘The Undying Sands Companion’ which made the task easier for them.

Ultimately, The Undying Sands gives a Game Master the means to improvise and run a fantastically pulpy campaign in a range of genres against a weird Science Fantasy, lost worlds background. How much improvisation and how much preparation is required, will very much be down to the individual Game Master.

Magazine Madness 5: Tabletops and Tentacles #1

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.

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Tabletops and Tentacles #1 – The Kickstarter Edition sets out to bring you a variety of content. Published by Deeply Dapper Games following a successful Kickstarter campaign, it promises to give the reader a variety of content, including reviews, RPG adventures, columns, dice tables, world building, interviews, original art, and more—and it certainly lives up to that. However, from the outset, Tabletops and Tentacles #1 looks to be and promises to be a gaming magazine, with its title of ‘Tabletops & Tentacles’ and the cover reading, “The monthly magazine of RPGs, Tabletop Games, Comic Conventions, Art Reviews, Adventures & More! In this prodigious premiere issue, you will find adventure hooks for roleplaying games, RPG dice tables, reviews, artist and game designer interviews, original art, tips, tricks, NPCs, treasure and maps.” Which is a lot, and makes it sound like a gaming magazine, which it is not, because the focus of the magazine and the issue is much broader than gaming, very much on the ‘more’, so it is less like Dragon or Dungeon magazine, and more like The Magazine of Fantasy and Science Fiction and SFX—all of which inspired the editor and publisher—with some gaming. Thus the reader should not go into it expecting a lot of gaming content or indeed to get anything in the way of gaming content until quite a few pages in. However, this does not mean that the non-gaming content is not interesting, but since it was published in 2020, some content will have something of a retrospective quality (but to be fair, that is exacerbated by this late review) and much of it has a very American focus.

After the editorial in which editor Kris McClanahan, sets out his stall—far better than the cover to be fair—Tabletops and Tentacles #1 provides a previews of a few then-forthcoming tabletop games, which would have very rapidly out of date anyway, and with that hindsight, is really of interest to see what happened to them. It is followed by a preview of the LEGO Haunted House, which feels less of a preview and more of an advert. The first real article is a travelogue, an entry in the regular ‘Tales from the Cthulhu-Haul’, this time around, ‘Tales from the Cthulhu-Haul: Keep Portland Weird’. Written by the editor, it describes a visit to the city and some of its weirder corners, including a tiki bar and curiosity shops. The travelogue has a certain colour to it, but looking back from 2021, it feels weird even to be going out and visiting places like this, so there is an even stronger sense of the other to the piece. Kris McClanahan also contributes two Star Wars-related articles to the magazine. In the regular column, ‘The Binge’ he rewatches the Star Wars Saga via The Machete Order and records his thoughts, and the response is far more entertaining than his other Star Wars article in ‘The Top Ten’ column, ‘The Top Ten: Star Wars Aliens’, which is just an uninspiring list.

In fact, editor Kris McClanahan writes several columns in Tabletops and Tentacles #1. ‘Tales from the Cthulhu-Haul’ and ‘The Top Ten’ are followed by ‘50 Films You DON’T Need To See’, with its first entry being ‘50 Films You DON’T Need To See: Toy Story’. Given more of a focus than the earlier columns, this is an enjoyable appreciation of the film, warts and all. He provides a not dissimilar treatment of H.P. Lovecraft’s The Dunwich Horror, which breaks down its plot, history, what he liked and disliked, along with his final thoughts, trivia, and more, and again is an enjoyable appreciation.

‘Quarter Ben’—probably written by Ben Cowell, but is not clear—expounds upon the writer’s love of the bargain bin in his childhood with ‘Quarter Ben: Hawkeye’ and a particular mini-series starring the Marvel character, Hawkeye. It is very much a nostalgia piece and a personal piece, so there is a degree of separation there between reader and writer. The identity of the author of ‘The Contrarian’ column is kept deliberately secret, but it is barely worth owning up to as said author tells why he has not seen Tiger King—and?

Kris McClanahan also writes almost all of the entries in the Reviews section, the various board games, odd RPG, books, and various television series all given thumbnail treatments bar the first series of Locke & Key, so readers wanting more depth will want to look elsewhere. The other contributor to the Reviews is Lindsay Graves-McClanahan, who also has her own column in ‘This Geek In History’, a timeline of something interesting, in this case, ‘This Geek In History: The Magazine’, which provides a thumbnail history of the printing and the magazine from the invention of the printing press in 1440 through to the last print issue of Dragon magazine in 2013 and the publication of Tabletops and Tentacles #1 in 2020. It is actually quite interesting as a bit of trivia.

Two pieces of fiction appear in Tabletops and Tentacles #1, both presented in two parts. The first is ‘Sowing Dragon Teeth’ by James Alderdice and the second, ‘Dice Eyes at the Palace of Midnight’ by Aidan Doyle. Both are enjoyable, the first is a fantasy story with pulpy tones, the second a Cyberpunk-style tale set in the remnants of a sunset online game, and there is potential for both to inspire a Game Master in developing more from their settings. Hopefully, future issues of the magazine will give scope to develop either story and then lend themselves to further inspiration?

Interviews in Tabletops and Tentacles #1 cover a range of fields of endeavour. These include comics with an interview with T.J. Daman, creator of the indie noir comic series, ENIGMA; graphic design in ‘Graphic Content’, with John J. Hill; and playing boardgames with the members of the podcast, Meeple Nation. Welcome to Artist Alley not only provides a monthly spotlight on artists and creators, it also serves as a series of mini-interviews with each of the subjects and points to the core concept behind Tabletops and Tentacles #1, that it provides a similar experience to attending a gaming convention. Which in this case, of course, includes visiting the artists’ sections. Overall, the interviews are perhaps the lengthier pieces in the issue and informative enough.

The first real nod to gaming content in Tabletops and Tentacles #1 is Devon Marcel’s ‘Neon Futures: The Road to Cyberpunk 2077’. Written before the release of the controversial roleplaying game, this charts the rise of the cyberpunk, first as a literary genre, and then out into other media—music, television, roleplaying games—Cyberpunk 2013 and Shadowrun in particular, but especially computer games. It is a good overview of the genre, ripe for further exploration in any one of the directions it covers. Introductions to gaming are provided first by Kristopher McClanahan and then Alan Bahr. Kristopher McClanahan suggests a number of gateway board games in ‘The Reformed Grognard: Gateway Board Games’, games suitable for those looking to get into board games, whilst with ‘Tiny Thoughts: OSR and Indie Roleplaying Games’, Alan Bahr suggests points of entry for the Old School Renaissance. His five suggestions in the opening entry for his column stray far from the Old School Renaissance, or at least from the classic retroclones based on Dungeons & Dragons. This makes them more interesting than they otherwise might have been, and perhaps more space might be given for the games themselves.

However, the actual gaming content does not appear until almost one hundred pages into the issue (that is, one hundred out of one-hundred-and-forty pages…). They begin with Kristopher McClanahan’s ‘Blackspittle’s Horde Fantasy Adventure’, a systemless scenario intended for fantasy games like Dungeons & Dragons, Fifth Edition. It is a classic ‘village-in-peril’ set-up coloured by the sap taken from the nearby forest which is put to a number of interesting uses. It is serviceable enough. More enjoyable is ‘Realm of the Moon Ghouls Part 1: The Starship Poe’, also by Kristopher McClanahan, again systemless, but definitely for Pulp Sci-Fi roleplaying games with a tinge of horror, particularly, Lovecraftian horror. The first part of a series which details the universe beyond the walls of the starship Poe, this is enjoyable for what it is as much as what the rest of the series promises. Hopefully, further issues will live up to the pulpy Sci-Fi promised in this issue.

‘H’AKKENSLASH! An original RPG system’ by Benjamin C. Bailey is the start of a roleplaying game which presumably will be detailed further in future issues. An experienced Game Master and her players will have no issue grasping how this works—essentially the difficulty of a task is measured by die type, a Player Character needing to succeed rolling an appropriate skill, again rated by die type, and attempting to beat the difficulty rolled by the Game Master. This is not clearly explained though, and a less experienced player or Game Master will probably need some help with this. It could have done with fewer magical items and more explanation.

Gaming dice tables include ‘In the Inn’ by Kristopher McClanahan and Lindsay McClanahan, which gives twenty things to be found in the draws of your room at an inn, and Lindsay McClanahan’s ‘The Cave’ gives six adventure seeds leading into, or deeper into, a cave. The latter tend to be more interesting than the former, but there is a decent amount of inspiration to be found here. Lastly, another column, ‘Merchants of the Realm’ begins with ‘Merchants of the Realm: Crag’s Reliable Adventuring Gear’ by Lindsay McClanahan, a likeable description of a travelling salesman and his packed bison caravan, accompanied by some fun gewgaw and doodads.

Physically, Tabletops and Tentacles #1 is generally well-presented, being bright and cheerful. In places, the editing could have been stronger, but hopefully that will get better with future issues. The nature of the layout and the relative shortness of many of the articles means that it looks busy in places though. 

The initial reaction to Tabletops and Tentacles #1 – The Kickstarter Edition is one of disappointment, because it is not a gaming magazine as the cover, or even the title, suggests—the ‘more’ mentioned on the cover making up the bulk of the issue. Yet get past that, and Tabletops and Tentacles #1 actually turns out to be a readable magazine dedicated to fandom in general. It covers a breadth of subjects, not always in any depth, but many of the articles are interesting and informative, even entertaining. Others though, are fluff and filler, even hard work. As to the gaming content, much of it is decent enough, but really needs development—to one degree or another—by the Game Master to be of use.

If you are looking for a gaming magazine, then there really is not sufficient gaming in its pages to recommend Tabletops and Tentacles #1 – The Kickstarter Edition. If you are looking for a general fandom magazine with some gaming content that can you work with and develop, Tabletops and Tentacles #1 – The Kickstarter Edition is serviceable enough. Hopefully, it will get better and more substantial in future issues.

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A Kickstarter for Tabletops and Tentacles Magazine #3: The Cryptid Issue ends on Wednesday, July 14th, 2021

A Symbaroum Starter

The starter set for any roleplaying game is always designed as an entry point into that game. It has to do three things. First, it has to introduce the game—its settings and its rules to both players and Game Master. Second, it has to showcase the setting, the rules, and how the game is played to both players and Game Master. Third, it has to intrigue and entice both players and Game Master to want to play more and explore the setting further. A good starter set, whether City of Mist: All-Seeing Eye Investigations Starter Set, the Warhammer Fantasy Roleplay Starter Set, or the Call of Cthulhu Starter Set will always do that, whereas a bad starter set, or even a mediocre starter set, such as the Sixth World Beginner Box for Shadowrun, Sixth Edition, will not. Whilst a starter set is always designed to introduce a roleplaying game, it has another function, depending upon when it is published. A starter set published as a roleplaying game’s first—or one of its first—releases introduces the game and setting to everyone. A starter set published later or deep into a line’s run, when there are multiple supplements and scenarios available as well as the core rulebook, is designed to introduce the game, but not to those who are already playing it. Of course, it is intended to introduce the game and setting to new players, but at the way time, it is providing a means of getting into both when the range and number of books and supplements available might be daunting and there might not be an obvious point of entry. This is exactly what Symbaroum Starter Set – Treasure Hunts in Davokar does for Symbaroum from Free League Publishing.

Symbaroum Starter Set – Treasure Hunts in Davokar includes two sixty-four-page books, a Symbaroum Bright Davokar Dice Set, two double-sided maps, and six character sheets for the starter set’s pre-generated Player Characters. Everything is presented in rich colour, the artwork in particular, standing out as being awe inspiring and absolutely fantastic in depicting the mysteries and wonders to be found in Symbaroum. The books do need a slight edit in places and yes, much of the artwork will be familiar to anyone who has looked at any of the supplements available for Symbaroum, but for anyone new to the roleplaying game and its setting, the artwork very much sells the setting.

The first book is the Starter Rules. This introduces the concept of roleplaying and both the rules for and the setting of Symbaroum—all at a brisk pace. After a quick explanation of roleplaying, it goes over the key points about the setting—that Ambria is a young kingdom, its peoples forced to flee from the south over the mountains after their original home fell to the Dark Lords, how the military of the refugee kingdom defeated the indigenous barbarian tribes, and how some began to look for signs of ancient, long-lost kingdom to the north, under the canopy of the vast Davokar Forest. In doing so, they would penetrate ever further north, and in doing so, threaten the Iron Pact between the Elves and the Barbarian tribes that kept mankind from exploring too far north… In explaining the rules, the Starter Rules booklet is very much focused on the rules as they apply to the pre-generated Player Characters. So the Man-at-Arms and Iron Fist Abilities for the Knight and the Prios’ Burning Glass Power for the Theurg, explanations of their Races and their Traits, and so on. Abilities and Powers in Symbaroum come in three levels of skill—Novice, Adept, and Master—and whilst the pre-generated Player Characters all have Novice levels in theirs, the explanations of each Ability or Power covers the Novice and Adept levels. This means that the pre-generated Player Characters in the Symbaroum Starter Set – Treasure Hunts in Davokar can learn from their experiences and get better at their Abilities and Powers in between the adventures provided in the Setting & Adventures booklet. Ultimately, the Game Master and her players are going to need the Symbaroum core rules, but these options, along with a surprisingly lengthy equipment list, do allow for a playing group to get a goodly amount of play from the starter set before doing so. 

The explanation of the mechanics and how combat works emphasises how Symbaroum is player-facing in that the Game Master never rolls dice, the players do, and a nice touch is that the guide to combat is supported with a good example of it in play, also emphasising that there is a narrative to the play rather than making them simply mechanical and procedural. One aspect of Symbaroum which sets it apart from many other fantasy roleplaying games is that the Player Characters can suffer from Corruption. Temporary Corruption comes from casting spells, but cast too much magic and the Corruption can become permanent. Other sources of Corruption include using certain artefacts and encountering certain creatures and places in and under Davokar Forest. Too much Corruption and a person’s Soul is blighted, which the Witchsight Power can reveal. These rules show how both magic and the secrets of Davokar Forest can be dangerous and so should be handled with care.

The Setting & Adventures booklet is of course, for the Game Master’s eyes only, and it starts with some advice for her, before delving into the setting of Symbaroum with some specifics. In particular, presenting the fortified town of Thistle Hold on the edge of Davokar Forest as a launching point for any treasure hunts into its depths, as well as rules for and the dangers for making such journeys. The description of Thistle Hold is nicely done, having a ‘Wild West’ feel, but with Dark Ages flavour. Again it will be familiar to veteran players of the game and perhaps the only thing that might have made it better would have been the inclusion of a few NPCs that the Player Characters could have regularly interested with. Whilst there are rewards to be found on the treasure hunts, some of them listed on the included table, not all of these rewards are entirely safe, notably the handful of artefacts which inflict corruption when their powers are invoked. These do give their owners minor, but still powerful benefits, but their use needs to be weighed against the cost of that use. Other dangers are more obvious, such as the short bestiary of monsters and adversities that might be encountered under the eaves of the Davokar Forest. Including beasts, members of various cultures, and the undead, the dozen or so entries are certainly sufficient to support the two scenarios in the Setting & Adventures booklet, and a bit more.

The two adventure locations in the Setting & Adventures booklet are designed with new players in mind, being relatively short and straightforward and intended to give them a taste of the core activity at the heart of Symbaroum, and its accompanying dangers. They are designed to be played in order, although the two are not connected, with the second being more complex than the first and with each Player Character earning sufficient Experience Points that should his player want to improve him, then he can. The first is ‘Where Darkness Dwells’ and is the simpler of the two, the Player Characters having been informed that the corrupted lake of Kal-Halaran and the nearby cemetery of Kalea Ma-Har are both sites of interest to anyone wanting to further study the Darkness, and perhaps been hired to locate a missing noble who was last seen there. The adventure veers between being a scavenger hunt and a dungeon delve, although quite a short one. This can be peppered with a series of random events, but the scenario has it events and encounters as well as the site to explore. These include encounters with some interesting NPCs whose role in the scenario is to illustrate the dangers of exploring the Davokar Forest and hunting for treasure. This includes with Elves, who in Symbaroum distrust mankind at the very least since their incursions into the forest break the Iron Pact and meddle with dangers best left alone. The one issue here is that should the players and their characters handle the situation wrong, it may end in their being executed, possibly because of the players’ lack of awareness of the dangers of treasure hunting. So the Game Master may want to really warn the players and their characters ahead of time in game, because such an outcome is likely to end their playing experience with Symbaroum, let alone with the Symbaroum Starter Set – Treasure Hunts in Davokar. Otherwise, this is a solid introductory scenario which successfully imparts much the setting elements to Symbaroum.

The second, more sophisticated scenario is ‘The Gathering Storm’. The Player Characters learn of another location, Lafarda’s Tower, from some notes that come into their possession, and that the tower might hold another artefact, this time the Rod of Light and Darkness. Either having discovered them during the events of ‘Where Darkness Dwells’ or purchased whilst back in Thistle Hold, the notes suggest the tower’s location, in the middle of the Blasted Heath, leading to a nasty trek across lightning cracked land to find the tower in the fog. However, when the Player Characters arrive, they discover that a rival band of treasure hunters has already got there, but has come up against a problem that it is not strong enough to deal with. It is a classic situation of uneasy alliances complicated by the arrival of a second rival party, a party of innocents, the weather getting very, very frightening, and something nasty below the tower… This is the better of the two scenarios, and although it does not lack the potential for a total party kill (as opposed to execution), that potential feels less arbitrary. 

Both scenarios include notes on their set-up and potential developments, depending on the outcome. Both will need thorough read throughs as they are quite busy in places and there are events which the Game Master will need to prepare as well as the various locations. Beyond the suggested developments, the Symbaroum Starter Set – Treasure Hunts in Davokar is wanting in terms of further adventures. Given how much is included in the starter set in terms of background and rules, it would have been nice if there had been a few adventure hooks or seeds which the Game Master could have developed for herself. However, both adventures should provide two sessions of gaming each, especially if the Game Master develops the set-up a little more to involve some roleplaying and investigation in Thistle Hold prior to the Player Characters setting out on their expeditions.

The six character sheets for the starter set’s pre-generated Player Characters include a Human Ambrian Knight looking for redemption, a Human Ambrian Witch Hunter who has probably seen too much Darkness, a Goblin Treasure Hunter on the make, a Human Ambrian Theurg wanting a better understanding of Darkness, and an Ogre Wizard curious about the world who accompanied by a mystical companion. All six sheets are done on glossy paper and easy to read. The backgrounds for each of the Player Characters is given in the Starter Rules booklet. These backgrounds have sufficient ties between the Player Characters to explain why they are working together. However, the Game Master will need to do a little copying and pasting to make the background readily available to their prospective players.

The double-sided maps are done in full colour on stiff paper stock. One depicts the town of Thistle Hold—the start and end point for any treasure hunt into the Davokar Forest on the one side, and a map showing Ambria and the known Davokar Forest on the other. Both of these maps have been seen before, but having them separate is always useful as is the fact that various important locations are listed on the Thistle Hold map that the Player Characters can visit. The second map depicts the adventure locations for each of the two adventures in the Setting & Adventures book. Both are unmarked.

The Symbaroum Starter Set – Treasure Hunts in Davokar takes Symbaroum back to where it started—and where many of the early adventures take the Player Characters—treasure hunting under the canopy of the Davokar Forest. In doing so, it presents a robust and surprisingly detailed introduction to the setting of Symbaroum and its mechanics. For anyone interested in getting a taste and feel of the dark fantasy Swedish roleplaying game, The Symbaroum Starter Set – Treasure Hunts in Davokar is a solid entry point.

Your First Animal Adventure

Published by Steamforged Games, Animal Adventures is a roleplaying game setting of anthropomorphic cats and dogs adventuring in a magical world a la Dungeons & Dragons. It is designed to be compatible with Dungeons & Dragons, Fifth Edition and notably, is supported by the Dungeons & Doggies and Cats & Catacombs line of miniatures. The entryway for the setting and the line is the Animal Adventures RPG Starter Set: A spellbinding roleplaying game for beginners. This promises to contain everything that a gaming group needs to play a thrilling roleplaying campaign. However, it does not. Instead, it does contain a single adventure, which is ably supported by simple, easy-to-follow rules, four dog miniatures, cat miniatures, seven Player Character sheets, a double-sided game map, Game Master screen, a set of illustrated tokens, and a set of polyhedral dice.

The Animal Adventures RPG Starter Set is designed for ages thirteen and up, and intended to be played with a Game Master and up to seven players. From the outset, it is impressively presented. Everything is done in vibrant colour—perhaps a little too dark for the maps—and has a pleasing physical presence on the table. The large, double-sided map depicts a forest glade and mansion cellar on the one side, and the upper floors of the mansion on the other. They are marked with squares for use with the miniatures and the tokens also included in the box. The digest-sized Rulebook and Adventure booklet is brighter and breezier than the maps, its artwork tending towards the cute rather than the darker tones of the map. The three-panel digest-sized Game Master screen is likewise lighter on the Game Master’s side and lists in turn the roleplaying game’s combat rules, tables, monster stats, and spells and abilities of the Player Characters, all for easy reference. The thirty full-colour tokens are done on sturdy cardboard and are easy to read. The Player Character sheets are also double-sided and are clean, tidy, and again easy to read. Stats, equipment, attacks, and equipment are given on the front with a portrait of the animal, with special abilities on the back, whether that is spells or Class features. All of this fits atop a plastic tray with its own lid, the tray having space for the dice and the Animal Adventures RPG Starter Set’s miniatures. The dice are decent, with the two twenty-sided dice marked with the paw symbol where their twenty would be.

The miniatures are for the seven pre-generated Player Characters found in the Animal Adventures RPG Starter Set. They include Chantilly, a female Labrador and Fighter; Solan, a male Persian cat and Warlock; Whisper, a female Sphinx cat and Sorcerer; Elvis, a male Cavalier spaniel and Bard; Molly, a female Lyoki and Rogue; Brianna, a female Boxer and Paladin; and Kai, male Shiba Inu and Cleric. The miniatures are nicely detailed and emphasis the fact that the animals and thus the Player Characters in the world of Animal Adventures run on all four legs rather than on two. For example, Chantilly, a female Labrador and Fighter, wields her sword in her mouth rather than her paws!

The Rulebook and Adventure booklet is thirty-two pages long, of which six pages are devoted to the rules. These cover an introduction to and example of roleplaying, explain what the attributes are and how they work, how Advantage and Disadvantage works, and of course, combat. It is not a cursory treatment, but rather stripped down from that found in either the Dungeons & Dragons Starter Set or the Player’s Handbook. Anyone familiar with Dungeons & Dragons, or indeed any roleplaying game, will grasp and understand the rules with ease, but anyone with less experience or new to the hobby might have more difficulty. In the general, the rules and adventure lend themselves towards being run by an experienced Game Master for new players. In addition, links are included for fuller versions of the character sheets, so that a Dungeon Master and player more familiar with Dungeons & Dragons could run the adventure in the Animal Adventures RPG Starter Set.

The adventure in the Animal Adventures RPG Starter Set is ‘The Kurse of Doktor Krankensteen’. It opens with the adventurers on the road to the village of Woofburg where they plan to attend the annual Festival of Furry Friends. Unfortunately, they are ambushed by Goblin ’Nappers who attempt to kidnap them. After the battle, the adventurers discover that a mysterious ‘Dok’ wants cats and dogs, and he wants them for his experiments. Following the trail of the Goblin ’Nappers leads to a sewer pipe that ultimately opens up in the cellar of an abandoned mansion. As the adventurers explore the dilapidated building, they will come across some of the Dok’s experiments and his experiments to be, before finally facing the bad Dok himself!

The adventure is decent enough, with a summary of the setting, the map needed overview, player aim, and enemies to be faced given at the start of each scene. GM tips in the margins also give advice and helpful suggestions throughout. However, the scenario is combat and exploration focused, and as much as the GM tip that throwing the players and their adventurers into the action gets them involved is applicable, it does not leave a lot of room for anything other than action. There is very little investigation and not a lot of roleplaying and a little more of both would have been just as involving and would have showcased the fact that roleplaying games are more than just action.

If the adventure is decent enough and should provide one or two sessions of fun, where both it and the Animal Adventures RPG Starter Set come unstuck is in delivering the next step—or that is failing to deliver it. At the end of ‘The Kurse of Doktor Krankensteen’, the author suggests that the Game Master use the rules in the Animal Adventures RPG Starter Set, plus other supplements in the Animal Adventures to create a sequel. Unless the Game Master wants to run a variant of ‘The Kurse of Doktor Krankensteen’, it does not have enough content to create a sequel, and also, which Animal Adventures supplement should the Game Master be using? Writing a sequel to Animal Adventures should be a problem if the Game Master has written adventures before, but what if he has not? There is no real advice to help her in ‘The Kurse of Doktor Krankensteen’. It would have been nice if the publisher had made available a sequel on its website, even one using the contents of the Animal Adventures RPG Starter Set, so that the life of the Animal Adventures RPG Starter Set could have been extended to beyond the one adventure.

One option here would actually be to look at another roleplaying game all together. Still involving dogs and cats, and that is the Pugmire Fantasy Tabletop Roleplaying Game. This is slightly more complex than the Animal Adventures world of the Animal Adventures RPG Starter Set, but ‘The Kurse of Doktor Krankensteen’ could easily be run set in the world of Pugmire and the miniatures for the adventure would work in Pugmire too. Plus there is plenty of readily available support for it.

There can be no denying that the Animal Adventures RPG Starter Set is a fantastic looking introduction to roleplaying and the hobby. It is one that works for a family audience too and the stripped-down mechanics and rules can also serve as an introduction to Dungeons & Dragons, Fifth Edition. Ultimately though, as attractive as the Animal Adventures RPG Starter Set is, it simply does not follow through on what to do next, and consequently, it feels constrained rather than expansive.

A French Science Fantasy Starter

Lore & Legacy is a French science-fantasy role-playing game set on the fantastical world of Empyrea, a vast planet home to numerous species who have come from the stars and settled. In the long years since, they have forgotten their homeworlds, how they go to Empyrea, and how to operate much of the technology. Indeed that technology has come to be regarded as akin to magic and only a few have the skill to use what has become known as arcanotechnology. Empyrea is also a world of many ruins, especially of the grandiose and sinister necropolis left behind by the mysterious Astarite civilization that came before anyone settled on the planet. They are said to contain lost treasures and forgotten technological wonders, but also many dangers—antediluvian biomechanical guardians and creatures corrupted by the poison of the Alteration, a mysterious fungal gangrene that spreads over the regions that once formed the heart of the Astarite kingdoms. In recent years, the Alteration has begun to spread again and dragon seeds have fallen from the sky, giving birth to dragons, creatures of unrivalled destructive power. Where such threats occur, the Free-Lancers’ Guild steps forward to protect and investigate. Found throughout many nations, its members coming from many different species, the Free-Lancers’ Guild sends out those determined to unravel the mysteries of the past and to venture beyond the borders imposed by incomplete maps, to protect the population, lift the veil on ancient lore, and reclaim their lost legacies.

Lore & Legacy – Quick-Start Guide provides this background and more. Published by Empyreal Media Productions, it introduces the setting and the mechanics, plus an adventure designed for four players and their quartet of pre-generated Player Characters. A character in Lore & Legacy is defined by his People (or species), seven Attributes representing his physical and mental prowess, various Abilities in which has either been trained or is gifted, and a number of Traits representing his personality quirks, special talents, obsessions, phobias, and the like. The Attributes are Acumen, Fortune, Mastery, Presence, Robustness, Temper, and Vigour, and all bar Fortune are represented by a single six-sided die plus a modifier. Fortune is a straight value representing the number of Fortune dice can roll each day. Now not all of the remaining six Attributes are not exactly clear as to what they are from their names. So, Acumen is the character’s ability to observe, reflect, and analyse; Mastery is agility, dexterity, and precision, and ability to think and react quickly; Temper is his willpower; and Vigour his raw physical strength. This runs counter to most naming conventions for attributes and may well be confusing for some players.

Abilities include Arcanotech, Charge, Investigation, Melee Combat, Passion (Painting), Wizardry, and more. They are always represented by a single ten-sided die plus a modifier. Traits tend to apply situational modifiers. For example, ‘Beast of Burden’ increases a Player Character’s Luggage Points by three; Healer which grants a Fortune die any non-magical healing action; Agoraphobic, which levies an Adversity die on all actions when the Player Character is in an open space; Ancestral Weapon, which grants the Player Character a weapon with the aetheric, which reduces the Magic Resistance of a successfully struck opponent; and Remarkable, which marks the Player Character out in social interactions with members of other races, levying an Adversity die and adding a Fortune die. A Player Character also has a number of derived secondary characteristics, including Health Points, Magic Points, Physical, Magic and Mental Resistances, and so on.

Mechanically, Lore & Legacy uses the ‘3d’ engine, which uses three sizes of the dice and three types of dice. The three sizes are ten-sided or Ability dice, eight-sided or Damage dice, and six-sided or Attribute dice, and they are always used in specific situations. In general, when an Ability or Attribute is tested, or Damage is rolled, only one die, the Basic die is rolled, any modifier being added to the result to get a total. However, it can be as many as three. It cannot, though, be more than three. The extra dice can either be a Fortune die, an Adversity die, or even both! The result of the Fortune die is added to the result of the Basic die, whilst the result of the Adversity die is subtracted from the result of the Basic die. Adding both a Fortune die and an Adversity die to the dice to be rolled does not mean that they cancel each other out. Instead, their results are added and subtracted respectively.

When a Player Character undertakes an action, his player makes an Action Roll, consisting of the appropriate Basic die—whether a ten-sided die because the Player Character has an appropriate Ability or a six-sided die because he does not and must rely upon an Attribute instead—and applies any modifier. The Difficulty Rating for the Action Roll ranges from six for ‘simple’ to eighteen for ‘superhuman’. The success result can vary. A result equal to, or greater than the Difficulty Rating is a Standard Success and indicates that the Player Character has achieved his intended aim. A result one-and-a-half times or greater than the Difficulty Rating is a Major Success, and indicates that the Player Character has achieved his intended aim with positive benefits. A result less than the Difficulty Rating and less than half of the Difficulty Rating is a Partial Success, and indicates that the Player Character has achieved his intended aim, but with unforeseen complications. A result less than the Difficulty Rating and more than half of the Difficulty Rating is a Failure, and indicates that the Player Character has not achieved his intended aim.

In addition, a Player Character can also roll a Spectacular Success or Disastrous Failure. A Spectacular Success is achieved when a Fortune die is included in the Action Roll and a maximum result is rolled on the Fortune die, when the result of the Action Roll is a Standard or Major Success. Similarly, a Disastrous Failure is achieved when an Adversity die is included in the Action Roll and a maximum result is rolled on the Adversity die, when the result of the Action Roll is a Partial Success or Failure. Although a Disastrous Failure cannot result in the death of a Player-Character, the Game Master is free to be as creative as she wants, whether the result is a Spectacular Success or a Disastrous Failure.

Both combat and magic use the same mechanics. A combatant has a single gesture, move, and action each round, and if he attacks, his player’s Action Roll is against his opponent’s Physical Resistance as the Difficulty Rating or Magic Resistance if the weapon used involves arcanotech. A Fortune die can be added to an Action roll if the opponent is immobilised, paralysed, knocked down, unconscious, and so on, likewise an Adversity die can be added if the attacker is suffering from similar conditions. Damage is rolled on a single eight-sided die, plus the weapon’s damage bonus, and is halved if the outcome of the Action Roll is a Partial Success, but increased by a half if a Major Success. Damage inflicted equal or superior to an opponent’s Injury Threshold and an injury is inflicted. 

The Lore & Legacy – Quick-Start Guide only presents two types of magic, more being available in the core rules. These are Illusory and Material magic. The former deals with changing the perceptions of others about their environment, the latter being the scientific study of making real what was not, or transforming what is. As in combat, the outcome of a Partial or Superior Success on an Action Roll halves the effect of the spell, or increases it by half, respectively. Just a handful of spells are included in the Lore & Legacy – Quick-Start Guide.

The Lore & Legacy – Quick-Start Guide includes four pre-generated Player Characters, which come four of the species available. The Disincarnated are humanoid synthetic life forms left behind by the Astarites, but discovered and reactivated by Free-Lancers, who gather experiences until they reach maturity and individuality; Dakti are short and muscular, good engineers and builders with great physical strength, and nicknamed ‘Dwarves’; Ælfyn, or ‘Elves’ are graceful forest-dwellers deriving most of their energy from photosynthesis; and of course, Humans. Two other species, the reptilian, four-armed Agamids, and the hardy and muscular, felinoid Orcs, who originated from the same world as the Ælfyn, are mentioned, but do not appear. The four pre-generated Player Characters consist of a Disincarnated Healer, Dakti Wizard, Ælfyn Marksman, and a Human Warrior. Theya re of course, members of the Free-Lancers’ Guild, essentially the in-built reason for the Player Characters to explore and adventure on Empyrea. 

The adventure in the Lore & Legacy – Quick-Start Guide is ‘Froglins in the Mist’. Divided into five acts, it is a fairly linear and straightforward affair. It begins in the port of Brasto, a successful trading city-state in the Contested territories. The local branch of the Free-Lancers’ Guild has posted a mission—a celestial barge in distress was spotted over a mangrove swamp two days’ walk south and it wants someone to check for survivors. The adventure provides the players and their Player Characters the chance to test out the mechanics with some shopping and bargaining, followed by travelling, before getting into the meat of the scenario. The Player Characters easily locate the crash of the celestial barge and discover that it was attacked after it crashed, and both crew and passengers are missing. Very quickly, the Player Characters will themselves be under attack, but will ultimately discover what is going on and hopefully rescue both passengers and crew. To be fair, ‘Froglins in the Mist’ is a bit simplistic and too combat orientated, so there is not much in the way of plot to its story. As a one-shot or a starting point for a campaign, it is fine though, providing a reasonable showcase for the mechanics and a little of the world of Empyrea, which can be played through in a session or two.

Physically, the Lore & Legacy – Quick-Start Guide is well presented. Much of the artwork is excellent and much of it reminiscent of FASA’s Earthdawn roleplaying game—which should be no surprise given that artist Jeff Laubenstein worked on both. The writing is also good, and the translation is more than reasonable. It feels a little overwritten in places, the rules, though simple, often feel as if they have more terms than they really need.

If there is a downside to the Lore & Legacy – Quick-Start Guide, it is that both it and the ‘Froglins in the Mist’ adventure could have done with a little more mystery and a little more wonder to really hook both Game Master and her players into setting of the Empyrea. Perhaps the adventure could have been slightly longer and maybe gone into some ruins that might have delivered that needed mystery and wonder? It is a serviceable adventure though and perhaps a separate adventure which would work as a sequel—whether using the quartet of Player Characters included in the Lore & Legacy – Quick-Start Guide or created using the core rules, might deliver that? Nevertheless, the rules themselves are actually fairly simple and easy to understand, being on par in terms of complexity with something like Savage Worlds or Numenera. The setting of Empyrea itself has a post-apocalyptic set-up combined with Science Fantasy and Planetary Romance a la Skyrealms of Jorune or again, Numenera. Overall, the Lore & Legacy – Quick-Start Guide is a decently done little quick-start that can be played and enjoyed as is, but would really benefit from just a little more of its mystery.

Unseasonal Festivities: The Doom That Came to Christmas Town

Every year Goodman Games publishes a holiday-themed scenario. Some years it is for the Dungeon Crawl Classics Role Playing Game, other years it is for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. For 2020, the scenario is for the former rather than the latter. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a Level 2 adventure, that is, it is designed for Player Characters of Second Level. Which means that it is not a Character Funnel, one of the features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is not even a scenario which can be easily slotted into a campaign. This is due to two factors. First, it thoroughly embraces its Christmas theme and second, it is intended as a one-shot.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town takes place in The Frozen North, home to Christmas Town where Lord Claus and Mrs. Claus resides together, a Peppermint Mine, Christmas Tree Forest, and more. At the centre of Christmas Town, atop a majestic pine tree, sits the Yule-Light, casting its joyful and life-enhancing light over the small town and its inhabitants. Yet its radiant light, a symbol of goodwill and hope to all, has of late, waned, and in its dim glow, a gloom has fallen over Christmas Town, just on Christmas Eve. At the same time, a sickly-sweet wind has begun to blow from the north, and Lord Claus himself has been stricken. Elsewhere, there are rumours that the Abominable Snow Monster of The North has returned from beyond the Polar Wastes in search of food, and Lord Claus’ trusted champions—Yukon of Cornelius, Rudolph the Red, and the powerful dental-mancer, Hermey, have all gone missing. Yet these pale into significance given the possibility of the Yule-Light being extinguished and allowing evil seep into the world… 

As Lord Claus lies sick in his bed, he urges a band of doubty adventurers, including an Elf Toymaker, a Who-Ville Halfling, Fledgling Reindeer, Mrs. Claus, a Snowman, a Special Delivery Courier, and a Lamplighter, to go forth and look for his missing lieutenants, before warning them that the Grinch has awoken, and that perhaps the true spirit of Christmas may be found in his lair… Wherever that is? Inspired by classic Christmas stories like Rudolph the Red-Nosed Reindeer, Santa Claus Is Comin’ to Town, and especially How the Grinch Stole Christmas!Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town comes with numerous maps, a puzzle or two, seven pre-generated Player Characters, and an eight-location sand-crawl. Initially, the Player Characters will have only a little idea as to which location to go to first, relying at first on what little knowledge they possess and rumours they can learn in Christmas Town, and then at each of the scenario eight locations. These include Christmas Tree Forest, the Isle of Misfits which is home to King Moonracer, a Peppermint Mine, the Winter Warlock’s Tower, and more. At most these, none of which run to more than a handful or two of entries, the Player Characters should be able to find not just clues, but also magical items which will help them elsewhere.

There is a duality to the tone of Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town. The most obvious is humorous and light-hearted, playing up the elements of traditional Christmas stories and especially How the Grinch Stole Christmas!, for this is very much an American Christmas. This is seen especially in the pre-generated Player Characters, which are Christmas-themed versions of traditional Dungeon Crawl Classics Classes. For example, Fireball the Reindeer is a Warrior who attacks with antlers and hooves, and has limited flight, and Mrs. Claus is actually a Cleric armed with a rolling pin and in addition to divine spells, can rustle up delectable dishes with ease. And of course, the choice of monsters drawn from Christmas stories are fairly humorous, as are some of the encounters, such as the Strange Metal Pole which the Player Characters are compelled to lick and have their tongues stuck which is not good for spellcasters). Conversely, the other side to Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is fairly grim. Such as with an Abyssal Reindeer Demon armed with a crossbow capable of pecking out the eyes of his targets! Thankfully the grim bits counter the sugary sweet bits in the module.

Ultimately, the likelihood is that Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town will be completed in a single session—perhaps two at the very most. This can be done using two approaches. One would be to play through it like a typical sandbox adventure, primarily using brute force, and there is a lot of opportunity for that, but the other approach would be to play to the scenario’s Christmas theme, which when combined with good roleplaying will work in places. Similarly, the scenario’s puzzles, of which there are two, can be dealt with using either of these approaches. Both are fairly silly affairs and depending upon the play style of the group, may be accepted as is or considered to be just a little frustrating. That said, the scenario might have been improved with a third puzzle to really round it out a little—a trio of puzzles is more fitting than just a pair.

Physically, Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is decently done. The artwork is fun, but the maps are perhaps a little dark and a lighter look might have suited the tone of the scenario better.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a thematically fun one-off, working best when players and Judge alike embrace and play up to its themes. It is good for that end of year palette cleanser, a change of pace and tone between campaigns or breaks in campaigns.

Titanic Tales

The gods have always fought against the generations of gods that came before them. In Greek myth, the Olympians—the gods with which we are most familiar from Greek and Roman mythology—fought a decade-long battle to see who would have dominion over the world. This is the ‘Titanomachy’, or War of the Titans. It is this war and this intergenerational conflict of young gods rebelling against and ultimately defeating their parents which is a major influence for Scion, the roleplaying game in which players roleplay the mortal descendants of gods—or Scions—who grow to become both the agents and the active presence of their parents in The World, the mortal realms as we know them. Of course, such tales of intergenerational godly conflict are not confined to Greek and Roman mythology, and neither are the Scions. Thus, in Scion: Origin and Scion: Hero, they include not just the Theoi or Greco-Roman pantheon, but also the Aesir or Norse Gods, the Manitou or Algonquian pantheon, Netjer or Egyptian pantheon, the Kami or Japanese Gods, the Tuatha Dé Danann or Irish Gods, the Óríshá or Yórúba pantheon, the Devá or Gods of South Asia, the Shén or Chinese pantheon, and Teōtl or Aztec pantheon. And each pantheon has its own set of Titans, older deities more archetypal embodiments of a particular purview whose pursuit of their primal urges tend to have destructive effects, especially on the mortal realms. Consequently, the Gods, many of them children of the Titans, imprisoned the Titans, who have rattled their chains ever since, more recently weakening them and allowing their more monstrous offspring to enter The World and threaten humanity. However, the relationships between the Gods and their Titans varies from one Pantheon to the next, and it is these relationships which are explored in Titanomachy, a supplement for both Scion: Origin and Scion: Hero which brings the second War against the Gods one step closer.

Published by Onyx Path PublishingTitanomachy can be divided into three large chapters. The first of these is devoted to ‘The Titans’ and details the various Titans of Scion’s ten pantheons—or rather it does not. In each case, the Titan is fully detailed, including aliases, callings and purviews, relationships and agendas, view of other pantheons, and current priorities. There are typically three or four entries per pantheon, plus the Birthrights for the Scions of the Titans of that pantheon. These include creatures, followers, guides, and relics.

For example, the Titans for the Aesir are Jörð, Nidhoggr, Surtur, and Ymir. Jörð is described as the most beautiful of Aesir, an Earth Mother and creator of the Dwarves, whose father was killed by Asgardians and who was in turn abandoned by Odin, and ultimately, their son, Thor. Although she misses her son, her heart has grown bitter at the treatment by both him and his father. Jörð’s Callings are Guardian, Lover, and Primaeval,  and her Purviews are Beauty, Earth, Epic Stamina, Fertility, and Passion (Love). Her relationships and agendas primarily involve looking for companionship beyond the confines of the Pantheon, having grown bored of their repetitive behaviour, but as intelligent and skilled as she is, her own behaviour is often smothering and repetitive. Jörð holds the other Aesir in contempt, but is beginning beyond its confines for ideas and companionship, and her current priorities include protecting endangered species, and protecting and loving those Scions she creates—and of course, expecting much love in return. Automatically, Jörð makes for a great—or is that terrible mother figure?—especially if the Scion Player Character is related to Thor or Odin, or even simply red-headed. She could even be supporting radical eco-activists in their efforts to protect endangered species.

The other Titans of the Aesir—and of course, those of the other pantheons, are given a similar treatment. Thus for the rest of the Aesir, Nidhoggr is either the ‘Corpse-Chewer’ or ‘The Pretender’, who might be the serpent who gnaws the roots of Yggdrasil, the World Tree, or who might be the nemesis or simply a trick of Niõhöggr, who also gnaws the roots of Yggdrasil. It is intentionally confusing, but Scions of either are bent on the destruction of the other. As for Surtur, he is only concerned with his duty—fiery destruction and causing natural disasters for regrowth, and lastly, Ymir, the father-of-himself and all of the Aesir, plots to take Asgard as is his right, but his head-in-clouds mind and drive to micro-manage his fellow Titans and his own Scions means that he is rarely successful.

In terms of Birthrights, the Scions of the Titans of the Aesir might have access to creatures such as the cows sacred to Ymir, which he uses to send messages—whether in the slaughterhouse house or on the dairy farm, whilst Jörð uses her Followers the Dvergar, as her Messengers and Guides. An unaligned Guide and Messenger is Ratatoskr, the squirrel of the World Tree, who when not annoying Nidhoggr (or Niõhöggr) carries news and spreads lies, surely a great role model for a scurrilous gossip mongering Titan Scion! Then for relics, the ‘Brains in a Bottle’ provides a means of very limited communication with Ymir, ‘Jörð’s Bracelets’ allow the wearer to draw power directly from earth, ‘Nidhoggr’s Tooth’ is a dagger carved from a tooth capable of piercing any armour and holding any poison, and ‘Ymir’s Skull Fragment’ enables the user to view anywhere visible from the sky.

Titanomachy does this in turn for each of the Titans for almost all of the Pantheons, giving the Storyguide a wide range of options and foes to bring into her campaign. Where this diversity gets really interesting though, is how each of the various pantheons relates to its Titans. The Devá or Gods of South Asia loathe not only their own Titans, but those of other pantheons and take exception to pantheons who are more forgiving of them. The Titans and the Kami or Japanese Gods simply hate each other over a betrayal which happened centuries before, whilst those of the Manitou or Algonquian pantheon are simply seen as troublesome members of the same family. Similarly, the Titans of the Netjer or Egyptian pantheon are also accepted, but more as a balancing counterparts to their corresponding gods who defeat them over and over. The Titans facing the Shén of the Chinese pantheon are mired and quantified into the celestial bureaucracy, whilst those of the Teōtl or Aztec pantheon work to destroy the world completely, just as they have four times before. Of course, the gods of the Theoi or Greco-Roman pantheon hate their Titans, whilst the Tuatha Dé Domnann are only Titans because they lost their battle against the Tuatha Dé Danann or Irish Gods. Lastly, the exceptions are the gods of the Óríshá or Yórúba pantheon, which lacks Titans and dismisses the concept, fundamentally because of the divisive and delegitimizing nature of the categorisation.

Having presented the Storyguide with such a diverse range of mythological creatures, would be gods, former gods, and more, the second chapter to Titanomachy delves into ‘Storyguiding’. This highlights the questions a Storyguide needs to address before bringing Titans into her campaign—how big a role, which pantheons, has the Cold War between the gods and the Titans turned ‘hot’, and so on. What level are the Player Characters involved in the war—hot or cold—at street level, globetrotting across The World, or delving in and out of Terra Incognita, increasing the mythic stakes at each level? Along with numerous plot hooks covering numerous Titans presented in the previous chapter, there is also good advice on how to use the Titans. As NPCs, they might range free, come to the Player Characters for help (or vice versa), languish in prison (which is traditional) and thus requiring a visit, and even serve as allies. One interesting option covered is as Titan Scions, that is as Player Characters, having a Titan Calling instead of a Scion Calling. This lends itself to some great roleplaying challenges and storytelling possibilities as Titans are often prone to inhuman behaviour due to their parentage (whether actual or adopted). However, this may not be welcome in every playing group, and the authors suggest that for this reason, the inclusion of Titan Scions as Player Characters be discussed first.

The various levels of play—street level, globetrotting around The World, and into Terra Incognita are supported with three extended scenario outlines, each three acts long and accompanied by stats for the Storyguide characters. The street level scenario is  ‘Diaspora’, a locked room type mystery where the room is actually a whole airport in which the Scion must find some stolen relics, uncover imposters, solve a murder, and survive an apocalyptic boss fight in the course of an afternoon. The World scenario, ‘Lunar New Year’ is more open and can either start a campaign or be dropped into it as the Scions investigate the disruptive activities of a chaotic Titan Scion in New York. ‘Bring Forth a Greater Thunder’ is the Terra Incognito scenario and is far more open in its structure, consisting of key scenes and various subplots. All three scenarios involve the three areas of play intrinsic to Storypath games—action-adventure, intrigue, and procedural, and all nicely show what a Scion scenario can involve.

Lastly, the chapter on ‘Storyguiding’ discusses another type of entity key to many pantheons and mythologies—dragons! Dragons claim to have existed before the creation of The World and to have been the first in The World, which many Titans find objectionable. This is exacerbated by there being some overlap between Titans and Dragons, so that there may be two beings of the same name, but be different all together and be the same at the same time. As with the earlier Nidhoggr (or Niõhöggr), this is intended to be slightly confusing. Potentially though, Dragons represent a threat that Scions and Titans can both agree on.

The third and final chapter in Titanomachy consists of ‘Antagonists’, a wide range of enemies, potential allies, and other Storyguide characters. There is a guide to adjusting adversaries up and down to match the Scions and building archetypes adding Qualities and Flairs like ‘Bringing the House Down’, ‘Entrap’, and ‘Miasma’ to  base Spawn or Titanic minions, before listing over eighty examples. These include the familiar creatures of myth and legend, from Banshee, Fomorians, Gremlins to Internet Trolls (Lesser and Greater), Phouka, and Wendigo, alongside the unfamiliar and the individual. The former are drawn from mythologies less familiar to a Western audience, for example, the Harionago, female monsters who stalk the streets strangling with their hair anyone who returns their smiles or the Tikoloshe, creatures of polluted water and spite born to make the lives of others miserable. The latter are individual Titan Scions, such as Ed and Edie Jackson, sweet old pensioners adopted by Prometheus who setting fire to buildings and even Timothy Allgood, a tireless advocate for the release of Titans everywhere, who may be simply a good talk show guest or an actual Titan Scion.

Lastly, an appendix provides a raft of new rules. These include Collateral, a means of handling damage or events  to the environment around them when the Scions face Titan Scions or creatures of legendary size, and numerous Birthrights, from Cyclops, Dragon Secretary, and Grigori Rasputin to Cursed Copper Goods, Silk Spider Shawls, and Sinister Hands. The appendix is rounded off with a wide selection of Knacks that any Storyguide character or Player Character Titan Scion can have, depending upon their Titan Calling.

Physically, Titanomachy is well written and well presented. The artwork varies a little in quality, but otherwise, this is a decent looking book.

Titanomachy could simply have just been a book of monsters and their stats. Fortunately, it is much more than that. Many of the Titans and creatures and Titan Scions are monsters and are likely to serve as enemies to the Player Character Scions, but Titanomachy provides and discusses options to make them much more—frenemies, potential and/or temporary allies, and thus more interesting. In doing so, it builds on the thoroughly enjoyable descriptions of the Titans given for each of the pantheons that in turn lend themselves to great story hooks, interesting relationships with the Player Character Scions, and good roleplaying. All that and the descriptions also serve as more great introductions to the stories and myths of each pantheon such that the reader wants to find out more. Plus there are the detailed scenario outlines and plot hooks and actual monster, creature, and Titan Scion descriptions and stats which all together almost feel like a bonus!

Titanomachy is not just a great read for the Storyguide, but an indispensable guide to both the obvious foes of the Player Character Scions and how to turn a few of them into something more than just foes. Once the Storyguide has her Player Character Scions on their paths to divinity, Titanomachy is a next-step purchase for both Scion: Origin and Scion: Hero.

Substitute Souls

In comparison to Tales from the Loop, there is relatively little support for its sequel, Things from the Flood. Both share a setting in Mälaröarna, the islands of Lake Mälaren, east of Stockholm, first in the 1980s and then in 1990s, the site of the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi. Both are settings drawn from Simon Stålenhag’s artwork, Tales from the Loop contrasting an almost pastoral idyll against a hi-tech world of the Loop, robots, and skies filled with ‘magnetrine vessels’, freighters and slow liners whose engines repel against the Earth’s magnetic field, an effect only possible in northern latitudes. In Things from the Flood, the pastoral idyll has been spoiled, the lands around the Loop spoiled by a hot, brown liquid bubbling up out of the ground, Riksenergi being shut down and the Loop being sold off, robots suffering from a strange cancer, and the resulting economic crisis would lead to depression, personality changes, divorces, gambling disorders, and more… Where Tales from the Loop is positive in tone and has a fascination with technology, Things from the Flood is darker and has a fear of technology.

Thankfully for fans of Things from the Flood—and other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, and perhaps even surprise us. So it is with Somethings are Better Left Unsaid.

Somethings are Better Left Unsaid is a scenario for Things from the Flood, and whilst it does involve things, it does not involve either floods, Loops, or even Sweden. It is still set in the 1990s though, but Australia, rather than Sweden, and the Teens are still teenagers. It is the second in a series of adventures—the first being Shakespeare’s Monkeys—involving the efforts of the research company, Northstar R&D, led by its founding CEO, Jeremy Longstaff, which wants to bring some of the technological and scientific benefits, in particular, the magic of magnetite, from the Loops in Sweden and Boulder City, Nevada, to the Southern Hemisphere. It is a short, one or two session scenario set in the lakeside town of Jindabyne, a small tourist resort in the Snowy Mountains of New South Wales, Australia.

Despite sharing the same location and being set in Australia, Somethings are Better Left Unsaid is a little different in comparison to Shakespeare’s Monkeys. In a way, it feels less Australian because it does not involve an intelligent creature a la the series, Skippy the Bush Kangaroo (which in Shakespeare’s Monkeys manages to feel simultaneously appropriate and inappropriate). However, because it forgoes this obvious potential for parody, it allows the authors to bring in something which is genuinely Australian and so brings colour into the scenario which was not present in Shakespeare’s Monkeys. This is Behind the News, a long-running news programme broadcast on Australia’s ABC TV and aimed at upper primary and lower secondary students to help them understand issues and events outside their own lives. Show the players an episode of this—especially those from the nineties and perhaps worked into scenes earlier in Shakespeare’s Monkeys and that would go towards adding colour to the four scenarios.

The other difference between the two scenarios is that Somethings are Better Left Unsaid brings the threat at its heart closer to home—or at least closer to school. The Teens of Jindabyne begin to have the weirder feelings than the norm—that they almost know what others are thinking and of floating just above their bodies as they fall asleep at night, just as radios keep squawking static and the sound of voices begging. Could these be connected? The one day at school, just as they are about to watch the latest episode of Behind the News, their science teacher, along with a fellow student,  faints in class. If they go to check on either of them in hospital the next day, they discover that the local doctors are both perplexed and worried, but a strange old man, accompanied by bodyguards no less, seems to be taking an interest in them. Things take a really weird turn the next day when the substitute the science teacher who is sick, Doctor Matianov, is actually the strange old man who was seen at the hospital the day before. This is not just weird, for it gets worse when it becomes obvious that Doctor Matianov is actually a terrible teacher! Just what is going on and just what does it have to do with Doctor Matianov? Is he really a teacher? Has he joined the staff at the school for reasons of his own?

Somethings are Better Left Unsaid is creepy and weird and ties into our fears—and those of the Teens—of conspiracies (Doctor Matianov is actually Russian), loss (in particular of important mentors and friends), and the supernatural (the weird voices heard over the radio, at the very least). It is darker in tone than the earlier Shakespeare’s Monkeys and is more focused and confined to just the school and the hospital, rather than being more open in terms of its play area. The result is that Somethings are Better Left Unsaid is shorter and more likely to played through in a single, intense session (though it could stretch to two). Similarly, just as with Shakespeare’s Monkeys, the decently explained plot is easily adapted to other settings—even back to Mälaröarna or Boulder City! There is however one issue with Somethings are Better Left Unsaid which it shared with Shakespeare’s Monkeys. It leaves the connections to Northstar R&D undeveloped and unexplored, and perhaps it would have been better for this scenario and the previous one to have dropped some hints or foreshadowed at the corporation’s involvement.

Physically, Somethings are Better Left Unsaid is a decently laid out document and follows the format for Things from the Flood. Some of the artwork is decent too, and the maps are nicely done. The darker turn of Somethings are Better Left Unsaid is not unwelcome scenario in what is another likeable enough affair that offers the chance to explore the world of Things from the Flood from a different perspective. It feels as if it is laying the foundation for something larger, but not telling the Game Master what it is yet, and that really needs to come through in the next scenarios to be released.

The FATE of Yig

FATE of Cthulhu added two elements to Lovecraftian investigative roleplaying—time travel and foreknowledge. Published by Evil Hat Games, the 2020 horror roleplaying game was built around campaign frameworks that cast the Player Characters as survivors in a post-apocalyptic future thirty years into the future, the apocalypse itself involving various aspects and entities of the Mythos. Not only as survivors though, because having entered into a pact with the Old One, Yog-Sothoth, they have unlocked the secret of time travel and come back to the present. They have come back aware of the steps along the way which brought about the apocalypse and they come back ready to fight it. This though is not a fight against the Cthulhu Mythos in general, but rather a single Old One and its cultists, and each thwarting of an Old One is a self-contained campaign in its own right, in which no other element of the Mythos appears.

The five campaigns, or timelines, presented in FATE of Cthulhu in turn have the Investigators facing Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, and the King in Yellow. Each consists of  five events, the last of which is always the rise of the Old One itself. The events represent the roadmap to that last apocalyptic confrontation, and can each be further broken down into four event catalysts which can be people, places, foes, and things. The significance of these events are represented by a die face, that is either a bank, a ‘–’, or a ‘+’. These start out with two blanks and two ‘–’, the aim of the players and their investigators being to try to prevent their being too many, if any ‘–’ symbols in play and ideally to flip them from ‘–’ to blank and from blank to ‘+’. Ultimately the more ‘+’ there are, the more positive the ripple will be back down the timeline and the more of a chance the investigators have to defeat or prevent the rise of the Old One. Conversely, too many ‘–’ and the known timeline will play out as follows and the less likely the chance the investigators have in stopping the Old One.

Each of the five timelines comes with details of what a time traveller from 2050 would know about it, more detail for the Game Master with a breakdown of the events and their Aspects, Stunts, Mythos creatures, and NPCs. Most of these can serve as useful inspiration for the Game Master as well as the advice given on running FATE of Cthulhu and her creating her own timelines. After all, there are numerous Mythos entities presenting the prospective Game Master ready to create her own timeline with a variety of different aspects, purviews, and even degrees of power, but nevertheless capable of bringing about an apocalypse. However, Evil Hat Games has already begun to do that with its own series of timelines, each again dealing with a different Mythos entity and a different downfall for mankind. The first of these is The Rise of Yig.

Darkest Timeline: The Rise of Yig is different. It is triggered by a surprise eclipse in 2020, visible only in northern Mexico and in the southern United States, casting the whole of the region into shadow and it was into this darkness that Yig—the Father of Serpents—awoke. Wherever he walked, civilisation was destroyed in his wake; his full psychic emanations led to terrifying dreams of snakes and other reptiles; new species of snakes appeared with a painfully venomous bite that defied science, only those that pledged themselves to the Father of Serpents and became his foot soldiers, the Children of Yig, proved to be immune; Serpentmen appeared and struck at important leaders; and the weather heated up the planet leading to the spread of a hothouse jungle which would swallow up city after city in less than a year. Only in the polar regions has mankind been able to find a refuge…

In that year, organisations also appeared to combat the threat faced by humanity. Organisations such as the Center for Defense against Elder Threats from the UN, the Chimalli Union, and the Dark Light Net which had all long prepared in secret in case such an event as this occurred. However, the one of the Old Ones that they had not been prepared for is Yig. That is the first difference in Darkest Timeline: The Rise of Yig in comparison with the five timelines given in FATE of Cthulhu. Yig is almost comprehensible in his actions, and has a reputation for benevolence when it comes to mankind, being mostly concerned with the well-being of his children—reptiles, snakes, and of course, Serpentmen. So the question is, was Yig planning the downfall of mankind in 2020, or was there something else going on with this most benign of Old Ones?

As with the timelines in the core rules, Darkest Timeline: The Rise of Yig details the history of its apocalypse and the four events which led up to it for the benefit of the Investigators who will be aware when they jump back from the future. It is accompanied by a more detailed timeline for Game Master along with their four event catalysts (which can be people, places, foes, or things) and their die face settings which the players and their Investigators will need to change by making enquiries and working to defeat the cult. There are details of threats and situations, including cultists like the Agents of the Snake and Snakepersons, the relics and magic associated with the cult, and in particular, the agents of Center for Defense against Elder Threats from the UN, the Chimalli Union, and the Dark Light Net.

If there is an issue with Darkest Timeline: The Rise of Yig it is that it is very busy and there is a lot going on, but the Game Master is given a clearer explanation at the end of the supplement. That is the other difference between Darkest Timeline: The Rise of Yig and the five timelines given in FATE of Cthulhu. It is more complex, not as straightforward, and there are multiple factions involved across the timeline. This makes for a much more challenging campaign, both to run and play, for the players and their Investigators to determine what is going on and what the motives are of the various factions involved in the apocalypse—on both sides. Then for the Game Master to depict the various members of these factions. Again, the clearer explanation at the end of the supplement is a big help with that.

Physically, Darkest Timeline: The Rise of Yig is cleanly presented. It is easy to read and the lay out is tidy, though it needs an edit in places. The artwork is good also.

Although Darkest Timeline: The Rise of Yig is specially written for use with FATE of Cthulhu and very much built around the Investigators coming back from the future forearmed with knowledge of the past, there is nothing to stop a Game Master from using to run from the opposite direction and from a point of ignorance. That is, as a standard campaign a la other roleplaying games of Lovecraftian investigative horror, whether that is actually for FATE of Cthulhu or another roleplaying game. Plus, given the nature of the threat faced in Darkest Timeline: The Rise of Yig, it is easy to comb the support for roleplaying games of Lovecraftian investigative horror to find, if not more Yig-related scenarios, then at least more Serpentmen scenarios. Which gives it a flexibility beyond FATE of Cthulhu.

Darkest Timeline: The Rise of Yig gets the ‘Darkest Timeline’ series off to a strong start. It serves up a horridly ophidiophobic and fairly complex framework that will take some effort to really run right, but delivers a surprising take on Yig and his associated Mythos.

Unseasonal Festivities: Dungeons & Dragons Annual 2021

The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2021, the format is very much a British one—puzzles and games, yes, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.

Published by Harper Collins Publishers, the Dungeons & Dragons Annual 2021 opens with a history, done as a timeline, which runs from the Dungeons & Dragons of 1974 to the recent release of the Baldur’s Gate III and Dark Alliance computer games. It includes each of the roleplaying game’s various editions, and highlights their best features, plus notable highlights such as the Dungeons & Dragons cartoon and the estimated number of players. The ‘D&D Quick-Start Guide’ suggests the first steps that a prospective player take to get into the game, from choosing the party and deciding who would be Dungeon Master to grabbing pencil and paper and selecting a campaign. Then it is onto ‘Creating a Character’, which actually serves as an easier to grasp guide to the process, and actually better than that given in the Player’s Handbook. As you would expect, it neatly breaks the character sheet down and takes the reader through the process step-by-step—though of course, the reader will still need to refer to the full rules.

The would-be Dungeon Master receives a similar treatment, beginning with ‘Master Dungeon-Mastering’, looking at a possible next step the player might want to take after playing a few games of Dungeons & Dragons. This takes her from ‘Choosing your Campaign’ and ‘Setting the Scene’ through to ‘Planning Encounters’ and ‘Roleplaying’, and includes a quick guide to running combat. The one issue with this article is really the choice of illustration for when choosing the beginning campaign—Dungeons & Dragons Essentials rather than the Dungeons & Dragons Starter Set. There is nothing wrong with including the illustration of Dungeons & Dragons Essentials, but the Dungeons & Dragons Starter Set is the more obvious entry point. The next step for the Dungeon Master is ‘Tips for World-Building’ which poses her several questions should she want to begin creating her own setting, her own campaign world. Unsurprisingly, it is fairly basic, but it serves as a set of beginning pointers.

One of the best features about any new roleplaying game is an example of play since it showcases how the game is intended to be played and be played. ‘A Tale of a First Encounter’ is a lengthy, three-part example of play which is set in an inn where several adventurers come together to form a party before an unexpected showdown with a bunch of bandits. It weaves in and out of game play and table talk and ultimately shows how dangerous combat can be as well as giving some idea of how Dungeons & Dragons can be played. Unfortunately not set in a dungeon, it does however show it is very much a social game, a game played by a diversity of players. If ‘A Tale of a First Encounter’ shows how the game is played, two other articles showcase how Dungeons & Dragons can also be consumed. The first is ‘Spectator Mode’ which features the seven most well-known real-play live streams, with Critical Role at the top of course. The second is ‘Audiophile’, which does the same for podcasts. Although there are no links, but they point to another way in which a prospective player can learn how the game can be played and enjoyed if he cannot immediately begin playing, and so ease himself into Dungeons & Dragons, Fifth Edition vicariously. ‘Beyond the Tabletop’ does a similar thing, but points towards some of the card games, computer games, and comics currently available for Dungeons & Dragons.

Once a player begins play, the Dungeons & Dragons Annual 2021 suggests options to improve both his gaming experience and that of his fellow players. ‘Level Up Your Table’ gives a host of accessories that he can add, such as DM Screens, maps, miniatures, apps, and more. Similarly, ‘Adventurers League’ and ‘Extra Life’ point to how a player can take his Dungeons & Dragons away from home and into the gaming community itself. The former with regular events at his local games shop (and ‘Your Friendly Neighbourhood Game Store’ points to just a very few of the very many available, as well as giving a player an idea of what they look like), whilst the latter tells the player how the gaming he normally does for fun can mean a bit more by raising money for charity through playing Dungeons & Dragons, and is a worthy inclusion in the Dungeons & Dragons Annual 2021.

Much of the Dungeons & Dragons Annual 2021 can be divided into four strands, including ‘A Tale of a First Encounter’, that run throughout its pages. The first of these is ‘Xanathar’s Classes 101’, which provides an overview of each of the twelve Classes from the Player’s Handbook. Each profile states what a Class is good for, what Proficiencies and Special Skills it has, and why a player should select that particular Class and why he should avoid it. Thus a Bard is described as a jack-of-all-trades, has boosts to his Performance-based skills, and his special skill is Inspiration, used to boost the attacks and saving throws of his allies. Lastly, the descriptions suggest that a player chose the Bard if he wants a character who can perform, persuade, and strategise, but avoid if he instead wants to inflict lots of damage. The counterpart to this is ‘Folk of the Realms’ which does the same for the Player Character Races in the Forgotten Realms and thus the Player’s Handbook. ‘Adventures Across the Multiverse’ guides the reader round some of the most notable worlds and locations in Dungeons & Dragons, Fifth Edition. Thus for ‘Adventures Across the Multiverse: Forgotten Realms’ it identifies Icewind Dale, Neverwinter, and the Lost Mine of Phandelver, whilst Waterdeep is linked to the campaign, Waterdeep: Dragon Heist, Baldur’s Gate to Baldur’s Gate: Descent into Avernus, and Chult to Tomb of Annihilation. The series does the same for Ravenloft and Eberron, although there are very few actual campaigns and supplements associated with them for Dungeons & Dragons, Fifth Edition in comparison to the Forgotten Realms. Later on though, the ‘Adventure Collection’ highlights all of the releases and campaigns for Dungeons & Dragons, Fifth Edition to date.

If ‘Xanathar’s Classes 101’ showcases the Classes of Dungeons & Dragons, then ‘Volo’s [Abridged] Guide to…’ does the same for its monsters. It covers the classics, including Rakshasa, Mimics, Wights, Liches, Beholder, and Duergar, telling the reader what they look like, what their favoured attacks are, how to defeat them, and other pertinent facts. This is a decent enough strand, but perhaps the choice of monsters is not as interesting as it could have been, but with so many to choose from…

Scattered throughout the Dungeons & Dragons Annual 2021 is a handful of puzzles and games. This includes ‘Scrambled Spells’, anagrams of spells taken from Player’s Handbook, Sudukos for both spells and Player Character details, a treasure hunt set on the Sword Coast of the Forgotten Realms; a wordsearch of Dungeons & Dragons monsters, a spot the difference puzzle, a maze, and more. They are clearly designed for a younger audience—as is the Dungeons & Dragons Annual 2021—but do show whatever theme you apply to them, the puzzles themselves have hardly changed, if at all, in decades.

Physically, the Dungeons & Dragons Annual 2021 is snappily presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience. One nice touch is the inclusion of photographs of game shops and people playing, showing that the game has a broader appeal than just at the potential player’s table and that they are having fun at the table. In comparison, the annuals past, the Dungeons & Dragons Annual 2021 is slim, but packs a lot into its pages.

Unfortunately, the two elements that are missing from the Dungeons & Dragons Annual 2021 those of the very title of the roleplaying game itself—no dungeons and no dragons. As inclusive and as well written and as well presented as the Dungeons & Dragons Annual 2021 actually is, that really is a major omission.

Over the years, there have been plenty of introductions to Dungeons & Dragons, some of them decent, some them of utterly pointless and useless, such as the Dungeon Survival Guide and the ‘What exactly were you thinking, Wizards of the Coast?!’ Wizards Presents: Races and Classes and Wizards Presents: Worlds and Monsters books that heralded the arrival of the Dungeons & Dragons, Fourth Edition. Fortunately, the Dungeons & Dragons Annual 2021 is far superior to any of those.

The Dungeons & Dragons Annual 2021 is genuinely an interesting and informative read. To be fair, this is not a book or supplement that a dedicated player or Dungeon Master is going to need, or even want, to read. After all, much of this will be familiar to him or her. However, the Dungeons & Dragons Annual 2021 provides a good introduction to the roleplaying game, especially as a next step after reading the Dungeons & Dragons Young Adventurer’s Guides series and playing the Endless Quest series. It provides a broader overview than either of those two series and better showcases the next steps that a player and a Dungeon Master take should he or she want to start playing. And like all Christmas annuals, the Dungeons & Dragons Annual 2021 is a good gift to the younger reader, especially one with an interest in fantasy and games, but better than those Christmas annuals of old, for there is much, much more fun to be had beyond the pages of the Dungeons & Dragons Annual 2021.

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