Reviews from R'lyeh

Miskatonic Monday #57: The Last Valley

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 Last Valley

Publisher: Chaosium, Inc.
Author: Andy Miller

Setting: Down Darker TrailsProduct: Scenario
What You Get: forty-two page, 36.18 MB Full Colour PDF
Elevator Pitch: Cowboys and dinosaurs, oh my!
Plot Hook: Lost in swirling fog in 1870s Utah whilst hunted by unknowable monsters from the past.Plot Support: Detailed Utah background and history, three monsters (dinosaurs), two NPCs, two maps, six handouts/pictures, and six pregenerated Investigators.Production Values: Decent enough, but could have been better organised.
Pros
# Cowboys and dinosaurs, oh my!
# Potential convention scenario
# Potential one-shot# Well done pregenerated Investigators
# Enjoyable introduction to the Lost Worlds genre# Solid background to Utah
# Creepy, fog-bound hunt# It can happen to Arkham, it can happen to Utah# Action driven scenario# Potential to divert a campaign in a weird direction

Cons
# Linear
# Utah background underused# Maps difficult to use# No Sanity losses for failure?# Potential to derail a campaign in a weird direction
Conclusion
# Cowboys and dinosaurs, oh my!
# Maps and Utah difficult to use# Potential to derail a campaign in a weird direction

Manners, Magic, & Machination

Lyonesse is a lost land, a kingdom out of Celtic and Arthurian legend to the west of France and the British Isles said to have slipped under the waves late in the eleventh century in just a single night. Adherents of Christianity say that the drowning was divine wrath as punishment for the islanders’ unvirtuous living, but in truth, the inhabitants of the Elder Islands were always reluctant to accept the new faith’s spread from the lands to the East. None more so than the islands’ halflings—or fae—in their fairy shee (or grottoes) in the Great Forest of Tantravelles, their very power preventing Christianity from gaining a foothold, whilst the ordinary men and women of the Elder Isles embraced a great many other faiths. This was before the islands’ submergence, when its Ten Kingdoms and petty duchies and baronies feuded with each other, knights sought to embody the code of chivalry, wooing fair noble women, and competing in tournaments major and minor; wizards and witches explored the limits of their knowledge in the Elder Isles and otherworldly realms, whilst being bound by the Great Edict of Murgen—the most powerful of the surviving Elder Islands’ arch-mages—which forbade them from involving themselves in the petty politics of the Elder Isles, but not from meddling in the affairs of each other; and flimflammers and mountebanks slinked from village to village, enjoying the best that each has to offer for the least amount of effort—or the best scheme they can run. It is the events which took place in the Elder Isles during the Fifth Century that are perhaps the best known, when the ambitious King Casmir of Lyonesse sought to defeat and conquer the nine rival kingdoms, in particular, the island kingdom of Troicinet and its king, Aillas. These tales—and others—are chronicled in the fantasy novels, Lyonesse, The Green Pearl, and Madouc—better known as the Lyonesse Trilogy by author Jack Vance. They and their setting are also the subject of a roleplaying game from The Design Mechanism.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is a hefty tome which enables the Storyteller and her players and their characters to explore the Elder Isles and get involved in the intrigues, plots, rivalries, and conniving between the kingdoms and their lords, between those of rival magic users, court lords and ladies, adventure on quests great and small, get caught up in the taunts and clutches of the faery, or simply go in search of a really good cup of tea and slice of cake—if not pickled brawn and mashed bean sprouts in a robust nigella sauce, followed by fried grayling fish with sautéed pollock drizzled with a white wine nettle sauce. In addition to being able to randomly determine the landlord of the inn or eatery where the Player Characters are dining, as well as what they are eating—feasts are an important feature of life in the Elder Isles, Lyonesse introduces the Elder Isles and gives a synopsis of the three novels, explores the Ten Kingdoms via a lengthy gazetteer, examines their society and religion, presents rules for the magic of the Elder Isles, and more. The book is over five hundred pages long and whilst somewhat unwieldy, is undeniably comprehensive.

The comprehensiveness begins with a history of the Elder Isles followed by a guide to the Ten Kingdoms of the Elder Isles—Blaloc, Caduz, Dahaut, Dascinet, Godelia, Lyonesse, North Ulfland, South Ulfland, Pomperol, and Troicinet, as well as two others, Scola and Skaghane, the latter a separate island whose forces recently invaded North Ulfland and South Ulfland, an event which prefigures the events of the trilogy. It details the location, climate, and geography of each, history and background, government and economy, culture and people, notable places, and lastly, each kingdom’s role in the Lyonesse Saga and situation during each part of the trilogy. Each is accompanied by a map of the kingdom taken from the larger map of the isles. As well as all of this information, this gazetteer offers extra details, such as the Royal Honours of Lyonesse, the strange and isolationist Isle of Tark where women are never seen—this is because all of them are vampires and reside underground where their superior enables them to mine for precious metals, a discussion of political campaigns—Lyonesse being a hotbed of political intrigue—along with a table of villainous plots! Not every kingdom is accorded this extra information, but this, of course, is a reflection of the source material. Throughout though, there is a wealth of details here, from the weird and the wonderful to the mundane and the ordinary, even down to highlighting the inconsistencies in the Lyonesse Trilogy itself. Those aside,  there is plenty of information around which the Storyteller can build a story or scenario idea or a player could create his character.

The chapter on the society and religion of the Elder Isles makes clear that the inhabitants of the Ten Kingdoms are a melange, settled wave after wave of different peoples—Danaans, Galatians, Greeks, Lydians, Celts, and more. They were followed by Romans who only settled but did not conquer, Greek and Phoenician traders came, as did British and Irish settlers, the Celts having a strong influence in the Elder Isles. They are a welcoming people, with a strong sense of hospitality, their Roman blood making them cautious with money, their Greek blood granting them silver tongues and quick wits. As well as explaining everything from their social classes, morality, and law and justice to language, coinage, aesthetics, and education and science, the chapter details the numerous cults and religions to be found on the island, to be seen in the isles’ innumerable hidden temples, graven idols, standing stones carved with mysterious glyphs, and unknown tombs whose constructions methods have long been lost, plus songs, dances, place-names, and folk-tales that suggest a land of forgotten gods and dead priesthoods. The faiths include the Court of Dead Gods, Etruscan Rites, the Druid Faith, Zoroastrianism, Christianity, and Mithraism, all of which are described in detail and include a Faith bonus should any character—Player Character or NPC—be an adherent to one religion or another.

By default, all characters in Lyonesse are human—guidelines in the Bestiary provide the means to create Halfling Player Characters. The process of character generation begins by rolling dice to determine base attributes—Strength, Constitution, Size, Dexterity, Intelligence, Power, and Charisma. From these are derived several factors. These include the expected Damage and Experience Modifiers, Healing Rate, Height and Weight, Hit Points, Strike Rank, and so on, but to these are added Action Points, spent to act in combat, and Luck Points, used to give a character an edge, whether to reroll a dice roll, swap the tens and units of a percentile roll, to mitigate damage or unfavourable circumstances, or to gain a vital advantage in combat. Each character also receives the same set of standard skills, the base value for each one determined adding two attributes or doubling a single attribute.

Beyond the base character, a player takes his character through four steps. In the first, he rolls for or selects an Origin and a Culture—Celtic, Hybras, Ska, or Itinerant, which will provide one hundred skill points to assign to various standard skills, professional skills, and a Combat Style. The latter represents skill in fighting a number of weapons and  an associated trait, for example, the Dagger, Sling, and Bow weapons and the Skirmishing Trait for the Hunter Combat Style. Next, the player rolls for a Background Event—this providing a story element or motivation for the Player Character, determines his community ties—mostly derived from his social class, and in the third, he selects an actual Profession as well as assigning another one hundred skill points to its related skills. Some professional skills come from a character’s Culture; the others come from his choice of Profession. A character’s choice of culture also sets the careers available to him. For example, Crafter, Fisher, and Hunter are available to all four Cultures; Courtesan and Alchemist to Hybras only; and Wise Man/Woman to Celt, Ska, and Itinerant. Although the base values for both types of skills are determined by a character’s attributes, the granting of the same number of skill points throughout the process serves to balance character generation. Lastly, he assigns a further one-hundred-and-fifty skill points as bonus skill points.

In addition, a character has several Passions—loyalties, beliefs, and feelings towards someone or something, that are again measured as percentiles and which work in a similar fashion to the Personal Traits of the King Arthur Pendragon RPG. They also do something more though in that they can serve as a resisting value or to give a bonus to an action if said action is dramatically appropriate to the Passion. For example, a character who is subject to a seduction attempt could use the love of his wife to resist the attempt, whilst later he might use the same Passion to grant a bonus to a bow shot to strike a villain who has his wife in grasp and is threatening to kill her.

Ublaf the Unbelievable is a street poet and performer who ran away to Twissamy rather than work on the family farm, something that neither of his siblings have forgiven him for. Although he always had a fascination with stories—especially ones involving fairies, his family always saw it as a distraction from work, he learnt much from the travelling troupe of entertainers he joined. Not just performing skills, proving a reasonable poet and orator, but also how to seduce others—of any gender, and so make life easier for himself. He has had a string of lovers and received and pawned various fine gifts, but thoroughly enjoys such encounters that he wants more and more! One day, he might even seduce a fairy king or queen!

Ublaf the Unbelievable
Age 24
Profession: Entertainer

STR 12 CON 11 SIZ 11 DEX 08 INT 11 POW 12 CHA 15

Action Points: 2 Damage Modifier: -1d2 Experience Modifier: +1 Healing Rate: 2

Hit Points
Head 3 Chest 5 Abdomen 4 L. Arm 2 R. Arm 2 L. Leg 3 R. Leg 3

Initiative Bonus: +10
Luck Points: 2
Magic Points: 12
Movement Rate: 6

Standard Skills:
Athletics 30%, Boating 23%, Brawn 33%, Common Tongue 26%, Conceal 30%, Customs 62%, Dance 33%, Deceit 56%, Drive 20%, Eloquence 75%, Endurance 22%, Evade 16%, First Aid 19%, Folklore 32%, Influence 45%, Insight 48%, Perception 23%, Ride 20%, Sing 37%, Stealth 19%, Swim 23%, Unarmed 20%, Willpower 34%

Professional Skills:
Acting 60%, Art (Poetry) 57%, Courtesy 56%, Literacy 45%, Lore (Fairy) 52%, Oratory 57%, Seduction 56%, Streetwise 42%

Combat Skills:
Citizen Militia (Mace, Shield, Trait: Cautious Fighter) 20%

Passions
Loyalty to Town/City (Blaloc) 47%
Love (Himself) 67%
Hate (His brother and sister) 57%

Background
Origin: Blaloc
Culture: Hybras
Social Class: Freeman
Family: Parents dead, outright enmity to both brother and sister, both grandfathers still alive, no aunts or uncles, four cousins.
Reputation: A good family reputation
Connections: One Mover & Shaker contact, one reasonably connected rival
Family is Reasonably Connected; one ally
Weakness: Nymphomania 57%
Background Event: For some time now you’ve suspected that a powerful being has been watching out for you, and have come to believe it is one of the local gods of popular legend. You cannot say why they might be interested in your fate, but you've had several strokes of remarkable fortune that cannot be attributed to luck alone.
Affluence Rating: 52%

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance uses the Mythras system for its mechanics, a tried and tested percentile system in which a player rolls equal to, or less, than a skill or passion to succeed. Any roll of five or less always success, whilst ninety-six or above is a failure. A Critical success is one fifth of a skill, a Fumble, either ninety-nine or one hundred. The rules cover difficulty factors, contested rolls, group rolls, and so on, as you would expect, but also allow for an optional ‘Success, but…’ with consequences rule. It is also possible to augment one skill with another, although if successful, this only adds a tenth of the augmenting skill to the intended skill roll. For example, Ublaf the Unbelievable would add 15% to his Seduction skill when augmenting with his Eloquence. However, this would not increase the chance of his player rolling a Critical result.

Passions work in a similar fashion to skill augments, again adding a fifth of their value to the skill roll. They have other uses though, often being used to either drive or determine the actions of Player Character or NPC, to oppose other Passions, as a measure of a character’s commitment to that Passion, and even resist being manipulated. Depending upon events, Passions can deepen or wane, reflecting the outcome of a Game Master’s plot as much as they can be used to drive a plot and interactions between the Player Characters and with the NPCs within it. All of the NPCs drawn from the Lyonesse Trilogy in the roleplaying game have Passions, useful, of course, for the Game Master when determining their motivations and actions.

Since Lyonesse uses Mythras, combat in the Elder Isles tends towards being short and brutal. It uses an Action Point economy to determine how many things a Player Character or NPC has per round, actions including attacking, bracing against incoming attacks, changing range, casting magic, countering spells, and even dithering(!), and Combat Styles that each cover a number of weapons and Traits. For example, the Noble Combat Style includes Spear, Sword, and Shield, plus the Mounted Combat or Trained Beast Trait. The Trait in particular, covers special training or situations, for example, the Mounted Combat Trait enables the rider to ignore the skill cap placed upon combat rolls by the Ride skill, whilst Trained Beast covers fighting in close formation with an animal, the user able to use his Action Points to defend against attacks against the animal. As well as inflicting damage, the primary aim in combat in Mythras is to inflict Special Effects or disadvantages upon an opponent, such as doing a Bash to knock him off balance, Bypass Armour to inflict more damage, Compel Surrender, Scar Foe, and so on. This requires a differentially better roll than that of an opponent, so a Critical success versus a standard success, a success versus a failure, and similar results. Typically a roll will generate just the one Special Effect, but a Critical success versus a Fumble will generate a maximum of three! This makes for a much more action-packed fight, one with more story, and thus potentially as memorable as it is nasty. The Elder Isles being a land of chivalry means that the combat rules also cover jousting.

Also intrinsic to the Elder Isles and thus Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is magic. Woven into the lives of fairies, halflings, and various wizards, witches, and the like, magic is potentially powerful and deadly. In the Elder Isles it comes in three primary forms—fairy magic, sandestin magic, and enchanted items. Fairies and halflings have their own magic, whilst human magic users are capable of mastering the incantations necessary to command sandestins, the strange creatures who will actually perform the magical effect for the caster, and some of whom have effects of their own beyond merely casting magic. However, many so-called wizards are simply charlatans who were lucky enough to have come upon an enchanted device, either that, or stole or swindled it from its former owner. For fairy magic, it is a matter of learning or finding someone who can teach a Player Character one or more Fairy Cantraps, such as Agriva’s Telescopic Fornication—something that Ublaf the Unbelievable would probably want to learn, Egumasko's Mellow Scarf—sends a scarf to wrap around the head of the intended target and forces him to abay his passions or tempers, or Impspring Tinkle-toe—makes the recipient involuntarily leap high into the air whilst simultaneously twirling their feet!

Sandestin magic requires much more effort, practitioners studying the skills of Sandestin Invocation and Sandestin Coercion. The former actually needs to be studied multiple times, each time for a different Axiom, such as Geomancy or Verdomancy, each Axiom related to a different type of sandestin and thus different spell effects. The exact effects can be altered through the caster’s Sandestin Coercion skill, the higher the skill, the more effects possible. However, this requires more Magic Points and it is possible for a magic user to run out and overextend himself, leading to an unfortunate result, such as the caster suffering from a random poison or souls of every living creature within 10 metres being ripped from their bodies, their becoming haunts, and only able return to life if they first kill the magician! As with fairy magic, a wide list of interesting spells are given for sandestin magic. For example, Expurgation removes written text, illustration, and art from books and scrolls, Gyration lifts a victim into the air spins them at a speed chosen by the caster, which can range from making them ill or actually ripping limbs off, and Obturation, which will close one of the target’s orifices of the caster’s choice. The spell selection is diverse, inventively named, and some of them are useful, but many of them in their own way are quite nasty. However, learning spells is hard work, represented by their high costs in potential experience point rolls which a player will have to save and pay in order to learn a new spell. Lastly, there are rules for creating and using enchanted items which a swindler or mountebank might use to fool others into thinking that he has great magic ability.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance also includes a bestiary, ranging ordinary creatures and giant versions to supernatural beasts like Bearded Gryphs, various types of Fairies and Halflings—including rules for creating Halfling Player Characters, Sandestins, Screamers, and individual creatures such as Dungle the Giant who is bothered by a jealous Harpy or Arbogast the Ogre, flesh-eating of the Forest of Tantrevalles. They are joined by full write-ups and stats for the heroes and villains of the Lyonesse Trilogy, such as young Prince Aillas, heir to the throne of Troicinet, who is thus the target of the ambitious, driven, amoral King Casmir of Lyonesse. Their inclusion of course, enables the Game Master to involve the Player Characters in the machinations and plots of the various NPCs and so pull them into the setting.

In addition, Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance introduces other worlds and suggests what might be found there as well as reasons to visit, tables for generating towns and taverns and what might be found there, and a set of extensive notes for the Game Master on running the roleplaying game. These cover the types of adventures to be had in the Elder Isles, the nature of its magic, its themes—travelogues, food, tricks and tricksters, and getting captured, as well as general advice on various aspects of Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance and its setting. If the roleplaying game is lacking, it is that there is no scenario, or indeed no scenario hooks, which might have been useful for a setting that is as rich as this is, but the notes for the Game Master nevertheless useful and will help her create her first adventure, or two.

Physically, Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is very well laid out, well written, and illustrated with some very nice black and white artwork. The rules are thoroughly illustrated throughout with the tale of primarily one character, though they expend a little with magic, which adds a sense of continuity from start to finish. However, it does need an edit in places and whilst the maps are in colour, some full colour illustrations would have perked up the book a little.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is fantastic and thorough, almost compendium-like adaptation of a classic fantastical setting, one that is likely to feel almost familiar to many gamers, because even if they have not read the novels, they will have encountered its influence on Dungeons & Dragons. This provides an opportunity for roleplayers old and new, unaware of them or not, to visit the Elder Isles, the setting of that influence, and explore it in all of its glory and grit, its whimsy and wonder, its manners and machinations, its delights and its dangers, in this well designed, well researched roleplaying game.

Jonstown Jottings #32: The Dregs of Clearwine

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.

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What is it?

The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha presents the ten households, twenty-five fully written up inhabitants and more, plus maps and plot hooks of the Dregs, a ‘mini-slum’ in the corner of the tribal city of the Colymar for use with RuneQuest: Roleplaying in Glorantha.
It is a fifty- page, full colour, soft cover book.
The layout is clean and tidy, and many of the illustrations good. It needs a slight edit.

Where is it set?
The Dregs of Clearwine is specifically set north of the Ram’s Head Inn in the tribal city of the Colymar. With some adjustment it could be moved to another Sartarite city.
Who do you play?No specific character types are required when encountering the inhabitants of The Dregs of Clearwine. Ducks will find a ready home, but Trolls are unlikely to be welcomed.
What do you need?
The Dregs of Clearwine requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the city of Clearwine. The RuneQuest: Glorantha Bestiary may be useful for details on Ducks and The Smoking Ruin & Other Stories details NPCs who may be important to the inhabitants of Clearwine. To get the very fullest out of Dregs of Clearwine, both Cults of Glorantha and the Sartar Homeland Book will be useful.
What do you get?
The typical supplement for RuneQuest: Roleplaying in Glorantha focuses naturally on adventurers and the great and the good and the bad, that is, Player Characters and NPCs who possess the agency and freedom to go anywhere or do anything. The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha is radically different, focusing on the lives and loves of those further down the social ladder. It details the ten households of the ‘mini-slum’ and their inhabitants as well as the various itinerants and others who live and work in the ‘Dregs’, right down to the ‘down and outs’. The majority of these are fully statted up and nicely illustrated, and all include detailed descriptions of their hopes and relationships with others in their household and the wider community. For example, Onjeem Charcoal Carrier, is a Lunar Tarshite scribe who was a Seven Mothers missionary until the advent of the Dragonrise after which his hand was broken as punishment. Consequently, he was forced to live in the Dregs, trying what save what monies he can to pay to heal his hand by hauling in charcoal daily for Turi the Potter’s kilns, despite the fact that he is looked down upon by Turi’s sister-in-law, Adinna for his Lunar sympathies. This is because Adinna is from Dangerford and the Dolutha clan, which were known Lunar sympathisers, so she does not want to be reminded that she too, is an outsider in the Dregs. Onjeem occasionally receives a little help from Mamma Vorlena, the neighbourhood’s matriarch who mothers everyone in the Dregs and is in love with Minya, the older sister of Furli the Brawler, a pugnacious farm worker who overly protective of all three of his sisters and is prepared to use his fists to protect them and their honour. Every NPC is treated in this way so that there is a web of connections across the ten households of the Dregs.
The ten households include the potters, the kiln jars—where abandoned great apithios jars provide shelter for those where nowhere else to go, the Widow’s House—where lodgings may be found, the Flop Nest—a public nest of straw bed boxes popular for the Ducks that work the river that runs alongside the city and where merchants might be able to find out who attacked their boats and why, and more. Every household is accompanied by a big box of plot hooks—and that in addition to a selection of general plot hooks, a side elevation of the house, and the maps of the neighbourhood includes a rooftop map as well as a footprint map showing the floorplans of the mostly one-room households. Throughout, sections of boxed texts cover supplementary information, ranging from daily rituals, aspirational goods, and making pots to how the community handle justice, charcoal carrying, and family in the Dregs. Rounding out The Dregs of Clearwine is ‘Old Bones’, a murder mystery of a sort built around several of the NPCs in the community. It would work as a nice set piece alongside the supplement’s plethora of plot hooks.
At the heart of The Dregs of Clearwine is very nicely constructed web of relationships and sense of community that the supplement’s many plot hooks dig their barbs into. There is material here that could fuel session after session of roleplaying as the Player Characters come to involve themselves into the doings of the Dregs, but getting them involved may require just a little more effort given that the Player Characters are likely to be higher up on the social ladder than the community’s inhabitants. There are plot hooks included that will do that, but they are not immediately obvious and perhaps they could have been made more obvious or perhaps a box of plot hooks to pull the Player Characters into the Dregs and the lives of the inhabitants could have been included.
The set-up of The Dregs of Clearwine however, suggests another possibility. That is to run it as a mini-campaign location with the Player Characters are inhabitants of the Dregs, either having grown up there or forced to live there due to reduced circumstances. This would lead to a campaign of small lives, but strong emotions, essentially a soap opera amongst the dregs of Clearwine a la the BBC television series, EastEnders or the ITV series, Coronation Street. It is a pity to that the supplement does not include ready-to-play sample Player Characters or guidelines to create such characters, but perhaps that is scope for such supplementary support.
However the Game Master decides to use The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha, it is full of detail, flavour, and rife with roleplaying and adventure possibilities.
Is it worth your time?YesThe Dregs of Clearwine presents a rich slice of almost soap opera life that will involve your Player Characters in the big stories of small lives, whether they are simply visiting or even residents themselves.NoThe Dregs of Clearwine presents a rotten corner of Clearwine and your campaign may not even be set there, let alone want to pay a visit.MaybeThe Dregs of Clearwine presents an array of NPCs, relationships, and plot hooks which the Game Master can adapt to other locations if she does not want to use them as written.

Sounds of the Barrier Peaks

Published in 1980, S3 Expedition to the Barrier Peaks has long been regarded as a classic adventure for Advanced Dungeons & Dragons, First Edition, even so far as being ranked at number five in Dungeon magazine’s ‘The 30 Greatest D&D Adventures of All Time’, published to mark the thirtieth anniversary of the publication of Dungeons & Dragons. Set in the World of Greyhawk, it did something that no other module did at that time, and that was to crash—quite literally—the Science Fiction genre into the Fantasy genre, when the Player Characters, hired by the Grand Duke of Geoff to investigate the origins of creatures spewing forth from a cave in the Barrier Peaks and attacking the surrounding regions, discover nothing no less and no more weird than a crashed space ship. Of course, the Player Characters are quite unlikely to view it as that, but their players will certainly realise it as their characters encounter strange creatures and artefacts that are beyond magic. Over the years, this memorable adventure has been reprinted more than once, first by TSR, Inc. in S1-4: Realm of Horrors in 1987 and then in S1-4: Dungeons of Dread in 2013 by Wizards of the Coast. More recently, in 2019, it has been reprinted and updated for Dungeons & Dragons, Fifth Edition by Goodman Games with Original Adventures Reincarnated #3: Expedition to the Barrier Peaks, part of the ‘Original Adventures Reprinted’ series which began with Original Adventures Reincarnated #1: Into the Borderlands.

Now, S3 Expedition to the Barrier Peaks has its own rock album. When it comes to roleplaying music has long been seen as something to add to the experience, to build the atmosphere, but rarely, the other way, the single by Sabbat, Blood For The Blood God, inspired by Warhammer Fantasy Roleplay, which appeared in White Dwarf #95, the Traveller concept album by the band, The Lord Weird Slough Feg, and the work of the band, Gygax, being clearly inspired by Dungeons & Dragons, all being the odd exceptions. Doubtless, there are others. The Barrier Peaks Songbook is a ten-track concept album from Loot the Body. It describes itself as a psychedelic rock album, though it feels more Prog Rock than psychedelic rock, but to be fair, just as The Barrier Peaks Songbook is an exception in being a rock album inspired by roleplaying, Reviews from R’lyeh reviewing a rock album—or indeed, any music, is also an exception.

The album opens with ‘Expedition to the Barrier Peaks’, a crash of drums and guitar rhythms, and a sense of hope and inspiration as fifteen elves, halflings, dwarves, and men, “…brimming with the confidence that we’d soon be home again” cry of their quest, before plunging beyond the strange door in the mountain and cave and confronting the genuinely fantastical and for the Player Characters, utterly weird. The second track, ‘The Labyrinth of Evermore’ promises “Sights and sounds I’ve never known before”, something that in combination, module S3 Expedition to the Barrier Peaks and album The Barrier Peaks Songbook, undoubtedly do. None more so with encounters with the weird Vegepygmies, a variation upon the Mushroom Men so beloved of the Old School Renaissance, the song writer neatly playing with their concept with the lines, “And we’re legion, Because we’re made from, The same mold” in ‘We’re the Vegepygmies’, and the infamously benign ‘Wolf-In-Sheep’s-Clothing’ encounter or ‘The Cute Little Bunnyoid on the Stump’ that turns into a nasty surprise for the Player Characters. Its accompanying track, ‘Bunny on a Stump’, highlights this almost idyllic addition to the encounters in the crash-landed spaceship, one very much at odds with the dangerous nature of exploring the metal dungeon. This culminates in the harder-edged and batrachian-themed ‘Froghemoth’, which ties into one of the most dangerous encounters in S3 Expedition to the Barrier Peaks. This adds a pleasing hint of cosmic horror and drowning despair to the encounter that was probably never envisioned by E. Gary Gygax when he wrote S3 Expedition to the Barrier Peaks, but which forty years on, Loot the Body reinterprets and emphasises from an adventurer’s perspective.

Of course, S3 Expedition to the Barrier Peaks is renowned for its clash of Fantasy and Science Fiction, and if there is an issue with The Barrier Peaks Songbook, it is that it could have emphasised the  contrast between fantasy and technology further. There is a sense of Future Shock, of being faced with too much change, far too soon or far too quickly, in tracks such as ‘The Doctor’, but there no sense of the adventurers in this songbook picking up items of technology, experimenting with them, suffering mishaps, and so on until they work out how to operate them and what they do. Perhaps this is taking the confluence between module and album too literally, but it is, and always was, a significant aspect of S3 Expedition to the Barrier Peaks. Perhaps the most direct confrontation between the two is in ‘Robot Police’, a more direct indication for the adventurers that they are interlopers in the spaceship. The song has contemporary resonances, the direct manner and horridly brutal methods of these law enforcement androids applying to the events of 2020 as much as it does a spaceship from another dimension in a roleplaying scenario from the past. The Barrier Peaks Songbook ends on a psychedelic, even psychic note, as the adventurers have one last weird encounter, although this one is of a benign, rather than malign nature, in ‘Shedu Liberation’.

The Barrier Peaks Songbook is not an album to be played whilst playing through S3 Expedition to the Barrier Peaks, or indeed, Original Adventures Reincarnated #3: Expedition to the Barrier Peaks. Instead, its songs could work as chapter breaks, played between significant encounters, most obviously ‘Bunny on a Stump’ and ‘Froghemoth’ after their respective encounters. It also works as inspiration for the Dungeon Master in preparing to run S3 Expedition to the Barrier Peaks and as nostalgia for anyone who has either played or run it. However it is listened to, The Barrier Peaks Songbook is a thoroughly enjoyable album, adding voice and sound to the weirdness and the contrast of genres at the heart of S3 Expedition to the Barrier Peaks. No doubt there are other Dungeons & Dragons campaigns or scenarios deserving of such concept albums, so perhaps we shall hear more of them from Loot the Body.

Miskatonic Monday #56: The Room with No Doors

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


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


—oOo—


Name: The Room with No Doors

Publisher: Chaosium, Inc.
Author: M. T. Black

Setting: Classic Jazz Age Arkham
Product: Scenario
What You Get: Twenty-eight page, 6.5 MB Full Colour PDF
Elevator Pitch: What would drive a housewife to a murderous mania?
Plot Hook: A landlord hires the Investigators to look into the truth of her new property being haunted.Plot Support: Detailed background, a decent floorplan, nine handouts, and a single monster.Production Values: Clean and tidy, well organised, clear map, and nicely done handouts.
Pros
# Classic Call of Cthulhu haunted house scenario
# Potential convention scenario
# Potential one-shot# Superb handouts
# Easily adapted to other periods# Investigation path clearly laid out
# Mythos light# Nice ties to Arkham# Possible first encounter with the Mythos?

Cons
# Classic Call of Cthulhu haunted house scenario
# Mythos light# Too obvious a title# Too close to ‘The Haunting’ from the Call of Cthulhu, Seventh Edition Quick-Start Rules
Conclusion
# Great production values
# Classic Call of Cthulhu haunted house scenario# Too obvious a title and set-up for experienced players

An Other OSR Quartet II

Forbidden Lands: Crypt of the Mellified Mage is an anthology of four adventure sites for use with Forbidden Lands – Raiders & Rogues in a Cursed World, the ‘Retro Open-World Survival Fantasy RPG’ published by Free League Publishing, following from the earlier The Spire of Quetzel. Like The Spire of Quetzel, it provides the Game Master with four more locales she can slot into her Forbidden Lands campaign—whether her own or Raven’s Purge, the roleplaying game’s epic eight-part campaign with an open structure built around eight locations and a finale at a ninth location—or possibly run as one-shots. They reflect the open play style of Forbidden Lands, in which the players and their characters are explorers, travelling across territories which have been cut off for centuries and of which they know little except legends. Such legends serve as hooks, pushing the characters to visit the setting’s adventure sites—villages, castles, and dungeons—and pulling them into the region’s history and secrets, often revealing the dark truths of lands that have been under a blood mist and demon-infested for centuries. Whether delving into the honeyed tomb of an undead apiarist-mage, making a rescue attempt for missing villagers in the caves of a blood-potter, taking advantage of internal politics to defeat the Monkey King and banish his pagoda temple complex which has drilled its way up into the Forbidden Lands, or exploring the weird mind cloud of a long dead wizard, just as with The Spire of Quetzel, what really marks these scenarios as being different is their authors.

All four scenarios in Crypt of the Mellified Mage are written by some of the leading writers in the Old School Renaissance. They include Fiona Maeve Geist, one of the designers of MOTHERSHIP Sci-Fi Horror RPG; David McGrogan, the creator of Yoon-Suin, the Purple Land; Zedeck Siew, author of Lorn Song of the Bachelor and A Thousand, Thousand Island setting; and Adam Kobel, the designer of Dungeon World. The quartet consists of three dungeon and one village adventure sites, and in each case will require a degree of preparation if the Game Master wants to include them in her campaign. Sometimes this is actually creating a location for a dungeon to be found under, but mostly they are foreshadowing during early parts of the campaign to be effective parts of the ongoing story of the adventurers’ explorations.

Crypt of the Mellified Mage opens with Fiona Maeve Geist’s eponymous ‘Crypt of the Mellified Mage’, a dungeon which lies beneath a village which the Game Master will need to create or develop. It is actually the tomb of the sorcerer Pagoag, whose cruel skill and hedonistic experimentation into medical matters is said to have led him down some dark paths including the mellifiying of flesh using honey into a candy which when consumed is said to prolong the consumer’s life. Pagoag, being a sorcerer, also sought life after death and the result of his experiments can be found throughout his tomb—apiaries built from bones, skeletons home to bee swarms, and undead bee swarms! If the legends are true, then perhaps the mollified flesh may be found and collected, perhaps to consume to heal a Player Character’s illness, that of their patron (if they have one), or simply sold to the highest bidder. There is a sense of sickly-sweet revulsion to the tomb and Pagoag himself is a vile monster. The crypt is, of course, not a pyramid, but it has the feel of an Egyptian tomb, although one infused with the musky scents of spices and honey and an apiarist theme running throughout. It is nicely designed, with a pervading sense of creepy unease and multiple entrances and approaches to the tomb itself so that unlike other crypts, there is no linear play to its exploration which funnels the Player Characters and limits their actions. However, one big problem with the scenario is that as attractive as the three-dimensional map is, its design does not always match the text and vice versa. So what this is means that the Game Master will need to put more effort into the scenario to ensure that she understands the layout of the tomb and certainly the connections between rooms.

David McGrogan’s ‘The Firing Pit of Llao-Yutuy’ is a smaller, more focused dungeon, a cavern complex where the eponymous Llao-Yutuy breaks his captured captives and infuses their blood into the bowls, pottery, and even golems he makes and fires. Despite being a much smaller adventure site and less complex than the others, it is no less creepy with its cruel atmosphere and unnerving automata which appear here and there. The potter’s servants and shockingly poorly treated apprentices are unlikely to present much of a threat to the Player Characters, whereas the aforementioned automata, Llao-Yutuy himself, and his vilely shrewish wife will do. There are some intriguing treasures to be found, which might be the reason for the Player Characters’ visit, or they might be employed to rescue some the captives currently held by Llao-Yutuy and his servants. In some ways this is the easiest of the four adventure sites in Crypt of the Mellified Mage for the Game Master to use—it is relatively easy to set up and prepare, and the site is small. However, it suffers from the same cartographic issues as ‘Crypt of the Mellified Mage’, and again will need careful preparation upon the part of the Game Master to ensure that there is no confusion between map and text.

Zedeck Siew’s ‘Temple of the Six-Limbed Lord’ literally invades the Forbidden Lands with monkey magic! Intended for more seasoned players and characters, technically, a village site, it is a temple complex consisting of several pagodas which have drilled their way up into the Forbidden Lands in an attempt to invade heaven. Of course, the Six-Limbed Lord wants to spread his worship, and that includes the Forbidden Lands, visiting nearby towns and occupying them, capturing friendly NPCs, even menacing strongholds held by the Player Characters. The Player Characters might encounter Monkey Soldiers on an impromptu pub-crawl, caravans beset by cloud riders sparking lightning, one of the Priests of the Six-Limbed Lord sat in a gilded throne borne by a Macaque Swarm, or even Nyanyetnya, Seventh Priest of the Six-Limbed Lord, who wants to serve them tea. Of course, she wants more than this, having been expelled from the temple—and she wants back in! To that end, she will engage the Player Characters who if they decide to help her will have to negotiate the petty politics of the other priests and their cohorts. This is the most sophisticated of the adventure sites, and the one to involve the most roleplaying as the Player Characters play the factions in the temple off against each other.

However, ‘Temple of the Six-Limbed Lord’ not only invades the Forbidden Lands literally, it invades the Western fantasy genre of Forbidden Lands – Raiders & Rogues in a Cursed World as well. What this means is that for some Game Masters, this adventure site might be at odds with their campaign and the genre. It is well done, despite suffering from the same cartographic issues as the earlier adventure sites and really adds something memorably different to a campaign, almost leaving Game Master and players alike to wonder quite what a Forbidden Lands-style campaign would be like in the setting beyond the walls of the Temple of the Six-Limbed Lord.

The last scenario in Crypt of the Mellified Mage is Adam Koebel’s ‘The Dream-Cloud of E’lok Thir’, and again is a very different dungeon—even radically different. What it does is turn the mind or dreams of a long dead wizard into a dungeon, one consisting of locations inspired by his fragmented doubts, elations, fears, and joys and as they explore each of these rooms, the Player Characters will encounter reflections of both E’lok Thir’s emotions and their own. There is no map to the dungeon, but rather the Game Master generates the life of the deceased mage and develops descriptions of rooms such as ‘Regret Made Manifest’ and ‘The Hidden Self’ based on what was rolled. The Game Master is free to connect these however she wants and without the need to adhere to the laws of physics, since this is, after all, a ‘Dream-Cloud’. Consequently, there is an otherworldly etherealness to ‘The Dream-Cloud of E’lok Thir’ and because the Game Master will need to know her player’s characters very well, there is an introspectiveness to it as well. Whilst it is the most open of the four scenarios in the anthology, it is also the most challenging to run. Further, it is not the easiest of scenarios to provide motivations for Player Character involvement. The Dream-Cloud can be reached via ritual, even as a consequence of a failed ritual, so the Player Characters might be forced to explore it following a magical mishap. The likelihood is that they will be wanting to enter the Dream-Cloud for a reason, either to obtain an object or treasure, or even information, and each of the location descriptions includes details of what treasures might be found there. Overall, ‘The Dream-Cloud of E’lok Thir’ is more a tool kit than a finalised adventure site ready to play, but its format does mean that it could be played through more than once, and each time it would be different enough.

Physically, Forbidden Lands: Crypt of the Mellified Mage is a lovely little book, that unfortunately let down by the disconnect between text and maps. Work around that though, and it is a pleasing hardback, nicely illustrated with maps done in the same style as other Forbidden Lands books. Each scenario follows the same format as those other books—Background, Legend, Getting Here, Locations, Monsters and NPCs, and Events. Despite the fact that the maps could have been better described, they are lovely to look at and the artwork throughout the book is exquisite. It would have been nice if some of the NPCs in the book had been illustrated, especially the various monkey priests in ‘Temple of the Six-Limbed Lord’ where they play such a pivotal role.

The disappointing side to the four adventure sites in Forbidden Lands: Crypt of the Mellified Mage is that each requires more preparation than they really should, especially to work them into a campaign, let alone coming to understand the map locations and their descriptions, and so none of the four are quite ready to play as they could be. If she is happy to make those preparations and develop them in readiness for inclusion in her campaign, Forbidden Lands: Crypt of the Mellified Mage provides the Game Master with some delightfully different adventure sites, each in their own way, creepy, weird, and wonderful. 

Space Opera Smörgåsbord

Strange Stars: Game Setting Book is a systemless Science Fiction setting book published by the Hydra Cooperative, a publisher best known for its point-crawl fantasy scenarios such as Slumbering Ursine Dunes and What Ho, Frog Demons! – Further Adventures in Greater Marlinko Canton. It is very much written to appeal to the Old School Renaissance, being inspired by the televisual Science Fiction of the seventies and eighties, the works of authors such as E.C. Tubb and Jack Vance, and TSR, Inc.’s first Science Fiction roleplaying game, Star Frontiers, in particular. So, it is generally fairly light in its treatment of the genre. However, it includes more modern elements of the genre, most notably Transhumanism, including authors such as Peter Hamilton and Alistair Reynolds. Being systemless, it would work with Stars Without Number—and there is a rules companion for the Strange Stars setting using Stars Without Number, Savage Worlds, or Fate Core, but this is not as such a complete setting. Instead it details—although not in too much detail—elements of the far future setting, such as peoples, places, and technologies. There is no grand overview and as such is designed as a compendium of ideas and elements that evoke the period feel of its genre. So, there is no grand overview by design, leaving the Game Master and her with the space to fill in the details as necessary. Which means that it is not going to appeal to some gamers, whereas it will others.

It quickly dives into a very short history of the future of humanity. The Radiant Polity has arisen to claim stewardship of paleo-humanity and hyperspace travel following a Dark Age into which the mysterious Zurr crept across planet after planet, and the research-sadists known as Faceless Ones appeared, each of whom would replace their face with a powerful sensory apparatus. The Dark Age is said to have lasted a millennium or more, and to have come about after The Great Collapse of the Archaic Oikumene, a technologically advanced empire which conducted planetary-scale engineering, built floating, crystalline cities, and constructed the hyperspace network. The Archaic Oikumene may or may not have arisen in the cradle of humanity, but true knowledge of the Archaic Oikumene and Old Earth have been lost.

It also introduces three categories of ‘sophonts’—Biologics, Moravecs, and Infosophonts. Biologics, from Paleo-Humanity to Star Folk bioships, include the descendants of organisms—either from Old Earth originally or another world, designed organisms, and bioroids, or biologic androids. Moravecs, named for an Old Earth scientist-prophet, like the warrior-poets of Eridanus or Telosian Moravec-supremacists are self-replicating, sapient robots, whilst the Wanderers, the Wise Minds of Interzone, and the like, are Infosophonts, digital minds independent of physical form.

Interstellar travel is achieved via hyperspace gates which connect star systems—and these routes and their various travel times/speeds are marked on the polity maps throughout the book. No routes are given between these polities, so the Game Master can connect them in any fashion that she wants. What is interesting is that none of the states newly arisen in the wake The Dark Age have knowledge of how to construct starships—certainly not their star drives, which need to be salvaged from ships of the past. 

Six of the polities are given tw0-page spreads each—The Outer Rim, The Alliance, The Instrumentality, the Coreward Reach, The Vokun Empire, and The Zuran Expanse. Each is given a brief description, details of a native inhabitant, and more detailed writeups of its planets or major sophonts. So the Outer Rim, located on the frontiers of space, is dominated by an isolated trio of worlds—Boreas, an ice-covered ocean moon whose native, intelligent coral life have weaponised microbiota that can reanimate the dead to fight back against an invading sophonts, the blue-skinned humanoids known as Uldra; the Fortuna system is a gambler’s paradise and is home to The Wheel, a roulette wheel-shaped space station and Solitaire, a diamond planet; and Gogmagog, where giant robots inexplicably fight each other, the defeated machines scavenged by bot breaker teams for the advanced technology they can sell off world, before von Neumann scuttle out to make repairs! The individual detailed is Yeran Gar, a Djägga—a vaguely feline humanoid—who makes his living as a bounty hunter.

Of the other polities, The Alliance was formed in response to the lawlessness of The Zuran Expanse and religious strife of Radiant Polity, and consists of seven member sophonts, such as the Gnomee, a small hive-like sophonts who mine asteroids, the winged, angel-like Deva dedicated to repairing the ten moon-sized worlds in their home system, and the Neshekk, banking and investment clans who are intensely private. The Instrumentality of Aom is a theocracy home to the Circus, a ring world which is the largest habitat in known space. The Coreward Reach, currently threatened by the Locusts, space borne alien von Neumann machines which devour habitats, was once a major centre of human civilisation, but now lies on the very frontier, and whose worlds include Gaea, a mystery copy of Old Earth and Rune, a medieval world whose sorcerers use magic (or psionic powers) to fight dragons. The Vokun Empire was once fiercely expansionist, but its increasingly corpulent leaders, once great conquerors have turned inward and become obsessed with petty politics, but are still able to field their feared Kuath shock soldiers, each sheathed in a two-and-a-half meter tall bio-suit and use Voidgliders, vacuum-adapted humanoids to sniff out lost hyperspace nodes. Lastly, The Zuran Expanse is a ramshackle, lawless collection of worlds, thought to be the site of Old Earth and is home to the Library of Atoz-Theln and Deshret, a desert world slipping back into what it once was before being terraformed and is worked over by Sandminers sifting for fragments of code and lost artefacts.

Other organisations or groups are not ignored either, whether that is Nomads like the Kosmoniks, traders and occasional pirates who live aboard rune-inscribed spaceships who communicate via sign-language or translators, or the S’ta Zoku, star folk who travel between worlds where they declare great festivals of music, sensory experiences, and more. Threats include pirates, criminals, and hostile sophonts. The pirates include the Zao Corsairs, who operate out of a rogue asteroid and are notorious for capturing and looting ships, holding their passengers to ransom or selling them into slavery—even selling the bodies of the captured passengers separate to their uploaded minds! The criminals include the Pharesmid Syndicate whose members are all bio-clones or mind copies of its founder, terrorist Ulm Pharesm, along with a list of most wanted, whilst the Ksaa and the Ssraad are sophonts inimical to galactic society at large. The Ssraad claim The Zuran Expanse and come in three colours—the Green who launch raids against other sophonts from their orbital stations and whose extending tongues can deliver a paralysing venom, the vicious Red employed as shock troops by the Green and mercenaries for the Blue, and the Blue, who steal ships and technology, and then force captives to remodel before killing them. Lastly, Strange Stars covers psionics—though only in a basic way, gives a pronunciation guide, and suggests some one-line adventure ideas.

Throughout, there is a wealth of tiny details which add to the Strange Stars setting and suggest adventure ideas. For example, the owner of Solitaire organises races run via remote operation and psionic control for the patrons of The Wheel, leases mining rights on the diamond planet, and is rumoured to harbour a data vault deep underground. Opportunities to gamble, race, and even hunt for and break into the data vault all lend themselves to adventure ideas. Similarly, under the description of starships and travel, that the holy grail of any salvager is one of the ancient battleships the size of a city and possessing a sophont mind. There were twelve of these, but some are known to have been destroyed, the others lost.

Where perhaps the Strange Stars: Game Setting Book is lacking is the corporate elements of the setting—there are no corporations in this future. A few scenario more developed hooks would have been nice too and as much as starship travel figures in the setting, you never get a feel for what the ships themselves look like.

Physically, the Strange Stars: Game Setting Book is stunning. The artwork evokes the sources that it draws from, whether that is Stella Starlight, starship captain of the Motherless Child, who all flairs, platform heels, and high collars, looks like she stepped out of a Blaxploitation Sci-Fi film, or Sianna Elizond, Special Operative for The Instrumentality, whose weapon echoes that of Princess Leia Organa from Star Wars, whilst her look is that of Jessica 6, from the film Logan’s Run. The Ssaad are reminiscent of the Slaad of Dungeons & Dragons, whilst the exceptional back cover artwork manages to give nods to the trading cards, electronic game cartridges, and the ‘Choose Your Own Adventure’ books, all of the late seventies and early eighties. The book itself is well written and engaging, and with everything in full colour, it looks stunning.

At first, it is a little difficult to know quite what to make of Strange Stars: Game Setting Book, in the main because it is a book of parts that connect, but remain separate. So initially, it feels as if there should be a whole setting here, complete with histories and grand maps, but for which, thirty-two pages were not enough. That though, is not the point of it being that book of parts and because it is a book of parts,  Strange Stars: Game Setting Book works on two levels. First, as a whole setting, one in which the Game Master can freely inject content of her because there is so much space—figuratively and narratively—to work in. Second, as a source of ideas and elements that she can plunder or be inspired by to add to her own game, and this is made all the easier because the content is compartmentalised throughout—not just in the writing, but in the layout too. Overall, Strange Stars: Game Setting Book is a Space Opera setting rich with ideas ready for the Game Master to develop or source for a setting of her own design. All it needs is the rules set of the Game Master’s choice.

Friday Filler: Pirates of Penryn

Published by SeaGriffin Games following a successful Kickstarter campaign, Pirates of Penryn – A game of Charm & Ferocity Upon Cornish Waters is a game of rum running on the Cornish coast in the eighteenth century. Designed for between two and five players—or Captains, aged nine and up, each takes command of two ships. One is a galleon, loaded down with rum, ready to smuggle up the Penryn River to the towns of Falmouth, Flushing, and Penryn, where a good price can be fetched for the illegal liquor. However, the waters of the Penryn River are too shallow for the galleon, so they must send their other vessel, the smaller RumRunner ashore with the illicit cargo. They must brave the dangerous waters with their whirlpools which bring as much good fortune as they do bad, avoid the piggish predations of dread sea serpent Morgawr, take advantage of the wind the best that they can, and avoid getting caught aground when the tide ebbs away to sea. Perhaps they will be able to sail all the way up the Penryn River to Penryn itself where they are bound to get a good price for their rum, but the waters are dread shallow the further up the river you go, and on the way back to their galleon, there is every likelihood that your RumRunner will be attacked by a rival crew, ready to steal the monies made! If a Captain can successfully empty all the rum aboard his galleon, sell as much as he can, and have his RumRunner return—hopefully with florins aplenty—then he can declare the end of the game. The winner will be the Captain with most florins aboard his galleon.

The very first thing that you notice about the Pirates of Penryn is the art. Its style echoes that of Oliver Postgate and Peter Firmin, of their series Ivor the Engine and Noggin the Nog. However, it is brasher in style, more cartoonish, and not as charming, and worse suggests that Pirates of Penryn is a game for children. Whilst there are rules for playing with younger Captains, the standard game of Pirates of Penryn is not for children. Combining hand management mechanics with a pickup and deliver mechanic, Pirates of Penryn can be a cutthroat race for gold, one in which the Captains can raid their rival RumRunners and engage in skirmishes and duels with them, sneak in Morgawr’s cave and steal from her hoard, all before racing back to their galleons. Play lasts about an hour or so, and is much more fun with more Captains than with fewer.

The very first thing you notice upon opening Pirates of Penryn is the board, or ‘sailcloth’ map of Penryn River. In fact, this is a neoprene cloth, done in full colour which depicts Penryn River marked in squares—thankfully movement is both orthogonal and diagonal rather than just orthogonal—in three shades of blue. The deeper the shade of blue, the deeper the water. Close into the shore and on several sandbanks, there are areas where a RumRunner may find itself run aground, forcing its Captain to miss a turn or two until the flow of the tide back up the river refloats the boat. Some of these low-lying areas will also deny a Captain access to Flushing and Penryn. Dotted up and down the river are a number of whirlpools—of varying size, and crossing one of these may bring a RumRunner a boon, but it may also place it in peril. The actual playing surface is actually quite small—or narrow, and the waters of the Penryn River become tighter and tighter the more Captains there are playing.

Along the coast are three towns—in ascending value of the florins they will pay for rum, of Falmouth, Flushing, and Penryn, as well as the smuggler’s haven of Ponsharden where new members of crew can be press ganged into service aboard a RumRunner. Also along the coast is Morgawr’s cave, the sea serpent who can be drawn out into Penryn River with a sacrifice of a crewmember and sent into the path of a rival RumRunner, and if a RumRunner does get too close, will snap pirates and florins from aboard the vessel and secret them away in her lair. Later on, and if Morgawr is away from her cave, then a Captain can sail his RumRunner into her cave and raid her treasure hoard! Around the edge of the board are spaces for the game’s cards—sold cargo, Morgawr’s hoard, whirlpools, crewmembers, and florins. One roundel tracks the direction of the wind, whilst another the ebb and flow of the tide. 

The other components include four decks of cards—sixty crew cards, sixty cargo cards, ninety florin cards, and forty-two whirlpool cards. All of the crew cards are individualised with illustrations and a bit of biographical trivia. The trivia can easily add some table talk and a little roleplaying if a Captain wants it, and the illustrations work better here in black and white. Each also has different levels of Charm and Ferocity, these being used when facing whirlpools and skirmishing with rival RumRunners, whilst a Pistol-Cutlass-Parrot symbol indicates their weapon of choice in duel with a rival pirate. Some also have a tattoo marked on their cards, indicating a special skill useful in dealing with Whirlpool cards. The Whirlpool cards typically grant a ‘Lucky Rascal!’ one-time bonus or some form of ‘Peril & Strife’ which must be overcome. For example, ‘Tame the TideMaid’ is a ‘Lucky Rascal!’ card which allows a Captain to adjust the TideMaid on the tide rounded in his favour, whilst the ‘Torrential Excrement’ explains how a rogue flock of seagulls has unloaded in a Captain’s RumRunner and loaded it down with guano! The problem can be overcome by either sufficient Charm or Ferocity or the tattoo needed to avoid the problem all together. In this instance, a total of eight Ferocity or the Animal Magick tattoo. If a Captain cannot overcome the problem, then his RumRunner must lose some Rum—in this case, two barrels of it. One issue with the Whirlpool cards is that they are text heavy, but there is both flavour and humour on each one.

Lastly there are cards for each Captain’s galleon and RumRunner. Cards under the galleon card are not in play, and therefore safe, but those under the RumRunner card are in play and are not safe—they can be lost in skirmishes and duels, dumped overboard because a Captain failed to overcome a ‘Peril & Strife!’ Whirlpool card, or snapped up by Morgawr! Each Captain has his own RumRunner piece, and there are also pieces for both Morgawr and the TideMaid, a Windicator used to show the direction of the wind, and the Skull & Crosswinds Coin flipped to determine the change in direction of the wind.

Set-up is fairly simple. Everything—both cards and playing pieces are placed on their correct positions one the map, and each Captain receives twelve Cargo cards, three Florin cards, and three Crew cards. All of these go under his galleon card. A Captain selects nine cards from these cards and loads them into his RumRunner. These can be of any combination, but the rules suggest a starting hand during a Captain’s first game. A Captain’s hand cannot be more than nine cards in total and a Captain will find himself balancing the three types of cards in hand throughout the game. He needs to carry rum to the shore, pirate crew to protect his RumRunner—and even attack a rival Captain, florins with which to hire crew, and of course, space to carry those florins back to the safety of his galleon.

On a turn, a Captain does two actions, but has scope to do a lot more. First he moves the TideMaid round the Tide roundel to determine the level of the tide, and then he flips the Skull & Crosswinds Coin to see which direction the wind blows that turn. He can then Set Sail, making up to nine moves. He can move two squares per move if this is a ‘Run’ in the direction of the wind, one square if a ‘Yaw’ and any direction not influenced by the wind, but cannot move in the direction opposite to the wind. If he moves adjacent to Morgawr, she will steal a card from the Captain, and if across a whirlpool, then he draws a Whirlpool card. A ‘Peril & Strife’ Whirlpool card must be dealt with at the end of his turn. A Captain can even sacrifice a crew member to Morgawr to move her anywhere on the map, or a florin card to her to gain extra moves. 

Other actions depend upon where a RumRummer is. If at a Port, a Captain can sell Rum, buy crew, and change florins—the latter useful to make space for other cards. If at Morgawr’s Cave, a Captain can peek at the riches she has in her hoard and then steal some—even some a Captain might have sacrificed earlier in the game! If alongside another RumRunner, a Captain can mount a raid. This can be a skirmish in which the raiding Captain attempts to beat the defending Captain using the total of either Charm or Ferocity icons on his crews’ cards, or a duel in which a single crew member from each RumRunner goes head-to-head, comparing their Pistol-Cutlass-Parrot symbols in rock-paper-scissors style—pistol beats cutlass, cutlass beats parrot, and parrots being parrots, parrot beats pistol. A successful skirmish garners the winner two random cards from the loser’s hand, a duel just the one. Lastly, when at his galleon, a Captain can stow florins—they are now safe, swap his crew, and load his RumRunner with rum if he still has some to take ashore.

There is a lot going on in Pirates of Penryn and a Captain has a lot of that he can do. The one thing that he will need to do is balance his hand between the choice of Crew, Florins, and Rum. All will be necessary to win the game, but focus on one to the detriment of the others and a Captain may not be able to make Rum sales quickly enough, be able to deal with raids or whirlpools, or defend against raids. A Captain can also use Morgawr to his advantage—move her to block, threaten, or attack another Captain, or to gain extra movement when it counts! Thematically though, it all feels suitably fitting and fun, emphasising the skill and ability of a Captain to deal with the random fortunes of the changing tide and wind, as well as making the best use of his crew. There is not a high degree of randomness or luck to the game, but there is just enough to make play challenging when it counts.

Physically, Pirates of Penryn is well presented and all of the components are of a reasonable quality—cardboard pieces rather than plastic or wood. If the artwork is perhaps a little twee, the game play will quickly disabuse any Captain that playing Pirates of Penryn is also twee. The rulebook—although it looks a bit too busy, takes the time to explain its rules and give examples of the rules in play. It also includes rules for playing the game with children, a two-Captain variant, and some optional rules to make it more of a challenge. These include the barrels of rum having different values and even being able to buy rum at one port town and sell it at another!

Pirates of Penryn – A game of Charm & Ferocity Upon Cornish Waters is a surprisingly challenging and fun game—the cover of the box simply does not suggest how fun it actually is. A Captain’s objective may be simple, and he really only has to do one thing, but there are plenty of things he can do to make it easier for himself and harder for his rivals, plus Pirates of Penryn makes great use of its theme, and there is nothing stop the Captains going all piratical themselves, such as speaking a West Country accent, bringing their crew members to life during play, and more. Doing so gives the Captains a chance to tell the story of their RumRunner’s daring exploits and smuggling runs and make Pirates of Penryn – A game of Charm & Ferocity Upon Cornish Waters an even better game.

Jonstown Jottings #32: Air Toads!

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?

Monster of the Month #11: Air Toads! presents a sort of inflatable batrachian bomb with which to confound your Player Characters for use with RuneQuest: Roleplaying in Glorantha.
It is an thirteen-page, full colour, 1.24 MB PDF.
The layout is clean and tidy, and the illustrations reasonable.

Where is it set?
Monster of the Month #11: Air Toads! can be set almost anywhere, but particularly where Cliff Toads may also be found.
Who do you play?No specific character types are required when encountering Monster of the Month #11: Air Toads!. Having a hunter amongst the party may be useful and the likelihood is that any Eurmali will enjoy the possibility of an encounter with these creatures going off with a bang!
What do you need?
Monster of the Month #11: Air Toads! requires RuneQuest: Roleplaying in Glorantha. The RuneQuest: Glorantha Bestiary will also useful for details of Cliff Toads.
What do you get?
Monster of the Month #11: Air Toads! provides the Game Master with an utterly weird, almost confounding, certainly ridiculous monster. A toad, that like its Cliff Toad cousin, can look like a rock and squeeze its way through relatively narrow cracks and crevices, has a long tongue it uses to capture and then swallow its prey, but if punctured, can explode with a big whoosh of air and a bang! And not only that, but can inflate and float away into the sky!
The Air Toad is likely to be more nuisance than threat per se, but it is still dangerous and if being hunted or simply found in the area where the Player Characters are, then any attempt at stealth is likely to be thwarted should one or more of them explode. Besides being a nuisance though, Air Toads are valued for their body parts. Their eyes, for example, all three of them—which enable an adult Air Toad to see in every direction and thus make it very hard to sneak up on—are valued by sorcerers for their use in illusion spells, whilst alchemists use them to make floatwine, an intoxicating concoction that enables the imbiber to fly! However, recovery of such parts require that the Air Toad has not exploded and that needs bludgeoning weapons. Thus for many Player Characters, with their reliance on piercing and slashing weapons, going on an Air Toad hunt is a whole other challenge...
As well as its stats and biology, Monster of the Month #11: Air Toads! gives the Mythos & History for the Air Toad—unsurprisingly given the absurdity of the creature, Eurmal was involved—as well as adventure seeds (mostly as nuisance and prey for the hunt), a table of rumours, and a discussion of the different perspectives that other races have on the Air Toad. Notably, in Prax, this includes the Cult of the Storm Bull-Frog, a relatively temporary spirit cult, allied with Storm Bull, which dedicates it itself to the care and worship of a particular Air Toad. Along the way there is some scholarly discussion of the creature which adds another perspective or two and so should engage any Grey Beard amongst the Player Characters upon the subject.
Is it worth your time?YesMonster of the Month #11: Air Toads! presents toads which go bang, and who would deny that the levity of their game would not be improved with the addition of batrachian bombs?NoMonster of the Month #11: Air Toads! is a ridiculous idea. Honestly, who thought of such an idea?MaybeMonster of the Month #11: Air Toads! is relatively easy to use, but the absurdity of it may change the tone of a campaign and even then, such batrachian bombs are not something that you can include too often in a campaign. It definitely falls under ‘Your Glorantha Will Vary’ and it may even fall under ‘Your Glorantha Will Really Vary’.

A Sex Horrificam II

Fronti Nulla Fides—or ‘there is no trusting appearances’—is an anthology of six scenarios for The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome using Call of Cthulhu, Seventh Edition. Published by Golden Goblin Press, this setting presents new challenges in investigating and confronting the Mythos in Lovecraftian investigative roleplaying, shorn of its reliance upon libraries, newspaper archives, and Mythos tomes, instead requiring the investigators to ask others lots and lots of questions, do an awful lot of watching, and sneak about a fair bit. In other words, more detective legwork rather than research. Similarly, the reliance upon firearms found in conducting investigations in the Jazz Age of the 1920s, makes such investigations and confrontations with the Mythos more fraught affairs. The sextet in Fronti Nulla Fides see the investigators conducting a raid on a house of tinkers, a rescue mission to a city of white apes, a terrible sea journey, and in turn, hunts for a slave, a dragon, and a barbarian.

The anthology opens with ‘The Clockwork Oracle’, the first of three contributions by  publisher Oscar Rios. This is set in Corinth in Greece—though it could easily be moved to another city—and has the Investigators hired by a trio of brothers and sisters whose father has become obsessed with mechanisms and clockwork devices, in particular, a mechanical jay known as The Clockwork Oracle, which he believes can tell the future. This obsession has grown to the point that he is spending much of his wealth upon them, has allowed a gifted tinker to move into his home, and when confronted by his children, threw them out of the house. Amongst other things, siblings want the tinker removed from the house, their father separated from The Clockwork Oracle, both him and the household slaves kept safe, their family’s financial records secured, and more. Of these other objectives, each of the siblings has his or own objective and the scenario divides them between the Investigators, so adding a slight divisive element when it comes to the scenario’s set piece. Oddly, the biggest challenge in the scenario for the Keeper is portraying the squabbling siblings as they talk across each other, but otherwise this a short and straightforward scenario that provides an opportunity for the Investigators to conduct some classic detective work before the scenario’s grand set piece—the raid on the house. Here the scenario is almost Dungeons & Dragons-like, with much more of an emphasis on stealth and combat in comparison to scenarios for Call of Cthulhu, but this should make for a fun change of pace. The scenario also has numerous different aspects to its outcome which will need to be worked through, depending upon how successful the Investigators have been. Overall, ‘The Clockwork Oracle’ has a two-fisted muscularity to it, but still packs in plenty of story.

Jeffrey Moeller’s ‘Goddess of the White Apes’ is a sequel to his ‘The Vetting of Marius Asina’ from De Horrore Cosmico. ‘The Vetting of Marius Asina’ is an interpretation of ‘Facts Concerning the Late Arthur Jermyn and his Family’ in which the Investigators look into the background of Marius Asina to determine if he is suitable for elevation beyond his current rank of senator. Of course, he was not, since neither Marius Asina nor his family turned out to human, let alone barely Roman citizens! ‘Goddess of the White Apes’ leans into the pulpiness of the ‘Swords & Sandals’ genre, but combines it with weird miscegenation and horror, as the Investigators are directed to rescue from the nephew of the emperor from a city to the far south beyond the furthest reaches of the empire. There they find a city which is rapidly coming to ape Rome itself as the leader of the White Apes attempts to make both their home and their society more ‘civilised’! Here the Investigators—after the travails of their long journey south (though a means of cutting the journey time is explored)—must deal with a leader more capricious than a Roman Emperor and effect an escape. The set-up of ‘Goddess of the White Apes’ allows it to be run as a standalone scenario, but it works better as a sequel to ‘The Vetting of Marius Asina’.

Whether as crew or passengers, the Investigators find themselves in peril at sea in Charles Gerard’s ‘Following Seas’. As they sail aboard the Minerva from Antioch in Syria Palestina to Ostia, the port which serves Rome, the ship’s captain veers between depression and irrationality, his mood and actions upsetting the crew as strange energies are seen to swirl about the ship’s rigging. Both investigation and action will take place aboard the Minerva in what is classic, ‘ship in a bottle’ scenario, one that quickly pushes its narrative to an action-packed dénouement. Along the way, there is room for unsettling flashbacks, either ones which have happened in earlier encounters with the Mythos or ones which each player can create for their Investigator on the spot. ‘Following Seas’ is a decent scenario, one which is easily run as the Investigators are travelling between locations—perhaps in a campaign, perhaps between other scenarios, and which can easily be transferred to times and locations which involve sailing ships and sea voyages.

Oscar Rios’ second scenario is ‘Manumission’, in which Rome’s practice of slavery is put to a vile purpose. A vigilis—the equivalent of the police in the Roman Empire, comes to the Investigators for their help. In fact, he comes to them for their help because they owe him a favour or two, so ‘Manumission’ works best later in a campaign when the Investigators who have had a run in with the authorities. The vigilis wants them to help a friend of his whose nephew has been sold into slavery by his drunkard father. Quick investigation reveals that the boy has already been sold and the buyer is not prepared to sell him back. In order to rescue the boy, the Investigators will have to follow the seller and perhaps steal him back. However, in the process, they will discover why the boy was sold and that adds a degree of urgency to the rescue attempt. This is a solid piece of nastiness, nicely set up and waiting for the Investigator to do the right thing.

‘The Dragon of Cambria’ by William Adcock takes the Investigators to the west of Britannia and into Wales where a rich lead mine has unleashed a dragon! This is a classic monster hunt in Dungeons & Dragons-style, but one scaled to Call of Cthulhu, Seventh Edition, which means that the Investigators are likely to be snapped up in a straight fight between themselves and the creature. They will have to use their guile and planning to defeat the creature, though their efforts are likely to be hindered by rival hunters and locals interpreting the appearance of the dragon as heralding a rebellion against the Roman authorities.

Lastly, Oscar Rios’ third scenario takes the Investigators to the province of Germania Superior and beyond! In ‘The Blood Sword of Emeric’, a German tribal leader has risen in rebellion and is attacking locals and Romans alike, but is said to have a blood red sword capable of killing at a single cut and slicing through chainmail. Whether as agents employed by a merchant to recover a missing shipment, the head of a local fort beset by refugees wanting someone to bring him the head of Emeric, or even as agents of an occult society interested in rumours of the sword, the Investigators will need to get what information they can from the refugees, find a guide, and strike out beyond the frontier. The scenario is again quite straightforward and quite action orientated, but it does a nice bait and switch on the Investigators—not once, but twice!

Physically, Fronti Nulla Fides is well presented and edited. Each scenario begins with a full list of its NPCs and each scenario’s maps are generally good, and the illustrations, although having a slightly cartoonish feel to them, are excellent throughout.

Each of the six scenarios in Fronti Nulla Fides should take no longer than a session or two to play, each is different, and even despite their being quite short, time is taken to explore the possible outcomes and ramifications of each. Their length also makes them easy to fit into an ongoing campaign, either between longer, more involved scenarios or chapters of an actual campaign. They also provide a decent amount of physical and interpersonal investigation, showcasing just how rare it is that Lovecraftian investigating roleplaying at the height of the Roman Empire rarely involves visits to libraries or poring over Mythos tomes. Overall, Fronti Nulla Fides not only lives up to its title, but also provides the Keeper of a Cthulhu Invictus campaign with a set of six short, but enjoyably action-orientated and punchy scenarios.

Winter's Woe

Under a Winter’s Snow: Death & Disease in North Dakota is a scenario for use Call of Cthulhu, Seventh Edition. Published by Stygian Fox, it is set early in the Jazz Age in North Dakota in the wake of the Great War and the 1918 Pandemic. Amidst a flurry of snow and ice in January, 1921, the inhabitants of the town of Eisner have been struck by a strange disease which leaves them sweating, shivering, and penultimately delirious before they die. The local doctor has been overwhelmed by the rash of deaths, which he fears to be another outbreak of the Spanish Flu. However, in the victims’ delirium, they whisper of a shrouded man seen in both their dreams and on the streets of Eisner, and of superstitions long forgotten in this modern age…

It should be noted that Under a Winter’s Snow deals with an outbreak of a disease with flu-like symptoms. Published in 2020, but before the outbreak of the current pandemic, it means that it has strong parallels with contemporary events. The scenario’s themes of disease, infection, and contamination may mean it is not suitable for some players. The Keeper is advised to consider the ramifications of such themes before deciding to run Under a Winter’s Snow.

In the default set-up for Under a Winter’s Snow, the Investigators are county officials sent into help with the outbreak. Alternatively, they might be law enforcement tracking a strange individual who has been spreading chaos and madness since his return from the Great War or standard Call of Cthulhu Investigators who have been caught in Eisner during the dreadful weather. A fourth is given, that of the players taking the roles of members of the local youth, caught up in the winter and the dreadful situation with the disease. This though, is not the advised option as the Investigators are not meant to be residents of the town and is not supported by the scenario itself.

Under a Winter’s Snow is relatively short and it is very likely that the Investigators are going to be quickly mystified as to the cause of the disease and its source. This being a scenario for Call of Cthulhu, Seventh Edition, of course means that the disease has an unnatural cause, but getting to that source is going to be challenging for the players and their Investigators, whilst presenting the clues to that end, is going to be challenging for the Keeper. The scenario has a timed element, one that sees both more and more of the townsfolk infected and some of the Investigators infected. A nice touch is that being infected may actually open up some clues to the Investigators as well as drive them to investigate first the disease, and then perhaps beyond the disease itself… However, the scenario ultimately turns on the activities of a single NPC which the Keeper will have to very carefully roleplay—first portraying the NPC as innocuous, even helpful, but later as seeming to know more, until it is clear that the NPC is somehow involved. Here perhaps the Keeper can have some fun roleplaying an NPC who despite being insane might actually help the Investigators and in return, want their help, but not necessarily from the same motive.

Physically, Under a Winter’s Snow is tidily presented, but is lightly illustrated and needs another edit. The handouts are reasonable, but there is no map of the town. One of the handouts sort of doubles as a map, but only after the Investigators have done a particular action, and then it is a hand drawn piece, very rough, and very much at odds with the cartographic standards usually set by Stygian Fox.

Originally published as part of Stygian Fox’s Patreon, Under a Winter’s Snow feels rushed and not sufficiently developed to stand on its own as a scenario for Call of Cthulhu, Seventh Edition. It leaves too much for the Keeper to detail herself, whether that is the town of Eisner, a map of the town of Eisner, the names of the victims of the disease, the names of various NPCs, and so on. It could have included pre-generated Investigators, especially if they have been sent by the county authorities to help the town’s doctor, and if not that, then at least given some suggested roles and Occupations. Either option would have worked if the scenario is being run as a one-shot. If not as a one-shot, as written the time period of the early nineteen twenties and remote location of North Dakota makes Under a Winter’s Snow difficult to bring into a campaign, but ultimately, the location is irrelevant because the scenario does nothing with it and so is easy to shift elsewhere, whether that is Lovecraft Country, the north of England, rural France, or even Germany.

Under a Winter’s Snow is not as fleshed out as it could be and feels much more of a magazine scenario than one that warranted a release on its own. It offers an interesting roleplaying challenge for the players and their Investigators in dealing with an NPC who has succumbed to the Mythos, but will require some effort upon the part of the Keeper to bring both setting and plot to the table.

Glitter on the Water

Dead in the Water is a scenario for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. It is designed for Zero Level player characters, what this means is that Dead in the Water is a Character Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—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. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth.

Dead in the Water is published by Savage AfterWorld and is a scenario for between twelve and sixteen Zero Level Player Characters—so three or four players, which takes place on and off the coast of The Rainbow Sea in the light of the ‘Horizon Star’ which causes the sea to glitter… The scenario begins in the fishing village of Narleen, with the Zero Level Player Characters either as residents or visitors. Either way, the Player Characters are present when screams are heard, and the village’s alarm bell is sounded. When they respond, they discover several waterlogged corpses dragging themselves out of the surf and into the village, where they claw at and grapple several of the inhabitants. The Player Characters have the opportunity to help here and in doing so come to the attention of Narleen’s village headman. Examination of the strange corpses discovers a strange thing—each corpse is host to a small squid-like creature residing in its mouth and also reeks of a powerful odour, the same as a flammable liquid to be found on The Island of Fire, a forbidden isle in The Rainbow Sea. This means that the source of the waterlogged, but animated corpses that have attacked Narleen and other villages, must be The Island of Fire, and so the village headman tasks the Player Characters with going to The Island of Fire and put an end to the attacks. This will be their Rite of Passage.

If the attack on Narleen is the first act of Dead in the Water, then the second is the sea journey to The Island of Fire and the third is exploring The Island of the Fire. The sea journey will be for the most part, quite straight forward, there is a chance for further attacks from the swimming corpses and other things, but perhaps the most fun (or frustration) will come when roleplaying and interacting with the captain of the boat they take to the island. The simple fact is that he cannot speak, so players and Judge will need to engage in a round or two of miming and hand signals!

The Island of Fire turns out to be a Site of the Ancients. There is an ecological feel to the initial exploration, but once inside the towering structure at the centre of the small island, it is revealed to be a technological site. There are some secrets to be discovered, as well as various artefacts, which are appropriate to the location rather than just random. Now despite The Island of Fire having a limited number of locations, there is a pleasing sense of scale to them and at least one of them should invoke a sense of wonder in both the players and their characters. However, this sense of wonder quickly turns to horror as the antagonist at the heart of scenario literally looms into view. The climax on—well, technically, under—The Island of Fire should be frantic, desperate, ad dangerous, whether it involves fight or flight! The Player Characters should ideally prepare themselves by grabbing whatever artefacts they can and by the end of the scenario, will hopefully have survived and gained enough Experience Points to become First Level.

Dead in the Water is just sixteen pages long and reasonably well illustrated and edited, and the maps decent. Some of the illustrations capture some of the adventure’s scale, but some are just a little silly. Just what are Beavis and Butthead doing in Terra A.D. and arguably, do you just not want the waterlogged corpses to grab them and pull them overboard? If there is anything missing in Dead in the Water, it is perhaps that it would have been nice to have seen more of the base presented—though there is nothing to stop the Judge from expanding it herself.

Whether played as a Character  Funnel, or even as a short encounter for First Level mutants, Dead in the Water is a likeable scenario which should offer a session or two’s worth of play. Dig into it and it has a combination of a zombie film meets Alien in its feel, which is nicely transposed to an interesting environment, making Dead in the Water a slightly creepy mix of Science Fiction and Horror.

Friday Fantasy: The Plinth: A Waterdeep Location

 Waterdeep is a city of many faiths, yet there are many in the City of Splendours that lack wealth, influence, or congregation to build a temple of their own, let alone a cathedral. Each year though, on Plinth Day, the adherents of such faiths compete in displays of devotion in order to awarded one of the twenty shrines within the building known as the Plinth. This is a six-storey tower, slim, but with many balconies and home to the aforementioned shrines where those of the faiths that were successful on Plinth Day may come to worship without fear of condemnation or prosecution—whether be followers of Law or Chaos, or Good or Evil. Since the faiths with shrines in the Plinth must adhere to the rule of tolerance, civility, and respect, the multi-denominational, square tower is somewhere the agents of faiths and other organisations come to meet—though there is no knowing who might be watching, inside or out… The tallest building in Waterdeep, the Plinth is not only a well-known landmark, it is also home to a griffon cavalry guard station, a plum assignment for any member of the city’s griffon riders.

The Plinth: A Waterdeep Location is published by The Eldritch Press and as the title suggests, describes a location in the City of Splendours, perhaps the most important city in all of Faerûn. Thus it is a supplement for Dungeons & Dragons, Fifth Edition, one that details the building itself, the occupants of the twenty shrines—from Auril, goddess of winter and Azuth, god of wizards to Talos, god of storms and Umberlee, goddess of the sea, descriptions of four NPCs and stats for a total of eleven, four quests, floorplans of all six levels of the Plinth, and a heresy. The NPC stats include generic characters and creatures such as the Flight Captain and Griffon Mount, but also entries tied to the quests, such as the Green Ghost which rises from the City of the Dead and everywhere it wanders, it withers the greenery and fresh flowers placed by the faithful of Eldath, goddess of peace, at the graves, and the Southern Assassins and Southern Rogues who will be instructed to deal with the Player Characters should they be taking too much of an interest in the fact that the masters of the Southern Assassins and Southern Rogues have been seen buying poison! Of course, The Emerald Enclave would like the Green Ghost laid to rest and The Lords’ Alliance would be very interested to learn about the purchase of certain poisons… The four quests range from Second Level up to Seventh Level, so the likelihood is that if the Dungeon Master uses all four, the Player Characters will be coming back to the Plinth more than once.

Perhaps the longest section in The Plinth: A Waterdeep Location—certainly the longest section of text—is dedicated to the Mother Source Heresy. Prior to its adoption as a multi-denominational establishment, the Plinth was a sacred monument to the goddess Selûne. Acolytes of the Seekers of Selûne are known to visit and wander the Plinth, communing with the building and chanting verses, sometimes even being struck by profound visions. Their activities are linked to holy fragments of a magical earthen vessel, known as the Mother Source Fragments, that suggest that there was an ultimate godhead and primeval Source-of-Realms to an unknown Goddess. Or it might be an aspect of an existing goddess, such as Selûne or Mystra and this interpretation has led to the rivals claiming that the interpretation is heretical.

The Plinth: A Waterdeep Location is very nicely presented. The artwork is excellent and the layout clean and tidy. Overall, this is a highly attractive supplement.

The obvious ties of The Plinth: A Waterdeep Location to Waterdeep make it difficult to use elsewhere and whilst it will be easy enough for the Dungeon Master to develop the four quests, it is pity that they do not tie into the Plinth as strongly as they should. Similarly, for all that the Mother Source Heresy is interesting, there are no quests actually using it or involving the Player Characters in it, so unlike the quests, it is not going to be all that easy to bring into a game or campaign. Perhaps in need of a little more development and support for the Dungeon Master, The Plinth: A Waterdeep Location does a decent job of presenting an interesting location and handful of NPCs—and presenting in a highly attractive fashion.


Jonstown Jottings #31: Legion

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?

Legion presents ninety-six pre-generated Broo, nine new deadly diseases, a Broo name generator, and a scenario for use with RuneQuest: Roleplaying in Glorantha.
It is ninety-two page, full colour, 28.82 MB PDF.
The layout is clean and tidy, and many of the illustrations good. It needs a strong edit.

Where is it set?
Legion can be set almost anywhere where Broo may be found (although there are references to Prax in the text). The included scenario, ‘Imperial Waystation 42’, can be set anywhere on the boundaries—or former boundaries—of the Lunar Empire.
Who do you play?No specific character types are required when encountering the creatures in Legion. The Broo are not that fussy (mostly). Of course, an initiate or priest of Chalana Arroy will probably be useful after any encounter with the Broo.
What do you need?
Legion requires RuneQuest: Roleplaying in Glorantha. The RuneQuest: Glorantha Bestiary may be useful.
What do you get?
Echoing supplements such as RuneQuest Source Pack Alpha: Trolls and Trollkin, RuneQuest Source Pack Beta: Creatures of Chaos 1: Scorpion Men and Broos, and RuneQuest Source Pack Gamma: Militia & Mercenaries, as well as the Foes and Runemasters supplements, Legion is a supplement of deadly monsters and enemies that the Game Master can bring to her game. The monsters and foes in question are Broo—the horned, often goat-headed species befouled by Chaos and vile practices, widely known as carriers of horrid diseases and worshippers of dread Chaos gods. Legion presents some ninety-six pregenerated Chaos enemies, broken down into twenty Rune Lord, Priests, and Rune Lord Priests, twenty-six Initiates, and some forty-eight lay members, plus nine new deadly diseases, a Broo Name Generator, and ‘Imperial Waystation 42’, a location and short scenario. There is also a breakdown of the Broo according to their Cult, so along with the expected Malia and Thed worshippers there are worshippers of Cacodemon, Nysalor/Gbaji, Pocharngo, and even the Seven Mothers and a Sorcerer!
All of the Rune Lord, Priests, and Rune Lord Priests and the Initiates are full write-ups as well as their stats. For example, Gukgaz Khul is a Rune Priest of Primal Chaos, host to thousands of pin worms that constantly wriggle out of and across her body, and the ‘Bleak Hill Blindness’ and capable of controlling the unintelligent things which crawl from the chaos ooze, such as gorp and dragon snails, and including a small gorp which is home to her allied spirit, whilst Khul Gruc, a Rune Lord Priest and Shaman of Thed, one of three to be found in Dragon Pass, who is typically found in a discorporate state and guarded by other Rune Lords and Initiates of both Thed and Malia. His body is a riotous swathe of brightly coloured fungi and mushrooms that sprout from every available inch of his body. Initiates include Black Shuck, a Broo with the shaggy head of a fighting dog who constantly drools from both mouth and nose, and who worships Malia; Wild Face, an Initiate of Thed has the face and claw of a puma, who has issues loading his crossbow; and Khi Ghul, a sable-horned devotee of Seven Mothers with slick, black fur that has a dark red stripe running down it and who despite hating life, actually works as a translator for any human contact and idolises the Lunar Empire!
Legion being a supplement about Broo, it includes several new diseases—and they are deadly indeed. They are described as serious diseases, purportedly appearing and spreading in the wake of the withdrawal of Lunar forces from Prax. For example, Bleak Hill Blindness causes weeping and loss of vision; The Laughing Death, which causes the sufferer to collapse into fits of uncontrollable laughter and it is thought to have originated amongst Eurmal worshipers; and Dermal Glue, in which the sufferer exudes a fouling smelling glue which leads to everything sticking to him! All of these diseases are really vile.
‘Imperial Waystation 42’ is a ‘defend the flag’ one-shot, combat-orientated scenario. It describes a fortress at the edge of the Lunar Empire’s expansion, only partially completed before it was abandoned. The fortress is described such that it can be used elsewhere, but here it comes under attack by Broo. Several reasons are given for the Player Characters to visit the fortress and defend it, and the scenario comes suggestions as to which Broo to use from Legion, although the Game Master is free to pick and choose to match her players’ characters.
As well as the degree of invention on show in Legion, many of the Broo are accompanied by some fantastic artwork, much of it fully painted. The artwork and the map is decent throughout. In terms of the writing, one thing that should be made clear about Legion is that avoids the repellent nature of Broo procreational practices, although it alludes to it obliquely. Whether or not the Game Master wants to include this aspect of the Broo in her campaign is left up to her to decide.
Is it worth your time?YesLegion presents a vilely inventive array of foes and even NPCs (in some cases) that the players and their characters will remember not just for the confrontation, but also for the diseases that Broo will infect them with as a reminder.  NoLegion is probably best avoided if the Game Master does not want to bring Broo, their diseases, and their reputations into her game.MaybeLegion presents foes which vary widely in power level, and many of them are likely to be too powerful for many groups of Player Characters, so the Game Master will need to use them with care.

1990: Buck Rogers XXVC

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
As the hobby in 2020 awaits the much-anticipated release of Cyberpunk Red, the fourth edition of Cyberpunk, the year also marks the thirtieth anniversary of both its highly regarded forebear, Cyberpunk 2.0.2.0., and another roleplaying game designed by Mike Pondsmith. That roleplaying game is Buck Rogers XXVC, or ‘Buck Rogers in the 25th Century’. Published by TSR, Inc. in 1990, as the title suggests Buck Rogers XXVC is based upon the character originally created by Philip Francis Nowlan in the novella Armageddon 2419 A.D., and subsequently popularised in newspaper comic strips, a film serial in the late nineteen thirties, and then a television series in the late nineteen seventies and early nineteen eighties. In the original novella, Buck Rogers is frozen in a mine by radioactive gas and kept in a state of suspended animation for nearly five centuries, only to awake in 2419 to find a North America ruled by the Air Lords known as the Han and their allied gangs from fifteen great cities, Americans left to fend themselves beyond the confines of the cities, but putting up a resistance against the Han and their gang allies. The original novella, the film serial, the television series, and both roleplaying games—TSR, Inc. publishing Buck Rogers XXVC in 1990 and then the High Adventure Cliffhangers Buck Rogers Adventure Game in 1993—have expanded upon, to varying degrees, the scope of their Buck Rogers settings. For example, the Buck Rogers in the 25th Century television series takes the character and story into space and beyond the confines of the solar system, and its look is influenced by Star Wars, at the time being nearly everyone’s idea of what Science Fiction should be like; Buck Rogers XXVC takes the character into the space, but only the confines of the solar system, and its Science Fiction, is more Pulpy in its styling; and the High Adventure Cliffhangers Buck Rogers Adventure Game takes Buck Rogers back to his roots of the novella—a conflict set on Earth only, fought with the technology of the Great War and the nineteen twenties. What they share in common is the same cast of characters, and of course, Buck Rogers himself, a man out of the past, frozen in time for centuries, and awoken to help to fight an oppressive enemy.

Buck Rogers XXVC would be TSR, Inc.’s second attempt at a Science Fiction roleplaying game, following on from 1982’s well-regarded Star Frontiers, and preceding the High Adventure Cliffhangers Buck Rogers Adventure Game and the Amazing Engine and its subsequent line of supplements—both from 1993, and finally Alternity in 1998. It would come about because Lorraine Williams, the then president of TSR, Inc., was the granddaughter of John F. Dille, the publisher who had originally syndicated Philip Francis Nowlan’s Buck Rogers comic strip and as a property, Buck Rogers, is owned by the Dille Family Trust. Williams wanted to combine Buck Rogers with the popularity of Advanced Dungeons & Dragons, and this would lead to the development of a new background for Buck Rogers, by Williams’ brother, Flint Dille. This new background would be initially showcased in 1988 in the board game, Buck Rogers - Battle for the 25th Century, and then the roleplaying game, Buck Rogers XXVC, in 1990.

The setting for Buck Rogers XXVC is the year 2456. The twenty-fifth century is a future in which atomic powered rocket ships fly between the plants of the solar system, great power blocs work to terraform Mars and Venus, corporate warlords use genetically engineered workers and warriors to dominate whole worlds and enforce their will, and an Earth, a political and economic backwater still recovering from a war in the first half of the twenty-first century, bucking against off-world powers who see it as a source of clean water, historical art and objects and treasures, and other resources to be plundered. The solar system is dominated by three great power blocs, formed in response to the Last Gasp War fought between the United States of America and the Soviet Communist bloc which began with the successful destruction of Russia’s powerful new orbital offence system, Masterlink, by United States Air Force Lieutenant Colonel Anthony ‘Buck’ Rogers—who was assumed killed in the attempt and ended in a limited exchange of nuclear missiles. The three power blocs, the Russo-American Combine (RAM), the Euro-Bloc faction, and the Indo-Asian Consortium (IAC) quickly formed a world government and then, as the rest of the solar system was explored, settled, and terraformed, the System States Alliance. Each bloc claimed a different world, RAM took Mars, the Euro-Bloc Luna, and the IAC Venus, with both RAM and the IAC making great efforts to terraform their worlds. To date, both RAM and the IAC have made great strides such that parts of both worlds are habitable. Ultimately, RAM would rebel against the System States Alliance and by the end of the Ten Year War in 2285, break both Earth as a power and fearing the IAC as an economic rival, sabotage colonisation and terraforming efforts on Venus. As RAM tightened its grip and influence on the Solar System, refugees from Earth, Mars, and Venus would flee to Mercury where the most powerful colonists would establish a ‘Sun King’ monarchy made wealthy on the energy and minded ores it sold to the rest of the solar System. A later wave of refugees would flee into the asteroids, and to Jupiter and Saturn, these Outer Worlds eventually to become home to The Black Brotherhood, bands of pirates feared for their raids across the system. Earth, the majority of its population residing in Arcologies, with mutants confined to reservations or the polluted and scavenged Badlands, and its technology regressed to that of the twentieth century, is under the thumb of RAM, as part of its ‘Solar Alliance Protectorate’. More recently, an alliance of smugglers, traders, and rebels who have banded together to form the New Earth Organisation (NEO), an underground resistance group dedicated to freeing Earth from RAM’s yoke. (Notably, parallels are drawn between NEO and RAM, and the Continental Army and British forces during the American War of Independence, but of course, NEO’s enemy is corporate, rather than imperial, though no less autocratic.) Recently, NEO’s hopes and plans have been bolstered by the discovery and revival of Buck Rogers, the hero of The Last Gasp War.

Buck Rogers XXVC comes as a richly appointed box set, which start with three black and white books—‘Characters & Combat’, the ninety-six-page rulebook; the sixty-four-page ‘The World Book’, which covers the background and includes information and a scenario for the Referee’s eyes only; and the thirty-two-page ‘The Technology Book’, which covers the setting’s equipment and weaponry. The Referee is given a plain, but serviceable Reference Screen: Tables and Statistics, plus twenty-four reference cards. On the font of these is a full colour illustration, showing either a ship, an NPC—such as Ardala Valmar, Buck Rogers, or Killer Kane, or a map of one of the setting’s worlds, with the stats and background on the back. These reference cards feel reminiscent of Spelljammer, the space setting for Advanced Dungeons & Dragons, Second Edition. There are two double-sided poster maps. One poster has a map of Tycho Arcology Spaceport on one side and an outer-space hex grid for running space combat on the other, whilst the other poster has the deck plans for a small cruiser and a medium cruiser—both suitable for use with 25 mm figures—on one side, and a map of the orbits of the inner planets and various settlements in the Asteroid Belt on the other. Lastly, there is sheet of counters for use on the maps, a set of polyhedral dice, and a plastic overlay. This is used to determine travel and communication times between the planets as they orbit around the sun, the Referee having to move them along in their orbital paths once every thirty days in game to reflect the changing distances. Overall, the box set is nicely appointed.

Buck Rogers XXVC is a classic Race, Class—or Career, and Level system. It is based on Advanced Dungeons & Dragons, Second Edition, but with various tweaks to account for the genre. The Player Characters, traders, adventurers, spies, resistance fighters, and more, are assumed to be members of, or at least affiliated to NEO. A Player Character is defined by seven attributes—Strength, Dexterity, Intelligence, Constitution, Wisdom, Charisma, and Tech. These provide various bonuses, notably serving as a bonus to skill rolls, and range in value from one to twenty-two. A Character also has a Race, Buck Rogers XXVC offering thirteen options. They start with Terrans, unmodified Humans, and then add Martians, Lunarians, Venusians, and Mercurians, each type having been modified to survive on their respective home worlds. The other eight are ‘gennies’, or ‘genetic mutants’, modified with animal DNA to survive in certain conditions or perform various tasks. So Tinkers are crossed with lemurs and gibbons, and are short, have long fingers, a longer reach, and fine fur and are suited to engineering and technical tasks—especially in tunnels; the Martian Desert Runner has feline and canine DNA to give claws and the ability to run on all fours, and webbing between fingers and toes to run on the sands of Mars; and the dread Terrine have Shark DNA with tough skeletons, retractable talons on hands and feet, and sandpaper-like skin, and are bred by RAM as its shock troops. In terms of Class—or Career, Buck Rogers XXVC gives Rocketjocks, the pilots of the setting, Warriors—fighters and professional soldiers, Scouts—planetary explorers and loners, Engineers, Rogues—gamblers and information traders, and Medics. All six Careers have attribute requirements, and some cannot be selected by Gennies. Each Career provides a few abilities. The Rocketjock grants a bonus to Driving and Piloting skill checks and a Charisma bonus when interacting with a member of the opposite gender; the Warrior rolls a six-sided die for unarmed damage and gains a specialisation bonus every other Level to use a particular weapon, up to +3 for each weapon; a Scout a bonus to his Career skills at each Level; an Engineer receives a to hit and damage bonus when using a tool as a club in combat; the Rogue receives a bonus to his Career skills; and only the Medic can use a Drug Fabricator or Autosurgery. Each Career has its own set of skills. For example, the Rocketjock has Drive Jetcar, Drive Groundcar, Manoeuvre in Zero G, Notice, Pilot Fixed Wing, Pilot Rocket, Pilot Rotorwing Craft, and Use Rocket Belt, whilst the Rogue has Bypass Security, Climb, Fast Talk/Convince, Hide in Shadows, Move Silently, Notice, Open Lock and Pick Pockets.

To create a character, a player rolls three six-sided dice for each attribute, and selects a Race and Career. He divides forty points between his Career skills and another twenty between General skills. He also adds the value of the appropriate attribute to each skill the character has as well as any bonuses from the Career. Each time his character goes up a Level, he will receive another forty points to assign to his Career skills and another twenty to his General skills—that is, those skills not granted by his Career. He then receives between two hundred and two thousand credits to spend on equipment.

Name: Seldona Clarke
Race: Human
Career: Scout Level: 1

Strength 10 (Weight 40, Max. Lift 115, Strength Feat 2)
Dexterity 12
Constitution 09 (System Shock 65)
Intelligence 13
Wisdom 11
Charisma 13
Tech 10

Armour Class: 10
Hit Points: 8

Abilities
N/A

Career Skills
Animal Riding (Dex) 13, Befriend Animal (Chr) 01, Climb (Dex) 18, Move Silently (Dex) 17, Notice (Wis) 16, Planetary Survival (Wis) 16, Planetology (Int) 27, Tracking (Wis) 16

General Skills
Cook (Tech) 15, Geology (Int) 18, Navigation (Int) 18, Sensor Operation (Tech) 15

Equipment
Laser Pistol, Mono Knife, Utility Belt, Smart Clothes, Messkit, Backpack, Inertial Compass, Cr 75

Mechanically, Buck Rogers XXVC employs not one, but three different mechanics. The first a simple attribute test, a roll equal to, or less than an attribute on a twenty-sided die. The second is the skill check, a roll under—but not equal to, a skill rating. The difficulty of a skill check is directly modified, its skill rating doubled if the task is easy, halved if difficult, and quartered if impossible. The third is the combat roll, rolled on a twenty-sided die, rolled to beat an opponent’s Armour Class. However, Buck Rogers XXVC being designed in 1990 and not 1992 when Gamma World, Fourth Edition was published means that Buck Rogers XXVC uses descending, not ascending Armour Class. Further, Buck Rogers XXVC being based on Advanced Dungeons & Dragons, Second Edition, the value used to determine the number a player rolls to his is ‘To Hit Armour Class Zero’, or THAC0.

Armour Class itself runs from nothing and ten down to zero and Battle Armour. Battle Armour with Fields is even lower, and Armour Class is adjusted by cover, Dexterity, and illumination. It is also lowered if a Player Character does nothing but parry or dodge. Combat also covers melee and firearms combat, weapons like the Laser Pistol and Rocket Pistol doing one eight-sided die and one ten-sided die’s worth of damage respectively. At lower Levels, this can be enough to kill a Player Character, and a Player Character whose Hit Points is lowered to zero is dead, unless someone can get the would be corpse to a life suspension device, but these are expensive and bulky. So the likelihood of low Level Player Characters owning one is equally as low… Add in rules for heavy weapons, suffocation, radiation, extreme heat and cold, and until a Player Character has gained a few Levels, the world of Buck Rogers XXVC is grim and gritty rather than pulpy. That said, the Referee is advised that when possible to narrate ways of his Player Characters surviving near certain death—though not inescapable death!

Buck Rogers XXVC includes rules for both rocketship combat and construction for fighters, cruisers, battlers, transports, and freighters. Ships are expensive, running to hundreds of thousands of Credits. Space combat involves weapons like lasers, missiles, gyrocannons, and acceleration guns, played out at scale of fifty miles per hex. Essentially, a ship’s pilot—ideally a Rocketjock—maneuvers the ship whilst everyone else takes different stations aboard the ship. Weapons need to be manned in order to be fired, the Engineer needs to be able to conduct repairs, the Medic provide first aid, and so on. Each section of ship, whether that is sensors and communications, controls, life support, or hull, has its own individual Hit Points. Reducing any section to zero or fewer Hit Points has the same effect as a critical hit. Otherwise, the ship combat rules work as per personal combat, including the use of THCA0, and are serviceable enough.

Apart from the addition of Gennies, the other significant technology in Buck Rogers XXVC is that of Digital Personalities. Each is an artificial intelligence which can project a three-dimensional image of itself, which mechanically has mental, but not physical attributes. A Digital Personality cannot fight actual people, but can fight other Digital Personalities. A Digital Personality also has the ability to use computer programs such as Control Remote, Stealth, or Virus Attack. A Digital Personality is actually an NPC Career, as is the Scientist, someone who possesses skills and abilities, like gadgeteer, which Player Characters cannot. Notably, Doctor Huer is a Digital Personality, as is the head of RAM, Simund Holzerhein. This is not the only major change to the characters of the Buck Rogers in the 25th Century setting. For example, Ardala Valdemar is a freelance Martian RAM agent with high connections who serves as an information broker and espionage agent, whilst the infamous Rocketjock, Killer Kane, who defected to serve RAM, but only to save his then lover, Wilma Deering. In the meantime, Killer Kane has come to believe that RAM has the people of Earth’s best interests at heart.

In addition to covering each of the worlds of Buck Rogers XXVC in some detail—their economy and culture, their politics and government, ‘The World Book’ also includes rules for creating more Gennies, guidance for the Referee for running the game and its genre, and a scenario, ‘Ghost in the Machine’. This has a recently fired rocketship crew hired to get hold of a RAM yacht and its secrets before RAM can recover it. Intended for Player Characters of First and Second Level, it should provide sessions of play and enable the Player Characters to try out the various rules, including combat and space combat. ‘The Technology Book’ covers everything from terraforming and space elevators down to personal weapons and gear. Lastly, the Reference Cards present further information on aspects of the setting—major NPCs, the worlds, and ships. They are handy and accessible, providing illustrations and easily accessible content that the Referee can show to her players.

Physically, Buck Rogers XXVC is generally well presented. The artwork whether black and white in the books, or colour on the Reference Cards is good throughout. Equally, the maps are bright and colourful, though the counters are plain. In general, Buck Rogers XXVC is well written. Nice touches include the short, but involving ‘choose-your-own-path’ adventure which serves as an introduction to roleplaying in the ‘Characters & Combat’ book, the roleplaying and cultural notes on the various Races, and the Reference Cards, the maps, and the plastic overlay are all great.

Yet mechanically, Buck Rogers XXVC is underwhelming. In terms of the attributes, only Strength, Dexterity, and Constitution provide any bonuses; there are no special abilities assigned to each Race—at least not in terms of the mechanics; the various abilities Careers feel underpowered and unbalanced, some Careers, like the Rocketjock and the Warrior gaining an improvement every other Level, whilst others like the Engineer and the Medic, a single ability. And, in terms of the Medic, if a playing group wants to have a character who can operate a Drug Fabricator or Autosurgery, then one player has to select that Career, or an NPC be added. Also, there is no mechanical means for the Player Characters to be heroic, so no luck or hero points. It all comes down to the dice rolls, and whilst there is a means to determine the difficulty by adjusting the skill score, there is no corresponding way to handle degrees of success or failure.

Lastly, having three different sets of mechanics—one for attribute checks, one for combat, and one for skills, complicates rather than eases the play of the game. The use of THAC0—the use of THAC0!?—and skills as percentages feels more like a cultural and design clash rather than a decision, almost as if Buck Rogers XXVC is straining to get away from the constraints of Advanced Dungeons & Dragons, Second Edition, and be its own thing—rather than a hybrid. Of course, Buck Rogers XXVC was designed to ride on the back of the popularity of Advanced Dungeons & Dragons, Second Edition and so was designed to be familiar to the players of that game, but without those constraints, there is no denying that Buck Rogers XXVC could have been a better game. Indeed, the Referee could easily take the background of Buck Rogers XXVC and adapt it to the rules of her choice, especially if she wants more competent Player Characters and to reflect a pulpier, more action orientated style that reflects the Space Opera of the nineteen thirties and nineteen forties—the source material for Buck Rogers XXVC.

There is a great deal to like about Buck Rogers XXVC—the setting is well done and it is well presented, but ultimately, the mechanics and the low Level of the Player Characters do not feel suited to either the genre or the game. Buck Rogers XXVC is a great setting to delve into, but not necessarily play as written.

In-Line & In-Country


Delta Green: Kali Ghati is a scenario for use with Arc Dream Publishing’s Delta Green: The Role-Playing Game which can be played using the roleplaying game’s full rules or those from Delta Green: Need to Know. It is set in Afghanistan, so shares parallels with ‘Night Visions’ from Control Group: Horrifying Scenarios for Delta Green: The Role-Playing Game and concerns the fate of a missing Agent, so shares parallels with the scenario  ‘Last Things Last’, from Delta Green: Need to Know. It comes with six ready-to-play Agents, so it can be run as a one-shot, as a convention scenario, as an introduction to the Unnatural—as the Mythos is called in Delta Green: The Role-Playing Game—and Delta Green a la Control Group, or simply added to an ongoing campaign.

Delta Green: Kali Ghati opens with the Agents in-country, having been sent to Forward Operating Base Turner in Patika province, in the eastern part of Afghanistan, close to the border with Pakistan. The base has been the process of shutting down and being handed over to the Afghan National Army, and only sixty U.S. Army soldiers posted still there. Unfortunately, a CIA clandestine services officer named Tim Ellis, also stationed there, has gone missing and the last thing that the U.S. Army wants is news breaking out of another American citizen having been captured by the Taliban. Worse, Tim Ellis is actually a Delta Green agent and the organisation does not want him—or the esoteric knowledge he has acquired over the years—falling into the hands of the Taliban either. The player character Delta Green Agents are sent in to locate him, retrieve him, and if unable to do that, make sure that he does not fall into the wrong hands.

Delta Green: Kali Ghati is essentially divided into three acts. In the first act, the Agents will investigate Ellis’ activities at F.O.B. Turner, dealing with the officers and soldiers who had dealings with him, as well as an interpreter and the members of the Afghan National Army. They are a mixture of helpful and reluctant, but with some careful roleplaying, the Agents will learn that Ellis was fascinated by the strange tales of a nearby village that go back to the nineteenth century, and more. They are likely to also be given warnings not to go to the village, but duty demands that they do. The second act consists of the drive to Kali Ghati—and here the action hots up as attempts are made to prevent them getting there. This is a big scene and will need careful staging from round to round, almost like a wargame.

The third act takes place at the village of Kali Ghati and sees the Agents learning the secrets that the villagers are hiding. They will very likely also discover the whereabouts of Tim Ellis. As plotted, once they discover the secrets of Kali Ghati, all hell breaks loose and the best they can probably do is get the hell out…

Delta Green: Kali Ghati is a problematic scenario. Its issue is that it is linear and does not allow a high degree of player agency. In the initial scenes where the Agents are investigating Ellis’ activities and interactions, they have plenty to do, but in later scenes, there is less and less that they can do. Should the players want their Agents to push harder and harder at the constraints of the plot, the more effort that the Handler will have to make to accommodate their actions. The scenario is also more combat focused in comparison to other scenarios for Delta Green: The Role-Playing Game, which will put Agents with fewer or limited combat skills at a disadvantage. Of course, replacement characters abound in the form of other U.S. Army soldiers, but the likelihood of having to replace the Agents—either early in the scenario or at the climax, undermines players’ roleplaying. Essentially, the combats are all but unavoidable, and the second combat is likely to become something of a grind, likely to be preceded by a grind of dice rolls to get to that second combat…

Physically, Delta Green: Kali Ghati is nicely produced. The maps are clear and the artwork excellent as is usual. The six pregenerated Agents, including a CIA Officer, an FBI Agent, CIA Consultant, a biohazard specialist, and two U.S. Army soldiers, are for the most part, decently done. They have a few details missing, but these are not pertinent to the scenario and can be easily made up by the Handler or the player. 

Delta Green: Kali Ghati is linear and is tightly constrained in terms of storytelling. In fact, to the point that it feels more like a film than a roleplaying game—indeed, the scenes in the village of Kali Ghati are reminiscent of the film, The Man Who Would Be King. The short length and the straightforward, narrow nature of its plot means that Delta Green: Kali Ghati is best suited as a one-shot or a convention scenario, especially for players looking for action rather than investigation.

1965: Nuclear War

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Invented in 1965 by Doug Malewicki and published by Flying Buffalo, Inc. since 1972, the Nuclear War Card Game is a satirical game of Cold War brinkmanship, black propaganda, and mass destruction designed for between two and eight players. Designed for players with a sense of humour, aged thirteen and up, who each control a major nuclear power, it  can be played in roughly thirty to forty-five minutes. Whilst the aim of the Nuclear War Card Game is to win by defeating a player’s rivals—either by persuading their population to defect or bombing them back into the Stone Age, either way reducing their population to zero—a game can also end in a storm of retaliatory missile and bomber strikes that leaves everyone’s population dead and dying. In which case, everyone loses. If you think that this sounds M.AD., then that is Mutually Assured Destruction for you.

The Nuclear War Card Game consists of two decks of cards, eight player boards, a Nuclear Spinner Board, and a four-page rules leaflet. The two decks are the Population Deck and the much larger Nuclear War Deck. The Population contains cards representing between one and twenty-five million persons, whilst the Warhead Deck contains cards of various types. Warhead cards represent nuclear warheads ranging in size from ten to one hundred megatons, each indicating how many members of a population it will kill, ranging from two to twenty-five million. Delivery cards indicate the size of Warhead tonnage they can deliver to a target, raging from a single ten megaton warhead in a Polaris missile to a Saturn rocket capable of carrying a single one hundred megaton warhead, whilst a B-70 Bomber can carry multiple warheads up to a total of fifty megatons. Other cards include Anti-Missile cards which will bring down incoming missiles during an attack, whilst others are Top Secret or Propaganda cards. Top Secret cards can decrease an opponent’s or the current player’s population, force him or the current player to lose a turn. For example, ‘Your Cold War prestige soars due to being the first on the Moon’ causes five million of the enemy to join the current player’s country and ‘TEST BAN!’, which called by the President of the current player’s country forces him to miss a turn. Propaganda cards simply cause Population from a rival country to defect to the current player’s country.

Each of the Player Boards, illustrated with a photograph of a Titan missile launch station, is marked with six spaces—‘Face Up Card’, ‘1st Face Down Card’, ‘2nd Face Down Card’, two ‘Deterrent Force’ spaces, and ‘Population’. A player uses the ‘Face Up Card’ and ‘Face Down Card’ spaces to set up and bluff using his country’s nuclear arsenal; the ‘Deterrent Force’ space to establish a threat against anyone who might attack his country; and the ‘Population’ space to keep track of his Population cards. The infamous Nuclear Spinner Board is spun whenever a missile is launched or a bomb is dropped to give a random effect, such as ‘Explodes a Nuclear Stockpile! Triple the Yield’ to increase the number of Population killed or ‘Bomb Shelters Saves 2 Million’ which reduces the damage inflicted. The Nuclear Spinner Board also tables to get the same effects from rolling either two six-sided or two ten-sided dice as an alternative, or if the spinner is broken! Lastly, the rules sheet both explains the rules, answers various questions, and gives some suggestions as to tactics when playing the game.

Game set-up is simple. Each player receives a Player Board, a number of Population cards (the number determined by the number of players), and nine cards from the Nuclear War deck. On a round each player takes it in turn to play all the cards marked Secret or Top Secret in his hand, draw back up to nine cards, play any cards marked Secret or Top Secret in his hand so added, draw again, and so on until he no cards marked either Secret or Top Secret in his hands. The fun of these is a player using the text on the cards to build a story about his country, taking it through the Cold War to the point where Nuclear confrontation turns hot…

Then each player places two cards face down in the first two slots on his Player Board. They will be revealed in subsequent turns and in doing so, will reveal a player’s strategy. A player with weak warheads or inadequate means of delivery—bombers or missiles, or who does not immediately want to turn the Cold War hot, can play Propaganda cards to reduce a rival country’s population. A player who wants to go aggressive immediately can put down a delivery system—bomber or missile—followed by a warhead, which has to be launched at a rival country once the combination has been revealed. A player can also bluff, playing a warhead, but not a delivery system—and vice versa, instead playing a Propaganda card. In some instances, a player does not have a choice as to which option he chooses, it very much depends upon the cards in his hand.  Alternatively, a player can place Anti-Missile cards or even a combination of a warhead and a delivery system onto the Deterrent spaces of his board. These are placed face up rather than face down and serve as a warning against any other player who might be thinking of launching a nuclear strike at that country. The classic combination being a Saturn missile with a hundred megaton warhead ready to launch in retaliatory fashion against an enemy. 

Once a player has put two cards into the first two slots, and sets up his initial strategy, he draws a third from the Nuclear War deck and places a third card into the third slot on his Player Board. The last thing a player does is turn over and reveal the card in the first slot on his Player Board. This will reveal the initial suggestions as what his current strategy is. On subsequent turns, a player will draw a card first and then play the rest of the turn as per normal.

If a player reveals on subsequent turns that he has a delivery system loaded with a warhead—in the order of delivery system first, followed by the warhead, he is ready to launch a nuclear strike! He designates his chosen target, spins the spinner on the Nuclear Spinner Board and applies the results to the warhead’s detonation. If the warhead is successfully detonated, the targeted player loses the indicated number of casualties from his Population. Once a nuclear strike has been launched at another player, a State of War exists not between the attacker and defender—but between all players! This State of War continues until one player, whether the attacker, defender, or another player is eliminated. An eliminated player can retaliate by combining warhead and bomber or missile cards and target not just the player who struck at him, but any player! It is entirely possible for an eliminated player to eliminate a rival with a retaliatory strike, and that rival to eliminate a rival with a retaliatory strike, and so on. Basically in one giant M.AD. conflagration!

Peace then breaks out… until another player has a warhead ready to launch. Play continues with rounds of missile and warhead build-ups punctuated by deadly strikes. Of course, during the build-up phases, there is scope for further bluff, as well as negotiation, counter bluff, and intimidation. A game of the Nuclear War Card Game continues until one player is left standing (amidst the irradiated rubble) undefeated and still with a Population of at least a million. Alternatively, everybody might have been wiped out, in which case, everybody loses.

With simple rules and direct mechanics, the blast ’em, bomb them style of play of the Nuclear War Card Game is quick. Which means that once a player is eliminated, he should not have to wait too long before either the game finishes (with a winner or not) and a new one, quickly and easily set up to start play anew or a wholly different game chosen. In this way, the Nuclear War Card Game serves as a solid filler.

Physically, the Nuclear War Card Game does not share the production values as more contemporary titles. The card stock for both the Player Boards and the Nuclear Spinner Board is adequate enough though still feels slightly cheap. The cards for the game feel slightly thin, but apart from the Propaganda cards which are rather plain and lacking in flavour, all of the cards are brightly and engagingly illustrated. The rules sheet is simple and utilitarian, but like everything else in the game, does its job.

—oOo—

In 1984 Games Magazine called Nuclear War, “the quintessential beer and pretzels game” and put it on its  top 100 list. The game also won the Origins Hall of Fame Award as one of the best games of all time in 1998 and in 1999, Pyramid magazine named it as one of The Millennium's Best Card Games. Editor Scott Haring said “Back when people were well-and-truly scared of the possibility of nuclear vaporization (I guess today either the threat is lessened, or it's become old hat), Nuclear War dared to make fun the possibility of mankind's dreaded nightmare via a card game.”

Designer and publisher Steve Jackson reviewed the Nuclear War Card Game in Space Gamer Number 34 (December, 1980). He described it as, “...[N]o sense a serious simulation - and even as a game it is very, very simple. Other than that, the only drawback is that the "strategy" rules often lock you into a bad move a couple of turns ahead. Real life is like that - but this game isn't real life and shouldn't try to be.” before concluding that, “This is NOT an "introductory" wargame - it's not a wargame at all. It's a card game. Recommended for a quick social game or for when everyone is too sleepy to play anything complex.”

In Dragon Issue #200 (Vol. XVIII, No. 7, December 1993), Allen Varney included it in a list of ‘Famous & forgotten board games’, in his article, ‘Social Board Games’. He stated that, “It’s a sin for a multi-player design to throw out a player before the game is over, but in this venerable game, that’s the whole point.”, ultimately describing it as the “black-humored contemporary of Dr. Strangelove.” More recently in Scarred For Life Volume One: The 1970s (Lonely Water Books, 2017), authors Stephen Brotherstone and Dave Lawrence described the Nuclear War Card Game as “A card game about the unthinkable, featuring a Twister-style spinner containing results such as ‘RADIOACTIVE BETA RAYS KILL ANOTHER 5 MILLION’ and ‘ADDITIONAL 1 MILLION ARE ENGULFED IN THE FIREBALL’ might not seem like most people’s idea of a fun night in, but Nuclear War is a darkly comedic, even educational game. And it’s a brilliant one to boot.”

—oOo—

The Nuclear War Card Game is a game of nuclear brinkmanship, of nuclear standoffs and deterrence, one in which peace is always temporary and war always inevitable. Its subject matter—notoriously black, if not tasteless, in terms of its humour—combined with its mechanics (especially the retaliatory strike rule) make it the ultimate ‘take that’ game, often escalating into everyone having to ‘take that’ and suffer the consequences. The Nuclear War Card Game captures the foolishness and absurdity of the Cold War, pushing everyone to slam their fists on the big red button in the ultimate ‘take that’ game—whether as first strike or in revenge.

—oOo—

With thanks to Steve Dempsey for locating Allen Varney’s ‘Social Board Games’ in Dragon Issue #200 and Jon Hancock for Steve Jackson’s review in Space Gamer Number 34.


Miskatonic Monday #55: Endless Light

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


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


—oOo—


Name: Endless Light

Publisher: Chaosium, Inc.
Author: Allan Carey

Setting: Jazz Age lighthouse island
Product: Scenario Set-up
What You Get: Twenty-three page, 30.60 MB Full Colour PDF
Elevator Pitch: In an unnatural confrontation between two greater foes, sometimes the only natural option is survival...
Plot Hook:  A engineer leading a work crew to clear a construction site on a lighthouse island discovers the island already a’tremor, as strange creatures roil below and the waves bring others ashore.Plot Support: Plot set-up, two Mythos entities, two maps, one handout, and five pre-generated Investigators.Production Values: Clean and tidy, gorgeous maps, and clearly done pre-generated Investigators.
Pros
# Type40 one-night, one-shot set-up
# Potential convention scenario
# Solid moral climax# Superb maps and handouts
# Pre-generated Investigators nicely fit the setting
# Easily adjustable to other periods# Possible first encounter with the Mythos?

Cons
# Potential Sanity gains potentially outweigh the losses?
# Needs a careful read for preparation# Needs some stats creating before play# Another ‘trapped on a lighthouse’ set-up?# Investigator interaction hooks and relationships could have enhanced the tension.
Conclusion
# Great production values
# Relatively low set-up time# Taut twist upon the ‘trapped on a lighthouse’ set-up

A Frustrating First

As a country, Spain is rarely visited by roleplaying games of Lovecraftian investigative horror—and when they do, it is primarily during periods of great conflict or turbulence, such as the Spanish Inquisition of fifteenth and sixteenth century or the Spanish Civil War of the nineteen thirties. Examples of the latter include ‘No Pasaran!’ from the Miskatonic University Library Association monograph Shadows of War: Four Scenarios Set In and Around the Second World War published by Chaosium, Inc. for Call of Cthulhu and Soldiers of Pen and Ink, a scenario for Pelgrane Press’ RPG of clue orientated Lovecraftian investigative horror, Trail of Cthulhu, whilst ‘Garden of Earthly Delights’ in Strange Aeons from Chaosium, Inc. and ‘Fires of Hatred Defile the Sky’ in Red Eye of Azathoth: Unspeakable Adventures Straddling a Millennium by Open Design, LLC, are examples of the former. There is not even a Call of Cthulhu campaign supplement for Spain in any period, so it was pleasing to see to see the publication of Campo De Mitos: A Campaign Setting of Lovecraftian Mythology Based in El Campo De Gibraltar, despite the fact that it is not a Call of Cthulhu campaign supplement for Spain. Rather, it is a campaign supplement for part of southern Spain, the ‘El Campo De Gibraltar’ of the subtitle, focusing in particular upon the town of Algeciras. Also pleasingly, it is written by a native, Paco García Jaén, and it is systemless, which means that its contents can be adapted for use with Call of Cthulhu, Seventh Edition, Trail of Cthulhu, or the roleplaying game of Lovecraftian investigative of your choice. However, Campo De Mitos is also the first book from a new publisher, Mindscape Publishing, and that is not without its consequences.

Presenting a fictionalised rather than a historical version of the town and region, specifically in 1924, Campo De Mitos is designed as a sort of sandbox, the Investigators able to go anywhere and encounter anyone in the region, but particularly in the town of Algeciras. Primarily the sandbox is built around numerous NPCs and their places of work, whether that is Manolo the ‘Ice Cream Man’, a street vendor who sells ice cream, sweets, and treats all year round from his cart in the Plaza Alta in the centre of the town, or Anselmo Arrubal, the quiet and fastidious, but also misogynist owner of Santos Bookstore, who worked with Aleister Crowley to open up access to a seemly infinite library behind the counter of the bookshop. Being a systemless book, none of the NPCs have any stats, but what they do have is a set of three profiles—friendly, neutral, and antagonist, each of which sets their attitude towards not just the Investigators, but also other NPCs, who in turn will also have their own attitudes towards the Investigators and other NPCs. This is a nice, simple gauge that helps the Game Master roleplay each NPC when the Investigators interact with them.

The various locations in Algeciras are all outwardly ordinary, ranging from La Alicantina Pastry Shop to the Post and Telegraph Office. Some are, of course, inherently Spanish, such as the Convent Of San José, the Bullring La Perseverancia, and the White Cross Monastery, and their inclusion go towards emphasising the atmosphere and feel of the town and region—which are obviously different to that of locations typically seen in Lovecraftian investigative roleplaying. All of the locations and NPCs have their secrets, many of them weird or odd, or connected to the Mythos. Some of them are perhaps in terms of Lovecraftian investigative roleplaying prosaic, but others are inventive and engaging. For example, the Juan Moya Barbershop whose owner is renowned for the ointments, balms, and other concoctions he has on his shelves, many of which repulse women as much as they attract men. Juan Moya mixes them from the plants he harvests from the Dreamlands, not by going into the Dreamlands himself, but by reaching into the Dreamlands via a portal he is able to open in the basement of his shop.

Throughout the book, boxed sections add adventure seeds and little snippets of background material, typically where they relate to a location or establishment being described, such as the box discussing female bullfighters next to the description of the Bullring La Perseverancia. Beyond Algeciras, there are entries on a handful of nearby towns and villages, including the surprisingly nearby Rock of Gibraltar, which has been in British possession for over two centuries. A Bestiary also describes a number of creatures and beings. They include a Cyäegha Tick, a rare parasite which feeds on its host’s brain energy and amplifies it in psionic attacks, as well as turning the host into a tentacles ending stingers, eyes, and tweezer-like claws; the sea-dwelling, mermaid-like Gnorri which have asymmetrical arms and long tails and little regard for humanity; and Meigas, beings of the Dreamlands which appear as women when on Earth, and which come in various types. For example, the Feiticeira, or Sorceress, is ancient and lives near rivers or streams and uses its hypnotically beautiful voice to attract children, and then drown and devour them, or the Vedoira, slender and pleasant diviners, who for a price, can contact someone in the afterlife and determine whether he is enjoying eternity in Heaven or is still in Purgatory. Many of these are drawn from Spanish folklore, but others will be familiar from other roleplaying games of Lovecraftian investigative horror. It would have been nice to have seen some of these used in the supplement’s setting content, but the Game Master will have to do that herself.

Physically, Campo De Mitos is a handsome book and the publisher has put a great deal of thought into the choice of period appropriate photographs and had it illustrated with some delightful artwork that looks great in greyscale, but really makes you wish that the book was in colour. However, the book lacks any usable map of any kind, either of Spain, the region of El Campo De Gibraltar, or indeed, of Algeciras. Which hinders the supplement’s intended use as a sandbox. That though, is not the real issue with Campo De Mitos. Nor is the fact that entries in the index refer to the wrong pages. The real issue with Campo De Mitos is that it has not been professionally edited and as a consequence, it reads poorly, it is obvious that English is not the author’s first language, and it lacks the development necessary to make it an accessible, easily referenced, and easily utilised sourcebook for the region it sets out to describe. To be clear, the English is not necessarily bad English—the author’s English is infinitely superior to the reviewer’s Spanish, but to a native speaker it simply does not read sufficiently natural. Thus, Campo De Mitos needs editing, needs localising, and needs developing—and the latter would probably have solved the supplement’s other issues and pushed the supplement towards what author and publisher intended it to be.

As a supplement dealing with Spain—or at least a part of a region of Spain—in 1924, it does not pull back enough to introduce to the country as a whole. There is no idea of its politics, its religions, its culture, and so on, or how to get there during the Jazz Age. From a roleplaying point of view, it does not address what type of Investigators might be found there or ask if there are any careers that they might have which are common or native to the setting. There are mentions of historical events, but which are completely left unexplored. For example, the Rif War is mentioned, but no explanation of who, what, and why it is, is given. As a consequence, Campo De Mitos lacks context and feels disconnected from the rest of the world, let alone the rest of Spain.

In terms of its descriptions, Algeciras fluctuates in size—from village to city, and back again; numerous details are added, often suggesting mysteries, but very rarely with any explanation and simply left as unknown; and too many of the NPCs in Campo De Mitos share traits in common, such as having perfect recall as to their clients and what they purchased or reasons for coming to the region and Algeciras, and that they keep secret—from both their fellow townsfolk and the Game Master! Also, so many of them possess strange devices whose origins and workings are left up to the Game Master to determine. For example, a pair of needles which ease the creation of fine ladies’ hats, the hats when worn imparting a sense of euphoria to the wearer and the needles when inserted into the spine, travelling up into the brain to take possession of the victim’s consciousness—to unpredictable effects. The effects are left up to the reader or Game Master to decide, as are the origins of the needles, just as the secrets of too many NPCs are left to the Game Master to decide and develop.

In terms of the Mythos, Campo De Mitos again suffers from inconsistency. For example, for all that Algeciras is a port town and that the Deep Ones have played a role in the region, they are barely mentioned, whereas Ghouls have strong ties to the town’s cemeteries and authorities. However, the Ghouls themselves are left unexplored—and the same can be said of the Mi-go, who also have had a presence in the region. As to other entities and races of the Mythos, there is no mention. Of course, there are limitations upon what such elements from Lovecraft’s fiction can be used, but Campo De Mitos does not sufficiently develop the ones it does use—or at least mention. And whilst the supplement does provide an overview of the Mythos in the region, it is again underwritten and underdeveloped.

Campo De Mitos is not without its charm, which shows in its artwork, its atmosphere and feel for small town life in Southern Spain, and some of its ideas. Yet the fundamental failure to either edit or develop the supplement sufficiently leaves a prospective Game Master with too much to decide or create on her own. For the publisher, Campo De Mitos: A Campaign Setting of Lovecraftian Mythology Based in El Campo De Gibraltar can be described as a flawed, but not unworthy first effort, and definitely something to learn from. In the meantime, Lovecraftian investigative roleplaying awaits the publication of a good supplement dealing with Spain.

Blue Collar Sci-Fi Horror II

In the ecologically ravaged future, twelve billion people live on Earth in environmentally sealed kilometre high city blocks clustered around ‘lungs’, the colossal city-sized atmosphere processors located on the coasts. They grow and  process the algae that provides humanity with air, and eventually, food. Life is about surviving, but there is a way to make it better—work in space. Sign up to crew the service vessels maintaining stations, outposts, and mines in other star systems; the tugboats hauling the refineries back to Earth; the Arbiter ships as Colonial Marshals investigating crimes on behalf of the Interstellar Department of Trading; as military units preventing (or even conducting) civil unrest or hostile takeovers; as scientific survey teams; or as Deep Space Support Teams—DSSTs, or ‘Dusters’, effectively serving as troubleshooters for their employers. Last twenty-five years and you get to retire to a life of luxury. However, it is not that easy… 

Space travel takes time. Even with the Gravity Assisted Drive, a minimum of a week per light year. It means that trips can take months with most of that time spent in LongSleep. Fortunately, that time counts towards time served. When not in LongSleep crews work to maintain their ship, because if anything went wrong, it could be weeks before anyone responded. Starships are not luxurious, but places to work and protect you from the vacuum of space, radiation, and random asteroids. Yet despite the safety standards, there are budget considerations, especially if your employer is a corporation, and whilst your ship might protect you, it will still have been built on the cheap. The same goes for outposts and mining facilities and the few settlements on other worlds—for no one has struck it lucky and found the equivalent of an Earth as she was planet. So living and working space is rough, hard, and sometimes lonely. And that is before you consider the dangers of corporate feuds, off-the-books scientific research, the psychological stresses of working cooped up with others for long periods, and then there is always the unknown… 

This is the set-up for Those Dark Places: Industrial Science Fiction Roleplaying, a roleplaying game inspired by the Blue Collar Science Fiction of the nineteen seventies and early nineteen eighties, such as Alien, Outland, Silent Running, and Blade Runner, plus computer games like Dead Space. Published by OspreyGames—the imprint of Osprey Publishing best known for its highly illustrated military history books—Those Dark Places is its third roleplaying game after Paleomythic and Romance of the Perilous Land. Although it very much wears its influences on the hard-wearing material of its sleeves, Those Dark Places is not necessarily a Science Fiction roleplaying game in which the crew will encounter strange aliens which morph into xenomorphs that want to hunt them and turn them into incubators. This is not to say that it could not be, but that is very down to what type of game that the General Monitor—as the Game Master is known in Those Dark Places—wants to run. Instead it is a game of environmental horror and dread, of loneliness and fear, of stress and strain, at the limits of mankind’s survival. Expect encounters with crazed killers driven to madness and murder by loneliness and never being able to walk under an open sky—or poisoned by their environment or the drugs they have been taking to numb the boredom; feuds over scientific discoveries and research which have escalated from industrial espionage to open conflict between corporate militaries; scientific discoveries and research gone to devastatingly deadly effect and which a corporation will do anything to cover up or prevent from being stolen; and more… 

A Crew Member is defined by his name and description, CASE File, Crew Positions he is qualified for, and Pressure. His CASE File represents his actual attributes—Charisma-Agility-Strength-Education, which are rated between one and four. It should be noted that Strength works as the equivalent of a Crew Member’s Hit Points, as well as his physical presence. His Crew Position can be Helm Officer, Navigation Officer, Science Officer, Security Officer, Liaison Officer,  Engineering Officer, or Medical Officer. To create a Crew Member, a player assigns values of one, two, three, and four to his Crew Member’s CASE File. Then he selects his Crew Member’s primary Crew Position, which is rated at +2, and his secondary Crew Position, which is rated at +1. The process is as simple as that! 

Warrant Officer Grieg is an Engineering Officer aboard the CSV Lullaby, a commercial tug owned by Bellerophon Incorporated. He is six years into his contract and is a strong advocate of workers’ rights. He is always the Union representative on any vessel he serves aboard. 

Oran Greig
Charisma 3 Agility 1 Strength 4 Education 2
Pressure: 6
Pressure Level: 0

Crew Position: Engineering (Primary)
Crew Position: Liaison (Secondary) 

Mechanically, Those Dark Places is very simple and requires no more than a six-sided die or two per player. To have his Crew Member undertake a task, a player rolls a six-sided die and adds the values for the appropriate Attribute and Crew Position. The target difficulty is typically seven, but may be adjusted down to six if easier, or up to eight if more difficult. If the task warrants it, rolling the target number exactly counts as a partial success rather than a complete success. In that case, the player needs to roll over the target difficulty. Combat uses the same mechanics, with damage inflicted being deducted from an opponent’s Strength. A Crew Member is unconscious when his Strength is reduced to zero and dead when it drops to minus two. Sample damage is just one for a punch, three for a pistol, and four for a rifle. 

However, Those Dark Places does get more complex when dealing with stress and difficult situations, or Pressure. A Crew Member has a Pressure Bonus, equal to his Strength and Education, and a Pressure Level, which runs from one to six. A Pressure Roll is made when a Crew Member is under duress or stress, and all a player has to do is roll a six-sided die and add his Crew Member’s Pressure Bonus to beat a difficulty number of ten. Succeed and the Crew Member withstands the stress of the situation, but fail and his Pressure Level rises by one level. However, when a Crew Member’s Pressure Level rises to two, and each time it rises another level due to a failed Pressure Roll, the Crew Member’s player rolls a six-sided die and the result is under the current value of his Pressure Level, the Crew Member suffers an Episode. This requires a roll on the Episode table, the results ranging from ‘In Shock’ and losing points from a Crew Member’s Attributes , up through Rigid, Catatonia, and ‘Insane Fear and Driven to Violent Flight’. Whenever a Crew Member’s player needs to make a roll on the Episode Table, the maximum result possible is limited by the Crew Member’s Pressure Level. So at Pressure Level 3, a Crew Member can only be In Shock and suffer points lost from either his Agility or Strength, but not anything worse. 

One issue with Pressure Level and Episodes is that a Crew Member cannot immediately recover from either. It takes time in LongSleep or back on Earth to even begin to recover… Worse, once a Crew Member suffers an Episode, its effects linger, and he can suffer from it again and again until he manages to control his personal demons. 

And that is the extent of the rules to Those Dark Places. For the General Monitor, there is a more detailed discussion of how they work, the various roles or Crew Positions aboard ship, the types of campaigns that can be run—typically based around the type of ship that the Crew Members are operating. So tugboats, passenger ships, science vessels, arbiter ships, tactical vessels, and more, each suggesting ideas about what such a crew would be doing and it might be tasked with doing. These are accompanied with descriptions of the types of reports that the Crew Members will be expected to make. These include Personnel Reports, Accident Reports, Industrial Espionage Reports, and more. Essentially combine a Personnel Report and a ship type and a General Monitor has a decent selection of campaign ideas to inspire her. Rounding out Those Dark Places is The Argent III Report, a complete scenario surrounding the sudden appearance of a research vessel thought lost for decades. It is playable in a session or two. 

Physically, Those Dark Places is well presented, although untidy in one or two places. The artwork is good, definitely showcasing its inspirations. 

Although clearly inspired by films like AlienThose Dark Places is not a roleplaying game about facing strange, horrible creatures. This is reflected in the fact that there are no rules for creating such things in the book. Indeed, the rules for creatures focus on creating pets like cats and dogs for companionship in space rather than monsters. There are though, rules for running and playing Synthetic Automatons if the General Monitor includes them. Essentially, Those Dark Places is about facing horrors human and environmental rather than actual monsters. Nor is it a roleplaying game with a set background, although one is outlined should the General Monitor want one. At two pages, even this background is short enough to allow the General Monitor room aplenty to insert content of her own, that is if she does not want to create a background of her own. 

However, all of this is not about roleplaying Blue Collar or Industrial Science Fiction and Horror in space—although Those Dark Places could be run like that. In actuality, what Those Dark Places is about is applying for a career working in deep space. The process of creating a Crew Member, of filling in a CASE File, is writing the application form. And then, the playing of Those Dark Places is not roleplaying missions out on the frontier, but simulations—run by the interviewer as part of the application process—run to test their suitability for working between Earth and the frontier of space. All of this is delivered in an game voice that is a mix of wearied tone, corporate cheeriness, and faux ‘I believe in you’ attitude of a Human Resources interviewer that manages to both capture the tiresome nature of applying for employment and make the reader/potential Crew Member want to punch the writer/speaker. It is a brilliant conceit which creeps up on the reader as he works his way through the book. 

Unfortunately, Those Dark Places is being released when there are already two roleplaying games within its genre, the Alien Roleplaying Game from Free League Publishing and Mothership Sci-Fi Horror RPG from Tuesday Knight Games, both having been released relatively recently onto the market. However, Those Dark Places is very much its own thing, a combination of simple mechanics and human and environmental horror—plus its simulation/employment application conceit rather than necessarily being a game of facing horror and horrible monsters in deep space or being based on a licence. 

Combining light mechanics and an easily familiar genre, Those Dark Places: Industrial Science Fiction Roleplaying is a pleasingly accessible treatment of Blue-Collar Science Fiction of the seventies and eighties. It enables the General Monitor to run simulations in which the horror lies not only in isolation and what we might find on the fringes of space, but also in what humanity brings with it.

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