Reviews from R'lyeh

Spatial Situations

Doctor Who: Adventures in Space is a supplement for the Doctor Who: The Roleplaying Game – Second Edition published by Cubicle 7 Entertainment. Doctor Who is all about ‘Adventures in Time and Space’ and as the title suggests, Doctor Who: Adventures in Space, is all about the ‘Space’ of Adventures in Time and Space’. This is a guide to the new worlds, new life, and the ways to get there and what might found there once the travellers do, along with the rules to create all four for the Game Master (or Game Missy) creating his or her own content. That is not all though, for Doctor Who: Adventures in Space includes a traveller’s guide to some of the most interesting planets that the Doctor has visited in the course of thirteen generations, drawn from both Classic Who and NuWho, and all given the same attention to detail. Lastly, there is a complete adventure which is easy to drop into an easy into an ongoing campaign. As with other supplements for Doctor Who: The Roleplaying Game – Second Edition, this one is compatible with the first edition, Doctor Who: Adventures in Time and Space – The Roleplaying Game.

Doctor Who: Adventures in Space begins with a discussion of the whys and wherefores of the Doctor’s travels in time and space, looking at some of the types of stories that have been told in Doctor Who on various types of planets. There is the satire on pollution and traffic congestion on New earth in Gridlock, the fears of joining a Galactic Federation in The Curse of Peladon at a time when Britain was joining the European Common Market, and of bureaucracy and taxation in The Sun Makers. The Doctor is often cast as rebel such as in The Happiness Patrol against a totalitarian regime or a solver of mysteries as in The Ark in Space, the very pointedly titled, Mummy on the Orient Express, or Earth that is actually not Earth, as in The Android Invasion. What is being suggested here is that Game Master look to the real world for themes, they are contemporary or not, but another source of inspiration is fiction. Examples given include The Brain of Morbius and Mary Shelly’s Frankenstein and Paradise Towers and J.G. Ballard’s High Rise. Planets are not the only places to adventure, of course, Doctor Who: Adventures in Space providing a briefer look at space as a location before providing an overview of humanity’s ventures into space from the British Army on Mars in 1881 in Empress of Mars all way to the end of the Earth in The End of the World. Overall, the advice is solid rather than spectacular, along with a good set of pointers and episodes to take inspirations from as classics of their various types.

In terms of new mechanics, Doctor Who: Adventures in Space begins with spaceships. Spaceship design is matter of deciding a concept and focus, and then assigning Attributes and Distinctions—much like Player Character generation. Concept and focus, such as a scout, freighter, command, or ark, will influence the choice of Attributes and Distinctions. Particular ship types favour particular Attributes, like Co-ordination for a scout or racing ship, Presence for luxury liner and command ship. When operating a spaceship, any roll will a combination of the ship’s Attribute and the character’s Skill. Doctor Who: The Roleplaying Game – Second Edition is a not a roleplaying game which focuses on combat, favouring ‘Talkers’ followed by ‘Movers’ and ‘Doers’ before it gets to ‘Fighters’. This applies space combat as much as it does personal combat. Distinctions, such as Advanced Sensors or having a Fate, all reduce the spaceship’s own pool of Story Points, whilst the Game Master answers questions such as “Who built the ship?”, “Are there any other ships like it?”, and so on, as finishing touches. The ‘Spaceship Recognition Guide’ in gives the details of various vessels from Doctor Who, including the Cyberships of the Cybermen, the Saucers of the Daleks, a Judoon Enforcer, Sontaran Scout Spheres, and more, all the way up to Ark Ships and Space Stations.

Doctor Who: Adventures in Space then does the same for worlds, starting with a concept and focus, and then assigning an Attribute and Distinctions. The options for focus—meeting place, battlefield, contested ground, place of beauty, and more—provide interesting starting points, and unlike spaceships or alien races, they only have the one attribute. This is a favoured Attribute on the world itself, for example awareness where there are lots of traps or deception, or Ingenuity for a world with lots of puzzles. Planets have few Distinctions, for example, Seasonal Shift or Renowned Structure, essentially to make them stand out, but not overwhelm the setting. Finishing touches include deciding upon many suns or planets there is in the system, what the planetary environment is, and more. There is also a discussion of deadly environments, accompanied by a surprisingly lengthy section on poisons!

Where there are no examples of planets per se, there are several given for various plants and creatures, prior to creating various forms of life—monsters, constructs, aliens, and celestials. Again, this starts with the Focus before moving onto Favoured Attributes—positive and negative, Favoured Skilled, Society, and Distinctions. The Focus, like Informant, Fighter, Mystery, Villain, and Foil, is primarily an individual alien’s role in the story. Overall, the options given for creating aliens of all types are excellent and when combined with the questions asked should spur the Game Master to create some interesting species.

Instead of giving sample planets created using the given rules and guidelines, Doctor Who: Adventures in Space presents ‘A Guide to Known Worlds’. This details twenty-four worlds visited by the Doctor over the course of his adventures, some of them more than once. From Akhaten, Androzani Major and minor, and Argolis to Skaro, Telos, and Trenzalore, these are all given two-page spreads, and list its location, environment, inhabitants, and background. They also include a scenario hook or three as well, so that the Game Master can take her group back to any one of these familiar worlds. There are some great choices included here, such as The Library, Metebellis III, and Karn. There are also some classics such as the aforementioned Skaro, Telos, and Mondas, so that the Player Characters can go back to the home worlds of the Daleks and the Cybermen.

Doctor Who: Adventures in Space comes to close with ‘The Terror of Elbonia-2’. This opens with the Doctor—or Player Characters—receiving a distress signal. A nearby, newly settled colony has suffered a number of disasters and is in danger of failing. Coming to the colony’s aid sets up the traditional scenes of distrust between the Player Characters and the colonists, but once trust is established and the situation begun to be fixed, the scenario shifts to investigating the cause of the accidents and the mysteries of the world. This brings the attention of outside interests and tensions between the colonists and the outside authorities who are surprisingly militaristic for archaeologists! The scenario is nicely detailed and fairly open-ended. It should provide the Game Master and her players with several sessions’ worth of game play. Lastly, Doctor Who: Adventures in Space ends with some fifteen or so adventure hooks that the Game Master can develop into full scenarios.

Physically, Doctor Who: Adventures in Space is another decent book from Cubicle 7 Entertainment. The cover is good, though not necessarily representative of the book’s contents, suggesting its focus is particular characters or species from Doctor Who when it very much not that. That said, the book is well written, pleasing to read, and decently illustrated with images from throughout the series’ sixty-year history.

Doctor Who: Adventures in Space keeps its mechanics simple and easy to use, meaning that they better serve the story rather than getting in the way of it. The descriptions of the various alien planets and spaceships are excellent, adding to the wider setting of Doctor Who: The Roleplaying Game – Second Edition, as does the history of mankind’s progress into space. Combine this with good advice on creating planetary or spaceship set adventures, and Doctor Who: Adventures in Space is a solid guide to creating planets, spaceships, and aliens and using them in adventures.

WorldNet Classics

Cyberspace is enticing. The idea of riding the electrons in the vastness of cyberspace between fortresses of digital data in a cityscape at night, ready make a run on a corporate presence in the virtual world, to unleash demons and code cracking programs all the while dodging or destroying I.C.E. or Intrusion Counter Electronics. Yet as enticing as it is, it has always been a solo affair, something going in virtual space whilst anyone else on the job was hustling time in meat space. It is a problem that has always beset the roleplaying game where hacking played a prominent role, such as Cyberpunk Red or Shadowrun – Sixth World. In these roleplaying games, hacking often becomes a solo game between the Game Master and the Player Character hacker or netrunner, effectively playing a rules subsystem or subgame within the roleplaying game whilst the other players and their characters waited for the hack or netrun to play out. In game time, it might only take a few seconds, but in real time, effectively, too long. In truth, roleplaying games subsequently published since the first Cyberpunk roleplaying game have all attempted to address this issue in one form or another. Typically, making the netrunner or hacker go on the mission with the rest of the Player Characters and need to be on the spot to access the local grid to perform his role. What though, if the whole were need, or could, go on the netrun and work together to perform the necessary in the cyberspace that is the WorldNet? This is the set-up for Netcrawl.

Netcrawl is a supplement for use with the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both published by Goodman Games. Published by Horse Shark Games, it shifts the Player Characters, or ‘Users’, out of ‘Reality’ and into ‘Cyberspace’ as ‘Avatars’. Inside this virtual world, they face not I.C.E. or Intrusion Counter Electronics per se, but Intrusion Counter Entities. There is not so much a virtual world as a cyberdungeon. These are not the only dangers in Netcrawl. There is a chance of being detected and worse being noticed by the deities that are the A.I.s. Netcrawl is a setting suitable for one-shots as perhaps the Player Characters from another setting suddenly find themselves transported into a virtual world, hacking into a system in a Science Fiction setting like Mutant Crawl Classics as well as various also third-party settings such as Cyber Sprawl Classics, Crawljammer, Umerica, Terror of the Stratosfiend, and Star Crawl Classics. Plus, of course, it can simply be a roleplaying setting all of its own.
An Avatar in Netcrawl have six characteristics—Power, Agility, Vitality, Wits, Psyche, and Hack. The latter enables an Avatar to manipulate the code which runs the WorldNet and its modifier affects critical hits, fumbles, and the like, and points of it can be permanently expended to gain a one-time bonus. It is the equivalent of Luck and can only be regained by great acts or courage, the Ciphomorph and Grifter Classes. An Avatar has access to three categories of skills—Security, Investigative, and Code Execution—of which he will typically be trained in one. Security covers breaking into and avoiding hazards in secured systems; Investigative skills provide clues; and Code Execution is exactly that. An Avatar will also have a certain amount of RAM. This varies by Class and Level, but is spent to purchase Daemons or equipment, Mod Chips, Programs, and Scripts.

Netcrawl has five Classes. The Avartarist sees the WorldNet as being alive and can Repattern WorldNet and holographic objects to heal them, receives a bonus Holo Die to run programs, and is bonded to an A.I. The Ciphomorph is native to the WorldNet and gains bonuses when rolling for Execute Program and the use of Hack, as well as being able to share Hack with others. The Cybernaut specialises in running Programs and can Burndown Vitality, Wits, or Psyche score to enhance the Program check. The Grifter specialises as either an Intrusion Specialist, Threat Eliminator, or Data Savant. The Intrusion Specialist is good at breaking into systems and hiding his tracks; the Threat Eliminator can harm ICE; and the Data Savant focuses on finding, analysing, and synthesising data. The Grifter also uses finished Scripts, programs with a static outcome and is also good at using skills. The Wardriver focuses on speed and power, relying on Mod Chips rather than Programs or Scripts, as well as Daemons for offensive and defensive countermeasures. Mod Chips give bonuses in combat and the Wardriver has a number of slots for his Mod Chips, being to swap and activate them, as necessary. There are different models for each type of Mod Chip, each proving a better bonus than the earlier ones and as the Wardriver’s Mod Die improves the better the bonus he gains from the Mod Chip. For example, the Brute Mk. I Mod Chip grants a +1 bonus to unarmed attacks, but the Brute Mk. II Mod Chip gives a bonus to both unarmed attacks and damage. Then with a Mod Die of three, the Wardriver gains +1 to his Armour Class whilst unarmed, whereas with a Mod Die of three, he gains the Armour Class modifier and an additional attack with a fourteen-sided die. The various Mod Chips cover ranged attacks, rate of fire, initiative, and more.

Daemons are divided in several categories—Melee, Ranged, Protective, and Support. The weapons and armour are mix of the old and the new, but all with a Cyberpunk theme. Thus, the katana alongside razor claws and the monowire whip. Some of these are nicely adjusted so that nunchuku has a bonus to Fumble rolls and the ICE pick will subvert ICE! In general, the melee weapons are more fun than the ranged weapons, though going into battle with a screamin’ skull that fires a cone attack or a viral gun that shoots malware is entertaining. The Protective daemons are more descriptive, but it is possible to use a Firewall as temporary ablative armour, although some versions reduce a character’s Action die. There are also Datagrams which provide small, one-off boosts to an action, such as ‘Electric jolt’, which forces a target to lose its next action if it fails a Reflex saving throw or ‘Logon credentials’, which grants a bonus to a False Identity check.

In general, combat in Netcrawl works like combat in the Dungeon Crawl Classics Role Playing Game. However, there are some changes to account for the change in genre and setting. This includes ICE being able to enact ‘Traceback’ and track and even attack an intruding Avatar, HupLock an Avatar to prevent it from logging out or a Kick to force a disconnection. Lost Health is regained in Maintenance Cycles, whilst an Avatar reduced to zero Hit Points is de-rezzed, begins to pixelate and lose digital cohesion, but can be re-rezzed, either through certain programs or the Avartarist’s Repattern ability and restored to positive Hit Points. Some Avatars—Ciphomorph or Grifter—can channel their Hacking ability to attack opponents, shatter objects, and even launch a counterattack against program assaults. This requires the expenditure of points of Psyche, the result determined by a roll on the ‘Hacking Result Table’ or compared with the roll made for the program targeting the hacker, this being resolved as per the rules for spell duelling in the Dungeon Crawl Classics Role Playing Game.

Netcrawl has a repository of Programs. Seven are given. They include Decrypt/Decompile, which makes the source code of a program human readable; Glitch causes a robot, A.I., or computerised target to buzz quietly and do nothing for one or more rounds; and Exploit allows an Avatar to implant malice code—computer virus, worm, backdoor, and the like—and so mechanically, impose a penalty into a creature biological or artificial. This can be imposed by upon Luck, a characteristic, attack or damage rolls, saving throws, Armour Class, and more. The Programs have variable effects like those of spells in the Dungeon Crawl Classics Role Playing Game or mutant powers in the Mutant Crawl Classics Roleplaying Game.

In terms of running the game, Netcrawl does discuss the possibility of ‘The Gig’. This is the entry-level scenario, designed for Zero Level Avatars. This is the equivalent of the Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game that Netcrawl 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. As entry-level software, the Avatars are essentially network & system software, developer toolkits, and hacker tools. Netcrawl also includes the short adventure, ‘The Core Queen Slumber’. It is designed for First Level Avatars, who have to infiltrate a data server and locate a one-eyed wizard who has the information that they are looking for. They will need to manipulate the systems around the data server, hopefully without alerting the Core Queen, in order access it. There is a puzzle element to the adventure, which will definitely take a playing group less than a session to complete. It works as a taster for the setting or as task to slot into a loner and fuller scenario.

Physically, Netcrawl is decently written, but the layout is often jarring because it uses different colour text on a black background in several places. This can be difficult to read. The switch to the standard layout for spells in the Dungeon Crawl Classics Role Playing Game or mutant powers in the Mutant Crawl Classics Roleplaying Game for the Programs is also jarring, although more easily red. The artwork is decent and a nice touch for ‘The Core Queen Slumber’ adventure is that the locations are drawn as per the ray-traced depiction of the virtual world a la the film Tron.

Netcrawl has a problem and that is that it a far more technical roleplaying game than either the Mutant Crawl Classics Roleplaying Game or the Dungeon Crawl Classics Role Playing Game, both of which provide the architectural underpinnings upon which it is built. There is shift conceptually, in terms of what the game is about and what the Player Characters do, and a shift—in some ways a more radical shift—in terms of terminology and language. Both shifts are some things that the Judge and her players are going to have to accommodate when running and playing Netcrawl, especially if they have been playing the other two roleplaying games and also in conceptualising the game. The lack of examples of play and the rules does hinder the shift. Otherwise, Netcrawl is in some ways a standard Cyberpunk roleplaying game except that it is all played within the virtual space and the Player Characters are all Avatars and there is no ‘meatspace’, at least not in the basic version of Netcrawl. Also, this version does not explore who wants the data that the Avatars are after and what it is used for, so there is no push or pull in terms of Avatar motivation. That said, a Judge can easily develop these or explore the genre for source ideas.

Netcrawl contains all of the basic rules needed to explore a virtual world in classic Cyberpunk style. However, it is begging for that virtual world to be developed and presented as a setting that can be explored. Both will be expanded upon the Netcrawl Roleplaying Game and its first supplement, Netcrawl Arcologies.

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Both the Netcrawl Roleplaying Game and its first supplement, Netcrawl Arcologies are currently being funded on Backerkit.





Friday Fantasy: Winnie-the-Shit

Kelvin Green must have had a horrible childhood and it must have taken place in a small village. After all he seems intent on twisting and destroying one toy or characters from childhood after another and inflicting the consequences upon some poor settlement of innocent villagers. It was Superman with Green Messiah and it was the Transformers with More Than Meets The Eye: A Short Adventure with Lots of Tentacles and it was… well probably best to even think about it with Fish Fuckers – Or, a Record, Compil’d in Truth, of the Sordid Activities of the People of Innsmouth, Devon. The latest addition in the author’s programme to destroy, or at least besmirch, everything about his childhood—let alone our childhoods—is Winnie-the-Pooh. Yes, the loveable, yellow-haired, honey loving bear of very little brain, which Disney has been bringing us… Or not. Because the bear in question is Winnie-the-Pooh, but not the one that everyone knows and loves from the silver screen. No, this is the Winnie-the-Pooh of creator A.A. Milne, whose U.S. copyright expired at the beginning of 2022, meaning that Disney no longer held the exclusive copyright and other creators could thus make content based on this version of the character. Very quickly, the British slasher-horror film, Winnie-the-Pooh: Blood and Honey, appeared as a result of that. It is also why we now have Winnie-the-Shit.

Winnie-the-Shit is a scenario for Lamentations of the Flame Princess Weird Fantasy Roleplay published by Lamentations of the Flame Princess. Designed for Player Characters of between Second and Fourth Levels, it is set in the roleplaying game’s default period of the seventeenth century, the early modern era. Specifically, Sussex, not far from Town Littleworth, the location for Green Messiah, before the English Civil War. So, Winnie-the-Shit could be run before or after the events of Green Messiah, and the author suggests ways in which this can be done. Other ways of getting the Player Characters involved include their wanting to contact, study with, or simply rob the Magic-User rumoured to be active in the area, find out why he has imported a live bear from Europe, their having been paid to deal with some recalcitrant commoners in the area, or simply even because they are just passing through and spot something odd. Although that said, the author really, really hates that last option.* Another is that agents of Doctor John Dee—the seventeenth century equivalent of the Men in Black (doublet and hose)—have also heard of the new weirdness going on in the area and want it investigated.

* So the last thing you do as the Game Master is use this option and you definitely do not tell him about it on social media.

The scenario is a sandbox, a wooded area known as Lancaster Great Park. A wizard recently arrived in Lancaster Great Park and began a series of experiments that resulted in the creation of human-animal hybrids he called ‘New Men’. Believing them to be better than humanity, he planned to replace mankind with the superior New Men, a plan that was wholly embraced by the newly created creatures and saw the wizard himself being imprisoned for his inferior humanity. Now, the New Men, led by the brutish Edward Bear, a creature small of brain, big of ambition, small of attention span, and lover of mead, have taken over the area, captured anyone who has not fled, and are looking to expand. Progress is slow, primarily because despite their teachings and their regularly updated laws, the New Men are not all that superior and Edward Bear is bloody lazy.

Edward Bear’s sense of lassitude runs throughout Winnie-the-Shit. Thus, whilst there are factions within the New Men of Lancaster Great Park, they are not particularly adversarial in their attitudes towards each other, but rather have their own interest. Edward Bear enjoys the trappings of power, he gets bored with the responsibility too easily; Owl is primarily interested in learning since he is the only one of the New Men able to read; and Rabbit, the very busy messenger of the New Men, is distracted by treasure—especially the treasure he has found in a Roman villa below the woods and secreted in the tunnels he has dug connected to the villa. Then there is ‘The Ass, Not Complaining, But There It Is’, who is as depressed as you think he is, such that the Player Characters are likely to have a hard time deciding whether they want to pity him or kill him. Although monstrous, none of these New Men are the true monsters of Winnie-the-Shit. That would be Allain Alexandre Moreau—or A. A. Moreau—experimental wizard and eugenicist, currently being held prisoner by Edward Bear so that he can daily cast the spell, The Ascendant Synthesis of the New Man and so create one of the New Men. He is, though, the most sociable of persons to be found in Lancaster Great Park, though that should be tempered by the fact that he is an actual sociopath. How the Player Characters decide to deal with him potentially affects the fate of the world…

Physically, Winnie-the-Shit is decently presented in red and orange because it is Winnie-the-Pooh-inspired. The artwork is suitably inspired by the drawings of E. H. Shepard. The cartography is serviceable. The scenario also includes numerous comments and sidebars by the author, some of them helpful, most of them simply informative.

The inclusion of A. A. Moreau points to A.A. Milne as being not the only author whose work inspired Winnie-the-Shit. The other, of course, being H. G. Wells and the work being The Island of Doctor Moreau, here transplanted to leafy Sussex and the equivalent of the Hundred Acre Wood. The resulting combination is disturbing and unpleasant, and certainly not as clever as Green Face or as Fish Fuckers – Or, a Record, Compil’d in Truth, of the Sordid Activities of the People of Innsmouth, Devon. At the same time, it is also absurd, the congruency of the Player Characters hunting for monsters when they are suddenly confronted by an axe-wielding bear bent on bloody violence! This where it is at its strongest and perhaps the realisation upon the part of the player and their characters that the monsters in woods are not monsters. If they go down to the woods of Winnie-the-Shit, the Player Characters are definitely in for a big surprise!

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DISCLAIMER: The author of this review is an editor who has edited titles for Lamentations of the Flame Princess on a freelance basis. He was not involved in the production of this book and his connection to both publisher and author has no bearing on the resulting review.

[Free RPG Day 2024] The Shining Shrine

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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The Shining Shrine is a preview of Heliana’s Guide to Monster Hunting, a supplement for use with Dungeons & Dragons, Fifth Edition published by Loot Tavern. The supplement contains adventures as well as rules for tracking, crafting, and harvesting, and also new monsters, spells, and Player Character options. The Shining Shrine includes just a little of that, making it essentially, a mini-version of the full book. Thus, it contains a full adventure and not one, not two, but seven appendices. These in turn provide new magical items, spells, creatures, familiars, a wizard, and more—including a QR code for a soundtrack! All of which is illustrated with some lovely artwork. The Shining Shrine opens with the eponymously named scenario. This is a short affair designed to be played in roughly one or two sessions, and contains the stats and details necessary to run it for between three and seven Player Characters of Second, Seventh, or Twelfth Level. Ideally though, there should be an average of four Player Characters. The scenario takes place in the Springarden, a bounteous and blossom-filled estate at the heart of the Springwood. Here the barrier between the Plane of Fey and the Material Plane is at its thinnest, enabling the fey to slip into our world. The barrier is at its weakest during a confluence of stars and this when Feyfest is held. Unfortunately, during the most recent confluence a creature called the Suneater Owlbear slipped in the Springarden and has subsequently made its home in a shrine holy to the Blossom Union, a sect of druid-monks that cares for the surrounding Springwood.
The scenario set-up is nicely detailed and gives a clear explanation of what is going on as well as some adventure hooks. The scenario is itself is quite structured. Designed as a hunt, it is split into two parts. In the first, much shorter part, the Player Characters have the opportunity to gather three clues pertinent to the hunt itself. These are primarily delivered by Threeflowers, a timid Gnome Druid who would rather be in some quiet corner smoking a pipe, but there are other means of gathering clues too. The authors both make it clear what the clues and their significance are and that the players and their characters need to know all three. It is not subtle about this. Once the Player Characters have their clues, they are ready to face the creature, a Sun-powered version of the Owlbear. The battle is fought in three stages, or waves, and each is described in detail including the tactics that the Suneater Owlbear and its minions will use each time. Making use of the given clues will at least ameliorate some of the deadlier attacks that the creature can deploy. Ultimately, the scenario is a one-session affair, primarily combat-based, but with a little bit of roleplaying and puzzle solving thrown.
There is treasure to be found at the end of the scenario. Some of these are magical items held in the Blossom Union, whilst others can be crafted from the unique components that can be harvested from the Suneater Owlbear. These and others are detailed in the first appendix in The Shining Shrine. They include the Bonze’s Bokken, Wind Ripper, a wooden sword which can create increasingly strong gusts of wind; the Suncatcher, a staff which can catch and absorb radiant energy, and even imbue spell attacks with radiant agency; and the Sunwing Bow, which requires no ammunition in sunlight and marks targets with radiant energy. There are magical meals such as Suneater Steak and Eggs, that grant healing every hour spent in sunlight, and so on.
The other appendices contain spells like The Bends, which creates bubbles of nitrogen in a target’s blood, effectively poisoning him and Endoleech, which with a touch allows the caster to absorb the energy from the target and slow its metabolism. It also inflicts cold damage. These two spells come from the new school of magic given in The Shining Shrine and thus in Heliana’s Guide to Monster Hunting. The school specialises in the manipulation of the biology of both the caster and others. This includes ‘Self Improvement’, by which the caster can give himself an extra appendage like a prehensile tail or an arm, make a hand detachable, owl eyes to see in the dark, and spidersense to gain a bonus to his initiative. The main feature of the new creatures is the Suneater Owlbear, a fey rather than beast-aligned creature with radiant energy abilities. Three versions are given—young, adult, and ancient—complete with stats so that the Dungeon Master has the right version to match the Level of the Player Characters for adventure in The Shining Shrine.
Although the Tamer Class, new to Heliana’s Guide to Monster Hunting, but not detailed here, The Shining Shrine gives tantalising glimpses of what it can do. This includes the ability to harvest and craft familiars from remains of powerful creatures. The accompanying example is of a Sunsnacker, a tiny Fey creature that can grow with the Tamer as the Player Character gains Levels. In doing so, it gets bigger and it gains abilities like a Solar Beam and eventually, the power to appear to be an Eye Tyrant in low light or darkness. More obviously playable is the ‘Rakin’, a playable raccoon-like race known for their practical jokes. It has three subraces consisting of the Urkin, the Posskin, and the Tanukin. Of these, only the streetwise Urkin with a penchant for theft and the nomadic and tough Posskin who will play dead when in a dire situation.
Physically, The Shining Shrine is very well done. It is decently written and the artwork is excellent throughout.
The Shining Shrine is a mixture of playable content and hints at what is to be found in the pages of Heliana’s Guide to Monster Hunting. The latter is intriguing, whereas the playable content is decent, the adventure in particular, presenting a tough challenge for the Player Characters whatever their Level. Overall, The Shining Shrine is an engaging preview that nicely showcases a little of what is to be found in Heliana’s Guide to Monster Hunting.

Monks & Mythos

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a secret war against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

In addition to any number of scenarios for Achtung! Cthulhu, Modiphius Entertainment also publishes what it calls ‘Section M: Priority Missions’. These are smaller missions and scenarios intended to help a Game Master is hard-pressed for time or needs an alternate scenario when there are fewer players. Alternatively, they can be used as one-shots or woven into ongoing campaigns. Each though, provides a single mission that can be played in a single session as well as adventure hooks should the Game Master want to expand the scenario.

Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire is the second entry in the series. It opens with the Player Characters having been sent to Cairo by Section M to investigate a monastery belonging to the Order of St. Barbara, patron saint of miners. The monks of this monastery are known to wear brooches that depict a serene female face and are notably carved from a strikingly blue stone. Section M has been sent one of these brooches and has identified the stone as being Blauer Kristall. Nachtwölfe is known to have an extreme interest in this rare mineral and constantly scours the world for sources from which it can develop science, technology, progress, biological enhancements, and wonder weapons powered by Blauer Kristall. The monastery, located a few miles outside of Cairo, is also said to be home to a relic, a skull of similar blue stone, purported to be the cranium of the saint, transfigured in sapphire. The Player Characters are ordered to get into the monastery and determine if the skull really is made of Blauer Kristall and if the monks have a bigger source.

The scenario primarily consists of a map of the monastery and a description of its various buildings. The map, along with an unlabeled one for the players, is nicely done. The basic details of what is going on in the Order of St. Barbara is also described, but without any discussion of the motivations of either the monks or their Mythos allies. There are also no stats, so the Game Master will need to consult the Gamemaster’s Guide and alter the Truths as necessary. Some possible motivations and suggestions as to what might be going is instead suggested in the several adventure seeds included in the scenario. At the most basic, the monks are innocent of any Mythos connection, but Nachtwölfe are definitely interested in gaining possession of whatever Blauer Kristall is being held in the monastery. Other seeds see the Player Characters tracking Mi-Go through tunnels under Cairo and find themselves in the caves below the monastery; Nachtwölfe is there when the Player Characters arrive and they have to stop the Nazis getting away with the Blauer Kristall; and Cairo is haunted by the ‘Ghost of St. Barbara’, a glowing blue apparition stalking the streets of the city, whose appearances seem to coincide with a series of thefts of ancient manuscripts from antiquities museums and private collections.

One other way to use the scenario is as a side mission for the campaign, Achtung! Cthulhu: Shadows of Atlantis. The campaign involves Nachtwölfe and its third mission is set in Cairo and Egypt. Yet in whatever way in which the Game Master decides to use Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire, she will still need to develop some motivations for both the monks and the Mythos presence at the monastery. This will vary depending upon how strong the links are between the monks and the Mythos. The stronger they are, the more the scenario will need the Game Master to develop those motivations and the more the scenario needs this attention, the more input is required from the Game Master, and the less immediately useful the scenario is as written.

Physically, Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire is cleanly and tidily laid out. It is not illustrated, but the map of the monastery is nicely done.

Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire is not quite ready to run, and depending upon how the Game Master wants to use it, needs more input and development than it necessarily should. Consequently, it is not quite the download and play scenario that the publisher intended.

Action & Archaeology

It is 1936 and as the world marches towards a greater conflict, there is a secret war being fought from one archaeological dig site to the next. Agents from the major nations are scouring the past to gain advantage and power in the present, unearthing and discovering ancient artefacts and objects of awe before the other side can. In this mix steps an archaeologist dedicated to keeping the past out of Nazi hands and in a museum, even if does involve working with Washington, D.C. and Army Intelligence. It is not though, Doctor Henry Jones, Jnr. Otherwise known as ‘Indiana Jones’ and this is not pitch for the third Indiana Jones roleplaying game. It is instead the set-up for Montana Drones and the Raiders of the Cutty Sark. Putting aside the fact that ‘Montana Drones’ is undoubtedly the worst name imaginable, beyond groanworthy, for any Indiana Jones-style, whip-cracking, fists flying archaeologist, Montana Drones and the Raiders of the Cutty Sark is an adventure and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, the scenario is primarily intended as a one-shot, film night special.
Montana Drones and the Raiders of the Cutty Sark is an adventure for four adventurers—cocky archaeologist, Montana Drones, optimistic socialite, Lou Boble, clumsy professor Johan Henry, Jr., and cynical botanist, Johnnie Cobbler—available to download from here. Alternatively, the players can create their own, inspired by the source material, and Montana Drones and the Raiders of the Cutty Sark does include details of several new Occupations, including Botanist, Double-Agent, Socialite, and Witch. Of course, changing the characters likely means changing name of the adventure too as Montana Drones will no longer be the star. There are relatively few additions to the Awfully Cheerful Engine! and relatively little setting background given in Montana Drones and the Raiders of the Cutty Sark because, after all, everyone is going to be familiar with the genre and the setting from the films which inspire this supplement.
‘Raiders of the Cutty Sark’ is not named for the famous tea clipper from the nineteenth century, but for the Cutty-Sark, the famous shift worn by the witch character in Tam o’ Shanter, the poem by Robert Burns. The Nazis are after it because they think it possess some kind of sorcerous power and stealing it from under the nose of the British government would be a major coup. The adventure will take the Player Characters from Jordan and the Middle East, around the world back to Halcyon Hall at Bennett College in upstate New York where Montana Drones teaches, and then out again to Scotland and a showdown with Nazis! The scenario is not very long, divided into three parts, and has room for the Game Master to insert her own content and so expand it beyond a single night’s worth of play. For example, for the third part, the Player Characters travel from London to Scotland and the scenario suggests that the Game Master run a ‘Murder on the Scottish Express’ mystery rather than describe the journey in narrative terms.
The scenario begins in Jordan with ‘Buried Secrets’ and essentially where Indiana Jones and the Last Crusade left off—Petra. The Player Characters are on the track of an ancient Greek artefact said to be in the Soldier Tomb, but in the course of finding and taking it, have to avoid a series of traps before they can escape the tomb. This leads to the Player Characters’ first big decision—how to deal with the scenario’s villain who turns up just at the wrong moment. Do they hand over the artefact or do they make a run for it. The scene is straight out of the start pf Raiders of the Lost Ark, as is the villain, right down to the white linen suit and Panama hat! This is mercenary archaeologist, Eric Freeman, neatly named after Paul Freeman who played archaeologist René Belloq in the film. If ‘Buried Secrets’ is all action and traps, ‘Horror at Halcyon’ brings the Player Characters back home and to weirdness at Bennett College with a strange mystery, but not before they have a chance to play a game of Oubliettes & Occultists for those who want to play a roleplaying game within a roleplaying game! Something is causing vines to grow all over the walls of the college, trapping teachers and professors alike, so the Player Characters will have to hack their way through the foliage to find and confront the source. There are lots of Lovecraftian references in this adventure, but the pulpy tone means that the Player Characters are unlikely to be driven mad.
The third and final part of ‘Raiders of the Cutty Sark’ takes the Player Characters to Scotland. ‘A Breath of Fresh Ayr’ begins though in London where the Player Characters need to find out what the Nazis and their archaeological agent, Eric Freeman, are up to. This requires a mixture of charm and stealth because that information is held only at the German embassy, which fortunately, is holding a reception. What they will discover is that Freeman, and thus his Nazi masters have discovered the location of the Cutty-Sark. Unfortunately, the protectors of the Cutty-Sark know everyone is coming, so not only will the Player Characters have to deal with Freeman and the Nazis, but also with whatever those protectors have in readiness to prevent anyone taking the Cutty-Sark away.

Physically, Montana Drones and the Raiders of the Cutty Sark is a bright and breezy affair. The artwork is decent and the supplement is well written.
Each of the acts in ‘Raiders of the Cutty Sark’ is short and solid, but together they do not form a cohesive whole. This is because each act is about an entirely different situation and an entirely different archaeological treasure, and there is nothing to connect the three except the Player Characters. Act one, ‘Buried Secrets’ does set everything up very nicely in Indiana Jones style, but the second act is a diversion and where the third should be the main plot of the scenario, it is not. It does not help that equal focus is paid to each of the acts and ultimately, ‘Raiders of the Cutty Sark’ is episodic rather than a whole. It might be the case that the Game Master adjust it to give more of a lead in time for the Cutty-Sark and its importance to the Nazis to grow in terms of story significance, but that is moving away from the intended one-night, cinematic style of Montana Drones and the Raiders of the Cutty Sark.

Margins & Mysteries

It is 1979. Those that find themselves not fitting into ordinary society, feeling like an outsider, or being rejected because they do not fit the norms in terms of gender, sexuality, and identity have the need to escape, to find a place not only where they will fit in, but where they are also the norm. Not easy in this day and age, when to be gay or lesbian or transgendered is reason enough to be despised and decried, to be regarded as monstrous or perverse. There is, though, such a place. Isolated and on the edge of America as far from middle America—both geographically and figuratively—as you can get. This is Roseville Beach. Located on a barrier island just a short ferry ride off the coast of the North American Atlantic or Gulf Coast, this is a community where ‘queer’ is the norm. Where visitors come because it is accepted and those that stay do so because they find acceptance and a family that they create for who they are. A family that they also have to rely upon, for the authorities and particularly the police rarely bother with Roseville Beach—and if they did, it would not be to the benefit of anyone within the community. Thus, if the ‘queerdom’ of Roseville Beach have an issue, it is they who sort it out, but it is not just because they are queer that see to their own and prefer to deal with their own problems, for the community of Roseville Beach has other secrets. As much as it is a haven for ‘queerdom’, it is also a haven for magic and the supernatural, for the witch and the wizard, for the shapechanger, for the familiar without a mistress or master, for secret societies and cabals. They are not the norm within Roseville Beach, but they are known, and there are members of the town’s ‘queerdom’ who have gifts and magics themselves and will use it to investigate the strange and the supernatural, the mysterious and the magical, all to keep the community safe and avoid the undue attentions of the authorities on the mainland.

This is the set-up for Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror, an urban fantasy roleplaying game in which the Player Characters are part of both communities in Roseville Beach and thus outsiders twice over. Published by R Rook Studio following a successful Kickstarter campaign, this is a storytelling roleplaying game of magic and mystery, community and care, and of family and fear. This is very much a roleplaying game for mature and accepting players, for it is set in a town where the majority of the population is LGBTQIA+ and it is explicit about this—though that does not mean that the roleplaying game is either explicit or exploitative in other ways. In other words, it is explicit in its social acceptance of LGBTQIA+ being the norm. However, there are issues attached to this. One is that it is not obviously accepting of all norms when it comes to people of colour. This is not to say that they are not present in the setting of Roseville Beach, but rather they are not depicted as being present in the roleplaying game’s artwork. This is because the artwork is public domain, all taken from LGBTQIA+ pulp novels and whilst thematically appropriate, the characters, luridly, suggestively depicted, are all Caucasian. The book does acknowledge that this is an issue, one caused by the artwork rather by intent. Another issue is with the term ‘queer’. The author uses it as a catchall to describe all members of the LGBTQIA+ community, and whilst it is period appropriate, it was used as a slur. It is not the intent of the author to use it in the pejorative sense, but there are members of the LGBTQIA+ community who may see it as an insult. Thus, as part of her Session Zero of Moonlight on Roseville Beach, the Game Master may want to discuss what is an appropriate term to use in her game.

A Player Character in Roseville Beach has an Origin which Provides a Background and Skills, as possible Troubles. They will also have a Job which provides a further Skill, a Strange Event that they had, plus Allies and Comforts. There are six Origins and each grants a special ability. The Fresh Face is the new kid who has fled his family to find out who he is in Roseville Beach and has the ‘Beginner’s Luck’ ability to let his player reroll ones when undertaking an action. The Scandalous has fled to Roseville Beach to avoid media attention and gains an extra contact, though it may not be one that the Player Character wants. Both the Fresh Face and the Scandalous have more Backgrounds and Skills than the other Origins. The Shifter can shift into an animal form and back again, and has two banes that force him into his animal form. The Witch has the Witch Background and Sorcery Skill and also knows three Words of Power that fuel his magic. The Familiar was once attached to a sorcerer, but no longer is, so knows a lot of magic and Words of Power, but is stuck in his animal form and must communicate telepathically and needs help to perform magic. Plus of course, the Familiar does not have a Job. The Stranger has come from somewhere else, and knows a little bit of magic, some of it innate, and has worked hard to acclimatise himself to the world of men. The Strange Event is shared between two players and their characters, such ‘The Monolith’, which seemed to follow them both, but was never seen to move, or ‘The Starry Form in the Dunes’, a glimmering figure seen in the dunes west of town one night which called something to either Player Character. The Strange Event can leave the Player Character with an extra Skill, an Ally, or Word of Power, or a Scare, a Trouble, or even an Injury. Besides an Ally, the three Comforts a Player Character has are a ‘Special Place’, a ‘Special Memento’, and a ‘Special Person’. During downtime, spending time with a Comfort can help to remove a Scare. Lastly, the Player Characters share a Bungalow. This is used as both a base of operations and a potential source of supplies, although that does not necessarily mean guns. Certainly, the Player Characters do not have ready access to guns and their use can lead to a Player Character suffering a Scare.

To create a character, a player selects an Origin and chooses his character’s Comforts and Allies. He then rolls for a Background, Skills, Troubles, Scandals, Words of Power, and so on as appropriate. Then the players establish the Strange Event between their characters and determine its effect.

Lana Jorgeson
Origins: The Witch
Age: 24
Backgrounds: Witch, Magic Shop
Skills: Sorcery, First Aid, Stagecraft, Charming
Job: Piano Player at Cedar Point Hotel
Words of Power: Flood, Bless, Heal
Troubles: Someone in Roseville Beach helped set me up with somewhere to live, a job, and some money.
People I Owe: Jon Amos
Ally: Ghost in the Bungalow
Strange Element: The Poltergeist
Comforts: Special Place – Violet Flame Candles &Gifts, Special Memento – Grandmother’s locket, Special Person – Mrs Esther Neilson (Oblivious Grandma)

Mechanically, Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror uses dice pools of six-sided dice, rolled whenever a Player Character undertakes a Risky Action. To assemble a dice pool, a player starts with a single die and adds further dice for relevant Backgrounds, Skills, for the situation being a Golden Opportunity, and if the Player Character is protecting a housemate, ally, and so on. These are all rolled with the aim being to roll as high as is possible on each die. No matter the results, they are then assigned individually to different tables. The standard set of tables are ‘Goal’, ‘Injured’, ‘Scared’, ‘Clue’, and ‘Trouble’. The Game Master decides which tables come into play, depending upon the situation and what the Player Character is trying to do. ‘Goal’ is the base table, but if the Player Character is investigating something, the Game Master will add the ‘Clue’ table, and if there is a chance of the Player Character being injured or scared as result of his actions, those tables are added to. The ‘Trouble’ table is added if the player has not rolled enough high results and wants to roll an extra die. However, it places an Ally, Trouble, or Comfort in danger. If the player does not have enough dice to assign to the tables the Game Master has set out, he either decides to approach the situation in another way to reduce the number of tables, or if he rolls, any tables without dice are counted as if ones are assigned to them—which is not good. In general, results of four or more on all of the tables bar the ‘Trouble’ table indicate progress or a positive outcome, but it is always the player who decides where the dice are placed and thus decides on the degree of success or failure for the action.

Magic uses the same mechanics. The Player Character must be a Witch, Familiar, or Stranger, possess the Sorcery skill, knows one or more appropriate Words of Power, and can gain more dice for taking time, having someone with the Sorcery spell help, using a spell book, casting the spell at an auspicious time, and so on. Magic always involves the ‘Scare’ table and always adds a table of its own which determines if control of the magic is lost.
For example, Lana has been lured to the house of a local dignitary after a strange magical encounter only to discover what she thinks is ritual that will see her mind supplanted by the dignitary’s. The dignitary’s aide, Georgina Wellman, has a revolver, a Saturday night special pointed at Lana in order to persuade her to co-operate. It is approaching midnight when the ritual needs to be performed and Lana, not liking the odds either way, decides upon a brute force solution. She will cast a spell using the ‘Flood’ Word of Power, drawing from the swimming pool outside the house, the aim being to disarm Georgina, disrupt the ritual, and cause chaos. Her player assembles the dice pool, beginning with the base, plus one each for the Witch Background, the Sorcery Skill, and the Game Master allows an extra die because it is an auspicious moment or midnight. That gives the player four dice to roll.

The Game Master lays out the tables that the player will be assigning dice too. These are ‘Goal’, ‘Injured’, ‘Scared’, and ‘Magic’. The player rolls two, three, five, and six. He assigns the six to the ‘Goal’ table, which means it is achieved and the five to the ‘Magic’ table, which means that Lana does not lose control of the magic. The two and three are assigned to the ‘Scared’ and the ‘Injured’ tables, meaning that either Lana or an ally is injured, and everyone is scared. The Game Master narrates how the water from the pool surges up and in through the window of the house and swirls around the room that Lana and Georgina are in. Both are knocked to the floor and bruised and battered as the furniture is shifted. The gun is knocked from Georgina’s hand and everyone screams in terror! Moonlight on Roseville Beach is thus mechanically quite simple and has two consequences. The first is that the Game Master will need to place the various results tables on the table before the players so that they can consult them and make choices. The second is that the players can make these choices. They determine the degree of outcome, which the Game Master narrates.

One odd addition is a set of Guest Stars that allow other players to step in and participate in a mystery on an occasional basis. Alternatively, these could be used as NPCs, but either way they include an interventive cast of characters, such as ‘The Haunted Ice Cream Vendor’, ‘Definitely Not An Occultist’, and ‘The Oblivious Grandma’, amusingly unaware of anything out of the ordinary going on in Roseville, either in terms of the LGBTQIA+ community or the outré. These are fantastically well-drawn characters, ones that contrast sharply with the standard types that the players roleplay, so that if the roleplaying game were being run as if it were a television series, they could potentially make highly memorable appearances. They could even be used as potential scenario ideas. For the Game Master, there is deeper background on the various locations in and around Roseville Beach, including a hotel whose young owner is missing, a rocky island occupied by overly curious otters, of bronze monoliths that are never seen to move, but clearly do, and more. These locations do come with hooks, some more detailed than others. There are threats discussed here too, some of which does involve the bigotry of the era. There is advice on setting up a mystery, giving out clues, and handling romance. The advice for the latter is nicely done and provides advice for relations between Player Characters and NPCs and between Player Characters. There are also several ready-to-play scenarios as well.

Physically, Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is fantastically presented in its use of its period book covers and graphical style that luridly hint secrets and truths, of just somethings that are different at the edge of society. The book is also well written and an engaging read.

Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a roleplaying game about the othering of minorities and their agency. The othering of minorities is simply and directly handled—it is normalised. Roseville Beach normalises the LGBTQIA+ community in a way which could almost never happen in 1979 when it is set, and makes the Player Characters intrinsically part of it and wanting to be part of it. Then it normalises it by having the players accept and roleplay this norm. In doing so, it gives room to both characters and players to explore and investigate the second othering present in Roseville Beach, that of magic and the supernatural, as well as the agency to do so. The characters within the setting and the players within the mechanics that give them the capacity to decide the outcomes of their characters’ risky actions. It is a powerful combination in terms of storytelling and resolution.

Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a fantastic combination of acceptance and community with pulp horror and mystery, that like its setting of Roseville Beach, gives a space for the marginalised and scope to tell their stories as they confront horrors and mysteries, and so protect their new homes and family. This is a great storytelling roleplaying game, good for one-shots and conventions as it is for telling longer summer seasons.

Your Numenera Starter

The setting of Numenera is expansive one, potentially taking the adventurers into space, into other dimensions, and even deep under the sea, but always exploring the mysteries, secrets, and technologies of the past. Its detail lies in these places to be explored rather than the core setting of the Steadfast, as described in Numenera Discovery, the core rulebook. This also leaves plenty of space for the Game Master to add her own content and as described in Numenera Destiny, the players and their characters to make it their own by building and supporting a community. As open as the setting is, what it means is that Numenera does not have a ready starting point and it is perhaps in danger of overwhelming the prospective player or Game Master with just how expansive a setting it is. A solution then would be to provide a starting point. Somewhere small with a limited scope that is in no danger of overwhelming either player or Game Master and then builds from this basis with a story that will eventually take the players, their characters, and the Game Master out into the wider and more wondrous world of the Ninth Age. This is exactly what The Glimmering Valley does.
The Glimmering Valley is published by Monte Cook Games and everything that a Game Master and her players need to start their first Numenera campaign. A starting point, some plots and some storylines, some mysteries and some locations to be explored, a threat, and above, a place to call home. It does all this, but it also does something else—it keeps things limited. It does this in several ways. First, it restricts the Character Types available to the core three in v Discovery, that is, the Glaive, the Nano, and the Jack. The others, the Arkus, the Wright, and the Delve, from Numenera Destiny, do become available later in the campaign when it is possible to transition into one of the new three. Second, it limits the Special Abilities available to the Player Characters, as many of those with more overt effects, such as ‘Bears a Halo of Fire’ or ‘Wears a Sheen of Ice’, would be decried as sorcery, whilst those for which there is no training or reason for it, like ‘Works the Back Alleys’ or ‘Fuses Flesh and Steel’, are simply deemed inappropriate. The abilities available to the Player Characters in The Glimmering Valley tend towards skills and the mundane. Third, it grounds the campaign in the Glimmering Valley, a narrow valley some twenty-five miles long, with the minor settlement of Neandran at the head of the valley, and a larger settlement, Ketterach, at the bottom of the valley. The Player Characters have grown up in Neandran and like the majority of the other villagers, have never travelled more than a few miles into the surround forest, let alone as far as a metropolis as Ketterach. The Player Characters know almost everyone in Neandran and certainly have a relationship with many of the village’s notable figures—all of whom are detailed. Fourth, it applies Clarke’s Third Law, ‘Any sufficiently advanced technology is indistinguishable from magic.’ assiduously. This is because the inhabitants of Neandran look upon the strange things around them and found elsewhere in the surrounding forest as magic rather than technology. Once the Player Characters reach Ketterach and the wider Ninth World, they are likely to discover that this is not the case and so have a revelation. It means though, that playing through The Glimmering Valley is going to be a very different experience to that of a standard Numenera campaign. And for any Numenera veteran, it means roleplaying a very different outlook.
So why do all this? Simply, simplicity. What The Glimmering Valley wants to do is avoid any possibility of overwhelming the prospective player or Game Master with a wealth of detail. To that end, it limits choices for the players, gives their characters a clear outlook on the world, and shifts the setting to the fantasy of its science fantasy rather than the science. Effectively, the world in which the Player Characters begin is akin to the fantasy of Dungeons & Dragons with the medievalism, and what they discover in end is the highly technological and weird world of Numenera. In addition, the last chapter in the book is specifically ‘The Player’s Guide’, provided to inform the players about the world in which their characters live in. When given a copy, this greatly aids the players’ knowledge about the setting and enables them to establish relationships with the NPC.
As the campaign begins, the nature of the dream that for generations the inhabitants of Neandran has changed. Just slightly, but enough to pique the interest of the Player Characters and they wonder why it has changed. For the Game Master, there is initially the same information she gives to her players and then descriptions of its various locations, flora, fauna, and more. There is strangeness all about—strange objects that protrude from the valley floor and walls, the infinite house of the local witch, a point in the river where the water flows into the air, a glade of six-foot square, translucent blue cubes in which can glimpsed some strange creature, and stairs which go up to nowhere. Some of these lead deep below and into the sides of the valley into highly detailed complexes, into what are effectively ‘science dungeons’. They are unlike any other dungeon in each case, in one case, more a puzzle that the Player Characters need to work out with their fingers, though there is guidance on using a more mechanical, rules-based for those playing groups who dislike puzzles. These complexes will take time to explore, but the campaign does allow for that time and even projects of the Player Characters’ own. Accompanying these are a number of encounters and more, including the movement and growth of factions into the Glimmering Valley. These include the arrival of biomechanical nomads, the rise of the machines, and even an invasion of ‘Skeksis’-like aliens! The movement and growth of all of these is slow at first, but becomes more apparent later in the campaign. This does allow time for the Player Characters to explore, learn, and prepare.
The campaign is supported with a bestiary and chapters for each of the factions. There is advice for the Game Master throughout, with the sidebars used extensively for references and stats. However, what The Glimmering Valley does not do is set the Game Master up as well it does the players. The set-up for the players is very good, preparing them for the campaign and telling them everything that they need to do so. For the Game Master, there is not this same level of information and consequently she does not learn anything about the event-based aspects of the campaign until she gets to the relevant chapters. There is no overview for her prior to this when there really should have been. Whilst The Glimmering Valley is good in its way as a starter campaign for the players, it is less so for the Game Master. There is not the step-by-step process for the Game Master as there is for the players, so it is not as suitable for the first time Game Master and certainly not as suitable as the author necessarily intended. For all the simplicity of The Glimmering Valley, the campaign needs more effort than it really should to set up for a first campaign.
Physically, The Glimmering Valley is very well done. Both the artwork and the cartography are as excellent as you would expect for a supplement for Numenera, and the book is well written.

The Glimmering Valley is a good first campaign for the players, taking both them and their characters from positions of relative unawareness about the world to realising how big and how different it is by having them make discoveries and uncover dangers and face them. There is a genuine sense of growth and progress to the campaign which will all lead to the characters being prepared for the wider world, as well as both their players and the Game Master.

Quick-Start Saturday: Tales of the Old West Quickdraw Rules and Adventure

Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she can still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Tales of the Old West Quickdraw Rules and Adventure is an introduction to Tales of the Old West, a historical roleplaying game set on the American frontier using the Year Zero mechanics.

It is a sixty-four page, primarily black and white book with colour maps.

The quick-start is nicely illustrated with some decent maps.

How long will it take to play?
Tales of the Old West Quickdraw Rules and Adventure can be played through in a single session, or two sessions at most.

What else do you need to play?
Tales of the Old West Quickdraw Rules and Adventure requires multiple six-sided dice. These should be divided between two different colours.

Where is it set?
Tales of the Old West Quickdraw Rules and Adventure is set in and around the town of Carson’s Folly, a hunting and trapping town in Colfax County, New Mexico.

Who do you play?
There are five ready-to-play Player Characters given in Tales of the Old West Quickdraw Rules and Adventure. They consist of an African American fur trader, a Caucasian grifter, a Native American Ranch Hand, an Irish Settler Homesteader, and a Mexican Cibolero Tracker.

The diversity of the ready-to-play Player Characters reflects the efforts of the authors to make the setting as accessible as possible, without resorting to stereotypes. This is balanced against the need to make the game fun. There is no general advice and certainly mention of the X-card that might be appropriate given the genre.

How is a Player Character defined?
A Player Character has four attributes—Grit, Quick, Cunning, and Docity—and a single stat, Faith, plus several skills. Faith need not be religious faith, but can instead be a firmly held belief. Examples include ‘I want to make my father proud’ or ‘I will find myself a family on the frontier’ or ‘the Lord is my shepherd’. He also has two Talents, a big dream, some gear, and some background. Of the four stats, Docity is the ability of a character to learn.

How do the mechanics work?
Mechanically, Tales of the Old West Quickdraw Rules and Adventure and thus Tales of the Old West, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a Player Character undertake an action, a player rolls a number of dice equal to a combination of attribute and skill. The pool of dice consists of ‘Trouble’ dice and standard dice. There will always be ‘Trouble’ dice in the dice pool, up to five. A single roll of a six on either die type indicates a success. Multiple successes improve the outcome and allow the Player Character to perform stunts. In combat, these might be to inflict extra damage or inflict a critical injury, but the players are free to create other effects as well.

If no sixes are rolled, the action fails. If ones are rolled on the ‘Trouble’ dice, these have no effect unless the player decides to ‘push’ the roll. This enables him to reroll any dice that did not roll a one or a six. However, if there are any ones remaining after the roll has been pushed, they trigger a check on the ‘Trouble Outcome Table’. There is a ‘Trouble Outcome Table’ for conflict and physical situations and for social and mental situations. The effects vary depending how many ones have been rolled.

For example, if a Player Character has generated two ones in a conflict, the outcome might be “You stumble, slip or trip. Lose your next slow action.” or “Your attack is underpowered, or your action is weak. Lose a 6 from your pool of successes.” This is a pleasingly random set of effects, and it is a pity that there is not a corresponding set of tables that can be used when a player rolls multiple successes, if only as inspiration.

However, it costs a point of Faith to trigger a Pushed roll and in roleplaying terms, it should ideally tie into the Player Character’s Faith statement as this is a way of gaining Experience Points, but it need not do. Faith can also be spent to negate the effects of ‘Trouble’ dice, on a one-for-one basis. In Tales of the Old West Quickdraw Rules and Adventure, a Player Character starts play with four points of Faith, but they can go up to ten. It is possible for a Player Character to lose his Faith and be Shaken.

How does combat work?
Conflict in Tales of the Old West Quickdraw Rules and Adventure uses the same core mechanics and allows a Player Character to act twice per round. This is either a fast action and a slow action, or two fast actions. A Slow Action might be ‘Shoot’, ‘Melee Attack’, and ‘Mount’, whilst a ‘Fast Action might be ‘Quick Shot’, ‘Aim’, and ‘Draw Weapon’. The conflict rules cover social situations as well as fist fights, shootouts, and of course, duels. The latter covers the face-off at the start of the duel followed by the duellists going for their guns. Along with a ‘Critical Injury Table’, the rules are fairly compressive and cover most situations in the accompanying situation.

What do you play?
The adventure in Tales of the Old West Quickdraw Rules and Adventure is ‘The Last Cibolero’. A ‘Cibolero’ is a Mexican buffalo hunter and the scenario is all about buffalo hunting. The Player Characters are involved in the fur and trapping trade, but like the rest of the townsfolk, do not hunt the herds of buffalo indiscriminately and this is the issue at the heart of the scenario. When the New Mexico Mercantile Cooperative, a well-backed outfit working out of Santa Fe, moves into the town to take as many hides as it can, it sets up a tension between the locals and the outsiders. As first one Cibolero and then another is found dead, this tension ratchets up and civility breaks down until the town is on the verge of open conflict...

The scenario includes four maps and floorplans. These are all well done. Besides the scenario, there is background information upon the local area and the town of Carson’s Folly and its inhabitants. The Game Master can develop more stories based on some of the secrets and wishes of the inhabitants with some effort.

Is it easy to prepare?
The core rules presented in Tales of the Old West Quickdraw Rules and Adventure are easy to prepare, especially if the Game Master has any experience with the Year Zero engine. The scenario itself is quite straightforward and overall, it requires relatively little in the way of preparation.
Is it worth it?
Yes. The Tales of the Old West Quickdraw Rules and Adventure are a solid introduction to both its setting and its concepts, which are very easy to grasp as everyone is familiar with the Wild West, although the included scenario, ‘The Last Cibolero’, will be unfamiliar and unlike almost any tale of the Wild West seen on screen.
Where can you get it?
The Tales of the Old West Quickdraw Rules and Adventure is available for purchase here.

The Kickstarter campaign for Tales of the Old West can be found here.

Friday Fantasy: The Horrendous Hounds of Hendenburgh

The poor village of Hendenburgh stands in the middle of the Kryptwood, an ancient forest steeped in legend and history. For years, the Kryptwood has encroached upon the village, covering the walls of its whitewashed cottages with ivy, but pulling the tendrils of the evergreen climber from the walls of their homes is something that the villagers can easily handle, whereas the most problem thing to beset Hendenburgh is one that they are ill-equipped to deal with. Murderous demon hounds haunt the Kryptwood, ripping apart anyone who dares enter its reaches and even snatching lone villagers from the streets of the small settlement. An attempt to drive the spectral hounds from the Kryptwood, led by Ulvar the Poacher, resulted in failure and the death of several villagers. The demon hounds and what they are, are just one of the dangers and secrets to be found in and around the village of Hendenburgh. Highwaymen lurk in the forest, ready to pounce on Hendenburgh’s misfortune; a coven of witches wants everything to be returned to normal; the old silver mine stands abandoned, infested with monsters that drove out the miners and sowed the seeds of Hendenburgh’s poverty; a Bridge Troll has gone on strike after a drunken pixie failed to pay the toll; and at its heart, the Tomb of the Tyrant, the last resting place of the Kryptwood Tyrant, a despot who ruled the region a thousand years ago.

This is the situation in The Horrendous Hounds of Hendenburgh, a scenario published by The Merry Mushmen, best known for Black Sword Hack: Ultimate Chaos Edition and A Folklore Bestiary, as well as the fanzine, Knock! An Adventure Gaming Bric-à-Brac. Funded via a Kickstarter campaign along with Raiding the Obsidian Keep, it is designed for Player Characters of Second to Fourth Level, it is adaptation and expansion for use with Old School Essentials of an earlier scenario, Hounds of Hendenburgh, written for use with the microclone, Cairn. It is essentially, a hexcrawl with multiple locations—some twenty-four of them, occupying half of the hexcrawl’s forty-eight hexes—and multiple, often interlinked plots. These plots will pull and push the Player Characters across the Kryptwood, ultimately to the scenario’s three big locations. These are the ‘The Infested Silver Mine’, ‘The Ancient Villa’, and ‘The Tyrant’s Tomb’. As written, it is also linked to Nightmare Over Ragged Hollow, the first adventure module published by The Merry Mushmen. Thus, it can be run, if not as a direct sequel, then as the next scenario in the Player Characters’ adventures. Alternatively, it can simply be dropped into a Game Master’s own setting and used without any links to Nightmare Over Ragged Hollow.

As with Nightmare Over Ragged Hollow, this is another digest-sized scenario which comes as a thick seventy or so page booklet in a wraparound card cover. The trade dress echoes that of classic TSR, though the artwork is more cartoonish. The cover has been purposely distressed and inside are maps of the three main adventuring locations in the Kryptwood, all done in a white on blue style that again echoes classic modules for Advanced Dungeons & Dragons, First Edition. The cartoonish style of artwork continues throughout in a duotone of blue and grey, depicting the sense of gloom and horror that pervades the region—and the adventure.

The Horrendous Hounds of Hendenburgh is a very traditional in terms of its design. It begins with the ‘classic village in peril’ set-up in which Hendenburgh and its inhabitants are endangered by a major threat, that is, the demon hounds. Added to this are a handful of other, lesser threats—a band of highwaymen, the cause of the silver mine being abandoned which has led to the region’s decline, the village pastor having been defrocked for heresy, and so on. Understandably, the villagers are rightly worried about the danger that the demon hounds represent, but these are not their only concerns. There is the winsome and inappropriately young wife of the senile Lord of Hendenburgh, who wants to restore the village’s fortunes, but is also fascinated by the new learning, and regards the attacks by the demon hounds as peasant superstition, blaming them on a particularly vindictive badger. The pastor could be of great help to the Player Characters, but has become a spiteful drunk after being denounced by his flock! The town miller is in deep mourning for his wife, killed by the demon hounds, so no grain is being ground for flour, and thus there is no bread being baked, whereas in fact, his wife has run off with the highwaymen! The blacksmith cannot work out why the Widow Winstaple reviles him so, despite him loving her very much and having dosed her tea with a love potion he acquired from the three witches in the woods. These NPCs—and in fact, all of the NPCs in The Horrendous Hounds of Hendenburgh, because there are also many to be found across Kryptwood Forest as well—are really great. Not only will interacting with them garner the Player Characters knowledge, but it will also create some great roleplaying between the players and the Game Master.

Beyond the limits of Hendenburgh, Kryptwood is rife with yet more encounters and locations. There is the aforementioned coven of witches and their squadron of flying monkeys, a fashionably employed hermit, that troll bridge with the striking troll, the Highwaymen and their louchely charismatic leader, and even ‘The Thirsty Sprite’, a tavern deep in the woods that caters to pixies and other creatures. Then, of course, there are the scenario’s three main adventure sites, ‘The Infested Silver Mine’, ‘The Ancient Villa’, and ‘The Tyrant’s Tomb’. These are not large, but they are highly detailed and they will keep the Player Characters busy for multiple sessions. They are also dangerous, if not outright deadly, and any party rushes into unprepared will find its numbers potentially severely depleted. These three locations, as well as the witches’ coven, are where the horror elements of scenario come to the fore. For make no mistake The Horrendous Hounds of Hendenburgh is a horror scenario. Primarily that horror is folkloric and gothic in nature, but ‘The Infested Silver Mine’ feels like the film Alien as well. There is a touch of whimsy too, such as the drunken Pixies and bored Ogre bartender at ‘The Thirsty Sprite’ or the reluctant, but fashionably employed hermit. The combination is reminiscent of Hammer Horror film with a touch of bawdy grubbiness that will make the Game Master want to cast the scenario’s many NPCs and villains with their favourite character actors.

The Horrendous Hounds of Hendenburgh is also very well supported and organised. It breaks down the various factions in the scenario, gives a handful of hooks to get the Player Characters there, provides tables of encounters for all of the main locations, and at the end lists what will happen to Hendenburgh once the Player Characters have left. This includes if they do nothing as well as the possible consequences if they get involved. Appendices list all of the scenario’s NPCs, new magical items, and potential retainers and/or replacement Player Characters. Again, these are all very good, the magical items in particular being unique and interesting in each and every case, such as a Clockwork Canary that attaches to the belt and sings whenever poisonous or explosive gas is detected or the Agoniser, a dagger that can inflict excruciating pain sufficient to paralyse temporarily the person stabbed!

Physically, The Horrendous Hounds of Hendenburgh is very well presented. The writing is succinct and laid out in an easy to grasp style, whilst the artwork is entertaining throughout. The cartography of the various buildings and caves and dungeons in the scenario feel slightly grubbier than in Nightmare Over Ragged Hollow, but are still not as detailed as they could be. This will not hinder the Game Master running The Horrendous Hounds of Hendenburgh, but none really help their locations come to life either.

The Horrendous Hounds of Hendenburgh is a great horror hexcrawl, brimming with flavoursome detail and plot, populated with a fantastic cast of NPCs that the Game Master is going to enjoy roleplaying, and rife with adventure possibilities. It is a genuine joy to see how well this is designed and put together, but at the table, The Horrendous Hounds of Hendenburgh is going to be so much fun to run, let alone play.

[Fanzine Focus XXXVI] Tales from the Smoking Wyrm No. 3

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry and the Dungeon Crawl Classics Roleplaying Game from Goodman Games.
Tales from the Smoking Wyrm No. 3 is another fine looking issue of the fanzine published by Blind Visionary Publications. As with the previous issues, it continues to provide long-term support rather than immediate support for use with the Dungeon Crawl Classics Roleplaying Game. This is not say that none of its content is not of use or even useless, for that is very much not the case, but rather that it requires a bit of effort upon the part of Judge to work it into her campaign. In fact, all of content is detailed, interesting, and worth reading. Published in August, 2021, following a successful Kickstarter campaign, where the previous issue, Tales from the Smoking Wyrm No. 1 strayed into the territory of the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both Tales from the Smoking Wyrm No. 2 and Tales from the Smoking Wyrm No. 3 have stuck to a very similar format and remained in the territory of Dungeon Crawl Classics.
Tales from the Smoking Wyrm No. 3 opens with ‘Dor Nyvs’. This is a new Patron, one that is of the five Archomentals of the plane of earth and as much an individual entity as part of the landscape. It is described as being a surprisingly active patron rather than simply accepting the sacrifices and devotion of its worshippers. Its Invoke Patron spells include effects such as ‘Buoyant Pumice’ which reduces the target’s mass, doubling the encumbrance capacity, and if actually unencumbered, quintupling his jumping distance, ‘Tectonic Folding’, which causes the earth and stone to fold around the targets, inflicting damage and potentially entrapping them, and with ‘Timeless Stone’ turning the target into stone for a number of decades equal to the spellburn spent. Dor Nyvs actually allows its worshippers to choose a lesser effect than the one rolled, whilst its patron taint first pummels the spellcaster and anyone nearby with hot pumice and then subsequently forces the caster to take on aspects of the elemental plane of earth. Its spellburn causes a caster to cough up pebble and silt, weep crystal shards, and so on, whilst its spells consist of Find Familiar, Life and Death of Stone, Summon Minion of Dor Nyvs, and Earth’s Cradle. Of these, Life and Death of Stone enables the caster to feel the pain of stone—living or dead, and even heal it; Summon Minion of Dor Nyvs summons an earth-related minion or two; and Earth’s Cradle enables to sink into the earth, move through it, and listen to his surroundings. Overall, nicely thematic, although the idea of its being an active patron is not explored beyond its mention.
‘Cullpepper’s Herbal’ continues the regular feature begun in Tales from the Smoking Wyrm No. 1. Here there is a guide to creating concoctions and herbal restoratives, which includes descriptions, flowering times, astrology, shoots, and more. This time the entries are all fungi: Death’s Head Agaric, and Red Agaric, all illustrated and all very nicely detailed. In all cases, the individual parts of the mushroom are broken done and their use explained, such as the cap of the Red Agaric being poisonous unless boiled twice, and then very tasty in a stew, the stalk being useful as a thickener in stew, as a glue, and can be boiled down to make a covering for footwear that is waterproof, and the gills, if dried, work as an emetic, but good for flushing parasites out of the bowels! Not all of this information is necessarily going to be useful, but it great detail for a herbalist Player Character or NPC.
‘Rites & Rituals Part III’ continues the expanded use of magic and rituals in Dungeon Crawl Classics, begun in Tales from the Smoking Wyrm No. 1. Rituals are more powerful than normal spells, and their inherent power, unlinked to any god or deity, means that anyone can cast them. What this leads to is the creation of standardised rituals to achieve the same objective, but which are different from one cult or organisation to another. ‘Rites & Rituals Part I’ in Tales from the Smoking Wyrm No. 1 explained how they work, whilst cleric-related rituals were detailed in Tales from the Smoking Wyrm No. 2. ‘Rites & Rituals Part III’ suggests ways in which they can used to enhance game play and add roleplaying scenes and adds two more sample rituals. These are Homunculi Servant and Sky Citadel, extending the range available.

The monster detailed in Tales from the Smoking Wyrm No. 3 is the ‘Tentacular’. This is a weird combination of feline and tentacular monstrosity, essentially cat plus the Eye Tyrant of Greyhawk Supplement IV. It has the head and body of a cat, but instead of legs and tails, it has tentacles. It also has a beak through which it draws the souls of its victims and food. An Adult Tentacular has different powers in each of its eyes, such as being able to spot arcane spellcasters with one eye because they radiate a red aura, shoot blasts of corruption, or fires a beam of energy that rends armour in two! The Tentacular preys on wizards in particular, even needing to feed on their souls to undergo the change into a juvenile and into an adult. It is a fanatically, horrifyingly detailed write-up of a weird and wondrous creature, but the lengthy article does not suggest any ideas as to how the creature might be used in a game.
The companion piece to ‘Tentacular’ is ‘Tentacular kin – Fuzzies, Steelies, and Beakies’, inspired by an image which originally appeared in The Dungeoneer, Vol. 1, No. 2., accompanying the article, ‘Fuzzies & Steelies’ by Jennell Jacquays. If the Tentacular is the fanzine’s answer to the Beholder of Dungeons & Dragons fame, then as Fuzzies and Steelies were described as ‘beholderkin’, then it made sense for the Tentacular to have its own. These are the mutated result of a young Tentacular consuming the soul of a corrupted wizard or soul-eater. All three creatures live up to their singular names, the Fuzzie being a ball of stiff fur, the Steelie having a shell of hardened fur, and a Beakie a sharp beak capable of biting through armour and breaking bones! The Fuzzle and Steelie have sting attacks and can wield weapons with their tentacles, whereas the Beakie does not and instead has a sonic attack which can either be sleep-inducing purr or a piercing yowl. These are nice additions, but the article does not develop any of the three creatures beyond this.
In between, ‘You, Too, Can Gongfarm!’ offers a means of an Elf, Dwarf, or Halfling only rolling occupations particular to their races when creating Player Characters for a Character Funnel, the signature game style of Dungeon Crawl Classics in the players roleplay multiple Zero Level characters in the hope that some survive to advance to First Level. It is short and simple. Rounding out the issue is Joel Philips’ ‘Onward Retainer’. This continues the comic strip about the retainer in the fantasy roleplaying games begun in the first issue. It is nicely drawn and is a reasonable enough read, though not as funny as it is trying to be. Lastly, ‘Word Wyrms’ is another two pages of word puzzles. Great if you like word puzzles, otherwise, very much not. Unlike in previous issues, there is no editorial, just a listing of the contents on the back cover.
Physically, Tales from the Smoking Wyrm No. 3 is well written and the fanzine as a whole, has high production values. The artwork is good throughout, and the front cover again echoes the illustration from the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, by Dave Trampier, which is based on the Street of the Knights on the Greek island of Rhodes. This is an illustration that the fanzine will return to again and again for its front covers.
Tales from the Smoking Wyrm No. 3 picks up where Tales from the Smoking Wyrm No. 2 left off. It is a very good-looking third issue, but none of the content is immediately useful or applicable to a game and the Judge will need to work it into her campaign. The other issue is the lack of application and the lack of advice on how to use any of the content, all of which would have made the fanzine of more immediate use. Tales from the Smoking Wyrm No. 3 contains good solid material, but it may not make to the table until after the Judge has decide what she wants to do with it.

[Fanzine Focus XXXVI] Chthonic Crawl Issue One: Magic Items

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

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

Chthonic Crawl Issue One: Magic Items is a simple, straightforward affair published by Alignment Unknown Publishing in November, 2022. It clearly and directly presents seventeen magical items for use with the Dungeon Crawl Classics Roleplaying Game, and as per the Dungeon Crawl Classics Roleplaying Game, these are not dull, run-of-the-mill, magical items, produced en masse as if from some magic item manufactory. These are individual items, intricate, detailed, and more interesting than an ordinary +1 sword or a potion of extra-healing. Which makes them worth questing for and worth discovering, as well as worth the Judge taking the time to equip her NPCs and villains with them. Above all, these magical items are interesting, which is one reason why the play of Dungeon Crawl Classics is different. Lastly, they are all basically compatible with other retroclones, which means that Chthonic Crawl Issue One: Magic Items will be useful for Game Masters running other Dungeons & Dragons-style roleplaying games.

The tone and style is set with the first entry, the Robe of Maggots. This was created by the dread necromancer, Silas Gloom, constructed of thick, writhing maggots to ease the suffering of his wife, who was ill with a wasting disease. It was created to clean her wounds and enhance her healing rate, and as a byproduct enhanced her spellcasting. While worn, the Robe of Maggots grants an Armour Class bonus, prevents infection and increases the healing factor of the wearer, and the maggots and the flesh that they have eaten can be spellburned for a bonus to the wearer’s spellcheck. It is a great opening entry, a magical item that you both want the benefits of wearing or using, but are actually reviled by the item itself. The Judge will definitely want to give this to an NPC or villain because the benefits are good and because it is a really cool-looking, impressive piece of apparel.

The Robe of Maggots is followed by Fenthoril’s Giants Bane, a great club created a giant’s thighbone by an ancient Elven huntress with a hatred of giants, that inflicts both more damage and potentially rotting wounds; The Many-Eyed Shield of El-Rimduand, created by the fiend and failed conqueror, who plucked out his captains’ eyes and bound their spirits into the shield, and when someone rolls a one to hit the wielder, one of the eyes opens and triggers a random effect; and The Lopper, a meat cleaver previously wielded by ‘The Butcher’, which urges any current owner to lope off limbs, either the defender’s if the attacker rolls a twenty or the attacker’s if attacker rolls a critical failure! The seventeen not only includes arms and armour, but also a broach that enhances the wearer’s personality and obsession with value; a Dwarven monocle that helps the wearer determine an object’s value, but with a chance of the object being turned into coal and rendered valueless; and The Crucible, a Halfling’s self-heating, cast-iron skillet that can be used as an improvised weapon, can inflict fire damage, and any food cooked on it is purified of rot or poison, but was simply created to cook food without the need for a fire and thus avoiding the possibility of being noticed by wandering monsters.

All seventeen entries follow the same format. This is a two-page spread with description on the lefthand page that includes its lore, traits, and then a plot hook. The traits list its mechanical game effects. Opposite this, on the righthand page is illustration. This makes for a very clear and easy-to-use organisation. The artwork is excellent, the lore nicely detailed, and the traits clearly written. If there is an issue at all with the Chthonic Crawl Issue One: Magic Items, it is that the plot hooks are underwritten and underwhelming in comparison to the other details for each entry. Otherwise, Chthonic Crawl Issue One: Magic Items is a great looking fanzine. In fact, it looks better than any fanzine deserves to be.

Chthonic Crawl Issue One: Magic Items is an excellent collection of magical items that are worth looking at if you are running Dungeon Crawl Classics, or indeed any fantasy roleplaying game. The entries are inventive and engaging and very nicely presented.

[Fanzine Focus XXXVI] Skull & Crossbones Classics #1

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

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

Skull & Crossbones Classics #1: A ’zine of high sea adventure was published in March 2020, by Sanctum Media when it set sail with a pirate crew for the Dungeon Crawl Classics Roleplaying Game. It is intended to explore and present the Golden Age of Piracy with a range of new Classes, rules, and other piratically-themed content. In the introduction it sets out aims, gives a nod to its inspirations in the form of other pirate-based roleplaying games and supplements, acknowledges the exaggerated West Country accent that forms the basis of most pirate talk, and suggests ways in which a piratical Dungeon Crawl Classics could be run. This can be as historical game, as per the Golden Age of Piracy; add in elements of the supernatural, including a lot of monsters; or simply as an addition to the Judge’s Dungeon Crawl Classics. These are pointers only, and arguably worthy of article subjects in their own right. What is clear from the editorial is the author is a fan of pirates and that shows throughout the rest of the issue.
It opens with ‘Core Rules – Character Basics’, which addresses the basic elements of Dungeon Crawl Classics and the changes needed to fit a pirate roleplaying game. This include Alignment, Armour Class, Cultural Background, Firearms, Gender, Languages, Sexuality, and Skills. Alignment is shifted to become a pirate’s attitude towards the law and piracy, rather an indication of good versus evil. For Armour Class, unarmoured characters have a bonus equal to a Player Character’s Stamina and Agility bonuses, though any armour worn works as normal. ‘Race as Class’, as found in the Dungeon Crawl Classics roleplaying game, does not appear in Skull & Crossbones Classics, and it is suggested that a player work with the Judge to come up with a period background. Firearms are mentioned, but left for another issue to detail. A range of real-world languages is pointed out as that the fact that different genders and sexualities were accepted aboard some ships. Lastly, it introduces ‘Seamanship’, a new skill that every Player Character has and which covers carpentry, astronomy, navigation, ropework, and more, representing everything that the average pirate would know and do.
In terms of specific rules, ‘Star Signs’ replaces the standard Birth Signs of Dungeon Crawl Classics. It gives these for the Western and Chinese zodiacs as well as the Polynesian zodiac. The latter are simplified to associated spirits for ease of play. All three give two modifiers. ‘Weal’ or a bonus if the Player Character’s Luck is positive, ‘Woe’ if it is negative. For example, the ‘Weal’ for Cancer is a bonus to Reflex Saves, but a penalty to Ranged Damage Rolls if negative. If a Player Character has no Luck modifier, he instead gains both at a one-point modifier! These are all fantastic additions, but whilst the Western and Chinese zodiacs made sense, as both cultures had pirates, it is not made clear whether the Polynesian culture did. This is of course, could be offset by an article about the Polynesian involvement in piracy and some ideas in terms of background and culture as well.
The new Character Class in Skull & Crossbones Classics #1. Inspired by the Biblical character, this is a “Living Bad Luck Charm” who will bring misfortune and woe to himself and any crew he serves with. Alignment determines how the curse befell the Jonah and how he regards it. The Lawful Jonah has committed a transgression, such as killing an albatross or whistly on deck, and knowingly suffers his penance; the Neutral Jonah were cursed through no fault of their own and hopelessly, helplessly bemoan their cruel fate; and the Chaotic Jonah take glee in his misfortune and willingly shares it. The Jonah can replace his Agility or Stamina modifier with his Luck modifier for Armour Class; has worse luck with firearms; with ‘Re-Align the Stars’ can attempt to use another Player Character’s Luck, though if this fails, both the Jonah and the Player Character suffer the consequences; and can spend Luck to reduce the effectiveness of the rolls of others—including negating critical successes and causing ‘natural’ fumbles! Luck spent is recovered daily.
The Jonah is an inventive Class, reworking the Luck mechanics of Dungeon Crawl Classics to primarily target others, both other Player Characters and NPCs. However, it is not an easy Class to play in terms of the setting, since any known Jonah would be thrown off a vessel to avoid both her and her crew from suffering the effects of the Jonah’s bad luck. So, what a player roleplaying a Jonah has to do is roleplay the Class, but keep it hidden what he is, whilst at the same time, the other players have to roleplay not knowing what he is, although mechanically, they are very likely to have a very good idea.
The Luck-theme continues with ‘The Devil’s Own Luck’. This is Luck extra to that which every Player Character has. It is also gained for rolling a fumble or suffering a critical hit in combat, violating the Seven Deadly Sins or the Ten Commandments, succeeding in a reckless action when failure would mean certain death, and so on, but being kind-hearted or pious or entering holy ground for reasons other than pillage, will lose a Player Character his own ‘Devil’s Own Luck’. However, rolling a critical hit will lose everyone their own ‘Devil’s Own Luck’. Whilst a Player Character has ‘The Devil’s Own Luck’, it can be spent as normal Luck, but also on other the Player Characters, and to turn rolls of above twenty into a natural twenty and rolls below one into a natural one. ‘The Devil’s Own Luck’ can also be wagered against a Player Character’s Luck to gain more of the former.
‘Sailing Superstitions’ covers everything from always stepping onto a ship with the right foot rather the left and the weather and whistling, whilst ‘Ill-Fortune’ explores what happens when a Player Character’s Luck runs out, he blasphemes, suffers or causes bad luck, or is cursed. Mechanically, this is to roll on the accompanying table. The results might be as simple as the Player Character dropping whatever is in his hand or the ship’s cook getting angry with him and flinging a cleaver at him, cutting his ear off. Alternatively, the rest of the crew might follow the Player Character into a failed mutiny or the Player Character’s presence attracts man-eating sharks! These require a bit of a set-up and so it is suggested that the exact result not be revealed until the right moment.
In a change from the Luck-theme, ‘Sea Beggar’s Bestiary’ details four aquatic creatures—the Barracuda, the Sea Devil, the Sea Serpent, and the Tiger Shark. These are solid write-ups, the Sea Serpent large to swallow a sailor whole and ram a ship. Rounding out Skull & Crossbones Classics #1 is its own ‘Appendix S’, a solid list of fiction to inspire the potential Judge wanting to run a pirate-themed Dungeon Crawl Classics game.
Physically, Skull & Crossbones Classics #1 is serviceably presented. It is decently written and illustrated with publicly available artwork.
The biggest issue with Skull & Crossbones Classics #1 is that it is the only issue to date and it leaves things such as the promised ‘Maritime Deeds’, ‘Naval Combat’, and ‘Ships, Ships, and More Ships’ articles left for an as yet unpublished issue. These are not the only things left unaddressed by just the one issue, such as how the other Classes work in a ‘Skull & Crossbones Classics’ setting, new magic spells and items, and background information about Chinese and Polynesian pirates only hinted at in the ‘Star Signs’ article. If not Skull & Crossbones Classics #2, then at least a Skull & Crossbones Classics supplement could address those issues—and more. That though, is an ideal outcome, one that might never come to pass. Which would be a pity. In the meantime, Skull & Crossbones Classics #1 is a good start, if very Luck-focused, introducing the possibility of pirates to Dungeon Crawl Classics. Until Skull & Crossbones Classics #2 does appear, there nothing to stop a Judge taking its content and developing it further and adding to it for her own campaign.

[Fanzine Focus XXXVI] Crawling Under A Broken Moon Issue No. 6

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

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

Crawling Under A Broken Moon Fanzine Issue No. 6 was published in in December, 2014 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, and Crawling Under A Broken Moon Fanzine Issue No. 5, which explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover and it inhabitants ruled by savagery, cruel sorcery, and twisted science.

If Crawling Under A Broken Moon Fanzine Issue No. 5 drew heavily from one of the inspirations for the setting and fanzine, then Crawling Under A Broken Moon Fanzine Issue No. 6 draws just as heavily, if not more so, from another. This is the Mad Max series of post-apocalyptic films, which popularised the notions of vehicular combat between radically customised vehicles across the post-apocalyptic landscape. It begins by introducing a new Character Class, ‘The Petrol Head’, a car-crazy scrapper with a supernatural bond with his vehicle. Tending towards the Chaotic Alignment, the Petrol Head has an Ace Die that can be used when rolling for vehicle control or stunt rolls, vehicle appraisals and repairs, and collision damage inflicted on other vehicles. The Class also has a Mojo Die, rolled whenever Luck is expended to determine how many points are available and recovers spent Luck by spending time behind the wheel of his vehicle. The ‘Fuel Hound’ ability means that he can sniff out nearby sources of fuel and he begins play with a buggy or small car, but can of course, steal, salvage, or even build bigger. The Class is simple and easily slots into the rules provided for vehicles and vehicular combat presented in the rest of the issue.
The rest of the rules continue with ‘Mayhem Behind the Wheel’ which details the basic effects of speed. The latter is given a level between one and ten, equating between ten and one-hundred-and-fifty miles an hour, giving each level a Handling Modifier for vehicle control rolls, a Wipeout Die rolled when a vehicle control roll is failed, and a Ram/Collision Damage Bonus, as well as a rough figure for movement, both per hour and Round. A vehicle control roll is made for various actions and manoeuvres, such as making a sharp turn, a bootlegger turn, drifting, avoiding hazards, and jumping gaps of various sizes, which can be modified by driving at night, with flat tires, accelerating too fast, and so on. If the vehicle control roll is failed, a roll has be made on the ‘Wipeout Result’ table. This can result in a skid or spin, minor, full, or multiple rolls, and worse! ‘Vehicular Manslaughter’ presents the rules for vehicle-to-vehicle combat, which are kept relatively abstract to prevent play from bogging down in technical details. Thus, range is kept to three bands—‘Close & Personal’, ‘On your Tail’, and ‘In the Distance’, with the latter equating to a variable number of steps between two vehicles. The lead vehicle sets the basic speed of the chase, and then anyone behind decides their own speed, typically to gain enough steps to get within ‘On Your Tail’ and ‘Close & Personal’ ranges. Vehicles that fall twelve or more steps behind loose the chase, but those with ‘On Your Tail’ and ‘Close & Personal’ ranges can make attacks. Drivers and passengers can make ranged attacks against another vehicle and its driver and passengers. This can be with personal weapons or it can be with flamethrowers, grapples and tow hooks, chemical weapons, flamethrowers, and more. It can also include magic! Plus, of course, one vehicle can ram another.
‘Popping the Hood’ covers what happens when car combat is over and a vehicle has come to a stop, and everyone aboard needs assess the damage and how much work is needed to repair it. This is determined by a rolled on the ‘Wreck Damage’ table with a modifier for the amount of damage suffered. ‘Fuel Consumption’ highlights fuel as an important commodity and a factor that a Petrol head will need to keep track of during play. Every vehicle has a Fuel Tank and a Guzzle rating, the latter a penalty to Fuel Use rolls. A Fuel Use roll is made after each hour or travel and after a battle, with modifiers for speed, time, weight, damage, and more.
‘What’s Under the Hood?’ lists numerous vehicles according to Type, Quality, and Traits. Type includes motorcycles, buggies, cars, vans, pickup trucks, and trucks of all sizes, all with their own stats and Traits. The stats look very similar to that for an NPC or monster, although with additions for Fuel Tank and Guzzle ratings, plus various Traits. For example, a Pickup Truck looks like this:Pickup Truck: Init +1; Atk rundown +5 melee (2d8+Ram); AC 16; HD d12;
Speed Level cruise 3/ max 5; Act 1d20; SV Fort +4, Ref +0, Will NA; Fuel Tank
1d10; Guzzle 4.
Basic Traits: Extra Cargo ×2, Rugged, HaulerTo the basic stats can be added a Quality Level—‘Beater’, ‘Keeper’, or ‘Custom’—and various Traits. A ‘Beater’ Quality Level vehicle just runs, most of the time, a ‘Keeper’ vehicle is relatively reliable, and a ‘Custom’ vehicle is a prized artefact of a bygone age. Each Quality Level modifies the basic stats for a vehicle, starting with its Hit Dice and Wreck Check, and then more and more as the Quality Level improves. The list of Vehicle Traits is extensive. It includes ‘Armoured’, ‘Dangerous’, ‘Fuel Efficient’, ‘Off Road’, ‘Open’, ‘Weapon Mount’, and a lot more. This being a Dungeon Crawl Classics setting, it even includes the ‘Possessed’ Trait, which means that the vehicle is powered by a trapped elemental or minor demon. This provides extra bonuses, but changes the fuel needed from petrol or alcohol to something like raw meat or sweets!
The issue changes tack slightly with ‘The Random Road Gang Generator’, a guide to creating gang threats and NPCs to be encountered in the wastelands. The options determine the appearance of the gang, the weapons it is armed with, what vehicles it has, and its motives, as what special features it might have. The latter can include anything from trained beasts to combat drugs. The trained beasts range from pterodactyls and giant ant workers to pigtipedes and ape-men. There are numerous options here that the Judge can randomly determine, or simply pick from. Also listed here are the setting’s vehicular weapons, oddly out of place. Otherwise, this a really good set of tables and entries, allowing for a lot of variation and individualisation between one road gang and another.
Penultimately, ‘d100 Stuff Found on Apocalyptic Roadways’ is not just a table of random stuff to find, but also a table of encounters too. It is pleasingly useful. Lastly, the entry for the ‘Twisted Menagerie’ is the ‘Petrol Zombie’. Written by R. Dale Bailey, Jr, this is not a new monster, though it is new to Dungeon Crawl Classics. The Petrol Zombie is a mutated undead which stores petrol in its guts, which can then spew in an attack that can cause Petrol Sickness. This can cause cancerous boils that erupt and turn the defender into another Petrol Zombie, or at the very least, difficulty breathing, confusion, and vision loss! This is a nasty monster, but at least if unpunctured, its stomach can be pumped to collect the petrol.
Physically, Crawling Under A Broken Moon Fanzine Issue No. 6 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is another decent affair. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 6 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.
Crawling Under A Broken Moon Fanzine Issue No. 5 was a good issue, full of lots of tongue in cheek post-apocalypse Swords & Sorcery fun, and whilst it may not be Swords & Sorcery, Crawling Under A Broken Moon Fanzine Issue No. 6 continues that fun. It handily adapts its source material and makes vehicles, vehicular combat, and vehicular mayhem very playable using Dungeon Crawl Classics. The familiarity of the source material also means that this is the most accessible of the issues of the fanzine to date.

Miskatonic Monday #297: The Missing Fossil

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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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 Missing FossilPublisher: Chaosium, Inc.
Author: Ashiki

Setting: Uvs Nuur, the Mongolian People’s Republic, 1925Product: Scenario
What You Get: Twenty-four page, 32.05 MB Full Colour PDF
Elevator Pitch: The Mongolia that time forgotPlot Hook: The chance to outdo Roy Chapman Andrews and make the find of the centuryPlot Support: Staging advice, six pre-generated Investigators, two handouts, three maps, and three Mythos monsters.Production Values: Adequate
Pros# Rare scenario translated from the Japanese# Not a hunt for the Mongolian Death Worm# Decent pre-generated Investigators# Eremophobia# Scoleciphobia# Batrachophobia
Cons# Needs a good edit# No investigation, no paleontology # Long, messy set-up time# Panama Canal

Conclusion# Needs a better developed set-up or it should cut to the chase—which is what it becomes# A scenario to do up rather than run from the page# Reviews from R’lyeh Discommends

[Free RPG Day 2024] Arzium Quickstart Guide

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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The Arzium Quickstart Guide is the introduction to the Arzium Roleplaying Game. It is not, though, an introduction to the World of Arzium. That would be the series of board games designed by Ryan Laudkat and published by Red Raven games, including Above and Below, Near and Far, and others. It presents a fantasy world filled with mysteries, magic, and forgotten technology, above and below ground. The Arzium Quickstart Guide is a slim affair, providing a very basic overview of the setting, an explanation of the mechanics, a short adventure, and four pre-generated Player Characters. Arzium is described as a world of strange mechanics and strange magics, some of it scavenged from fallen civilisations, some of its developed by the newly arisen city-states, industrialised with devices powered by bottled demons and rare crystals. The world is also a diverse one, being home to Humans, Hogfolk, Fishfolk, Lizardfolk, Birdforl, and other species, including Robots! Not every region is a hive of magical and industrial development. Out in the Surstrayne Forest stands the village of Above, and underneath it is the village of Below, established to easily mine and harvest the resources to be found in the nearby surrounding underworld. It is here that, ‘Empty Cave Town’, the adventure in the Arzium Quickstart Guide is set.

Mechanically, the Arzium Quickstart Guide and thus the Arzium Roleplaying Game, is a dice and resource management game. A Player Character has six attributes—Strength, Reflexes, Knowledge, Cunning, Perception, and Craft. Each ranges in value between zero and ten, and presents a pool of points that a player can spend to modify dice rolls. A standard difficulty is seven, whilst a hard one is ten. The maximum that a player can spend on a challenge is five. To have his character undertake an action, a player rolls a ten-sided die and attempts to equal or exceed the difficulty. Results less than the difficulty have a failure forward outcome in that the story continues despite the negative outcome. The latter might be an actual failure, but it can also be that the action succeeds and the Player Character or an item of equipment suffers damage, or even that the whole situation changes. In addition, if a six is rolled on the die, then a complication is automatically added to the situation. Resting for at least half a day will restore a Player Character’s spent attribute points.

In combat, the Player Characters typically act first and then the enemy. When a Player Character acts, he moves first and then takes an action. All attacks succeed in hitting and inflict damage as per the die type for the weapon or type of attack. The damage inflicted can be increased by spending points from the associated attribute. Armour reduces the amount of damage suffered. Attacks, abilities, and spells can also temporarily affect Power, a measure of NPC and monster ability to inflict more damage. Each monster and NPC gains one Power at the start of each turn, but because the Player Characters act first, they directly affect the monster and NPC capacity to inflict more damage. The rules also allow for gambits, inventive actions which can change the environment or affect monsters and NPCs, but without inflicting damage.

Casting spells requires the expenditure of Attribute points, but not a dice roll. However, a dice roll is required to take account of magic being whimsical and occasionally dangerous. When a spell is cast, the Game Master rolls a ten-sided die and if a one or two is rolled, she also rolls on the ‘Whimsical Magic’ table. This might result in the caster smelling like rotting garbage for a day or temporarily grants a nearby object life as it grows limbs and runs around in a chaotic manner.

Other rules for the Arzium Quickstart Guide and the Arzium Roleplaying Game can be found on the character sheet. For example, it uses an inventory system of boxes for gear and offers Memory Knots as a means to maximise a die roll. This requires the player to explain why a particular memory will help his character in the current situation. The Arzium Quickstart Guide includes four pre-generated Player Characters. They include an Ancient Robot Soldier, a Toadfolk Cook with a grasping tongue, a Human Machinist equipped with a firework rocket and a piercing rifle, and a Human Mystic.

The scenario in the Arzium Quickstart Guide is ‘Empty Cave Town’. The citizens of Above have established a second settlement in the underworld called Below next a lake of crystal-eyed fish and emerald waterfalls. Unfortunately, all townsfolk of Below have disappeared and the town is inexplicably empty. A note left by the Mayor of Below points to the nearby Chamber of Screaming Walls. There are a couple of encounters on the way there, but once at the Chamber of Screaming Walls, the Player Characters find the missing townsfolk, held silent. The Player Characters will need to fight their captor to save them.

‘Empty Cave Town’ is short. Playable in an hour—or two at the most. Yet, the whole of the Arzium Quickstart Guide is short. Consequently, it feels underwritten and slightly underexplained, particularly when it comes to NPCs and combat, but the mechanics are simple enough that they can be understood. The scenario though is underwhelming and does not give the players and characters much to do beyond face a series of combat challenges. It would have been nice if the suggested connections between the Player Characters and the town of Below—that one of them wants to be mayor, one of them has bought the town’s tavern and does not want to lose any customers, that one of them is owed money by one of the missing townsfolk, and more, could not have been made more of and written into the scenario instead of leaving the Game Master to do it.

Physically, the Arzium Quickstart Guide is decently put together. The cartography and artwork are good, and it is all clean and tidy. Yet as nice as it looks, the Arzium Quickstart Guide does not successfully bring the world of Arzium to life and make it a setting that you want to visit in play. There is not enough of the setting and the scenario is cursory and short and not enough to really sell the reader on the Arzium Quickstart Guide. At first sight, the Arzium Quickstart Guide appeared to be one of the most interesting things about Free RPG Day. Instead, it is the most disappointing.

A Positive Apocalypse I

It is two centuries since Survival Day, the day that marked the end of the war against the Builder. Many sacrificed themselves to deliver the EMP devices and nuclear bombs that free humanity from the influence of the A.I. and cause its mecha that had so terrorised mankind to fall asleep. The war with the Builder was not the first apocalyptic event that had been faced by mankind on the world of Evera Prime. Centuries before, the Gateway that enabled relatively fast travel between the Earth and Evera Prime, isolating the attractive and highly colonised world from outside contact and forcing its population to adapt and survive on its own. Although it came close to world war, the people of Evera Prime survived and adapted, instituting Project Builder, a programme to develop resource and power control that was so successful that it would usher in a golden age of post-scarcity and rapid scientific advancement. The people of Evera Prime survived and then thrived, hoping one day that a way would be found to make contact with the Earth again. Then the Builder and its connected systems began to glitch. It stopped anticipating the needs of the people of Evera Prime, and worse, when scientist tried to fix the problem, it turned on them, unleashing its Mech servants and its armoury in a conflagration in which cities would be destroyed, the landscape pockmarked with craters, populations atomised, and Una Avenito, the larger of the planet’s two continents, left a wasteland. Most survivors live today on the other continent, Nedresita.
Yet in the two centuries since the Builder War, just as their ancestors did, the survivors also learned to adapt and survive before going on to establish, protect, and develop communities. Many are formed from particular factions, but no faction on Evera Prime stands against another and nor is there division based on faith or other difference. Everans are the most widespread, forming the basis for many communities, whilst Archivists both protect and seek out knowledge of the old world, Spears protect communities and peoples wielding their signature Electrospears each with a lineage inherited from their previous users, Dreamers prefer to avoid the old technology if they can, and Rivers travel up and down the remaining waterways of Evera Prime providing trade and transport. Yet all fear the possibility that the Wakers, the mechs built to serve the Builder that are littering the landscape and have been silent and immobile since the Builder War will awaken to fulfil their last deadly order and the possibility of the Thralls, humans wrapped in loops of wire and marked with ash and paint, boiling up out of the ground to aggressively raid and steal food and technology from the communities. This is the setting for Dreams and Machines, a post-apocalyptic roleplaying game in which the tone is positive and optimistic, emphasising the strength of community and wanting to build a better future.

Dreams and Machines: Player’s Guide introduces the setting, it mechanics, and the means of character creation. Further background details, as well as an adventure and advice on running the game are provided in Dreams and Machines: Gamemaster’s Guide. Published by Modiphius Entertainment, it is a 2d20 System roleplaying game which uses a lighter version of the game. Right from the start, this combination of a familiar genre, yet hopeful version of that genre together with light, but engaging mechanics makes for a winning game. The Dreams and Machines: Player’s Guide starts with a good overview of the setting, one that does not overwhelm the reader with too much detail, but gives more than enough for a player to make choices about the options he wants to choose when creating a character. It also highlights the differences between the world before the Builder World and after. Then it explains the mechanics.

As with other versions of the 2d20 System, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium, in Dreams And Machines, to have a character undertake an action, a player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill. Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty value. Rolls under the value of the Skill also count as two successes. A roll of twenty adds a complication to the situation. Dealing with higher Tech levels increases the Difficulty value and adds Threat. Successes generated beyond the Difficulty value generate Momentum.

Momentum is a shared resource. It can be used to gain a ‘Second Wind’ and increase a Player Character’s Spirit, ‘Create Truth’, ‘Ask a Question’ of the Game Master, increase ‘Damage’ against a target, ‘Reduce Time’ for an action, and gain a second action with ‘Follow-Up’. The players as a group have a maximum Momentum of six. If a Player Character has access to no Momentum, he can instead give the Game Master Threat. In addition to access to Momentum, a Player Character has his own resource to fall back on. This is Spirit, his inner reserves of concentration and stamina. It can be spent to add an extra twenty-sided die to a test or to re-roll one. It can also be spent to avoid an injury. It can be recovered by resting, spending Momentum (as per ‘Second Wind’), gaining an ‘Adrenalin Rush’ in return for increasing the Game Master’s pool of Threat, and through a Player Character’s Bonds. If a Player Character loses all of his Spirit, he becomes exhausted, which means he can be weary, breathless, confused, and so on. This will mean he will automatically fail tests related to the type of exhaustion and suffer a penalty on all others, until he rests.

Whilst the players have access to Momentum, the Game Master has Threat. This is gained from the aforementioned ‘Adrenaline Rush’, from a player rolling Complications on the skill test, and even from ‘Escalation’ triggered by an action or decision taken by a player for his character. (In the case of the latter the Game Master may warn the player of the consequences.) Threat can also be added due to ‘Threatening Circumstances’ and ‘NPC Momentum’, whilst can be spent like Momentum, but for NPCs, as well as to buy off Complications rolled for NPCs, to create negative Truths about a situation or location, to bring in ‘Reinforcements’, and more.

Aspects of the setting in terms of locations and situations, as well as Player Characters and NPCs, can be defined as Truths. These are significant facts about each, often the most obvious. They can be a location Truth, a situation Truth, a personal Truth, or an equipment Truth, and whilst they are descriptive, they also grant permissions. This can be to make an action easier or more difficult, or even actually possible or impossible. Even if a Truth makes an action impossible, this is not set in stone, and the nature of a Truth might change to make the action possible. Truths in play can be handled informally, but the other option is to bring them to the fore and place them in front of the players from one scene to the next. This allows both players and Game Master to understand the key aspects of a scene, allows each to focus on them and bring them into play, and build more of the game’s play around them much like a more narrative storytelling game.

A Player Character in Dreams And Machines is defined by his attributes, skills, Tech Level, Talents, Spirit, Supply Points, and more. The four attributes are Might, Quickness, Insight, and Resolve. They range in value between six and sixteen. The seven skills are Move, Fight, Sneak, Talk, Operate, Study, and Survive. These are all quite broad, and range in value between one and six. A Player Character’s Tech Level is a measure of their familiarity with science and technology, whilst Talents are special abilities and Bonds are a Player Character’s connections to his fellow adventurers. Either through support or rivalries with his Bonds, a Player Character can gain Spirit. Supply Points represent salvage and parts that the Player Character can use to make temporary, but useful items. Lastly, every Player Character has two Truths. To create a character a player selects an Origin, an Archetype, and a Temperament. The Origins consist of Everan, Dreamer, Archivist, River, and Spear; the Archetypes of Fixer, Gatherer, Grabber, Tech, Guardian, Mediator, and Tech; and the Temperaments of Circumspect, Conspicuous, Demonstrative, Stubborn, Manipulative, and Maverick. An Origin provides a Truth, starting Attributes, Skills, and Tech Level, as Spirit, Supply Points, and one or more special abilities. An Archetype gives another Truth, bonuses to Attributes and Skills as well as possibly Tech Level and Spirit, plus another Talent, Goals, and equipment. The Temperament adds further bonuses as well a Drive—a means by which the Player Character can regain Spirit, Exhaustion which potentially triggers Threat for the Game Master, and an Attitude which grants scope for the Player Character’s Growth.

To create a character, a player selects an Origin, Archetype, and Temperament. Each of which has several options to choose from. The process is quite straightforward, although there are some ready combinations which work well together, such as Spear and Guardian, Archivist and Tech, Archivist and Grabber, Dreamer and Gatherer, River and Fixer, and so on. In general, the Everan Origin acts as a catchall, tending to work with most Archetypes.

Name: Dunken Gungnir
Origin: Spear Archetype: Guardian Temperament: Circumspect
Truths: Spear, Guardian
ATTRIBUTES
Might 10 Quickness 8 Insight 6 Resolve 8
SKILLS
Move 2 Fight 4 Sneak 4 Talk 1 Operate 1 Study 1 Survive 1
Tech Level 2
Spirit 6
Supply Points 2
Special Abilities: Hunter-GLIFs, Spear’s Blend, Decisive Strike
Goal: Defeat a notable NPC

Besides discussing Player Character growth, and even retirement and death, the Dreams and Machines: Player’s Guide lists numerous other talents alongside three Advanced Archetypes. These are the Weaver, the Sentinel, and the Firebrand. These are for play later in a campaign, perhaps after a Player Character death or retirement, and are only available with Game Master permission. The Weaver wears a contact lens or monocle that enables him to interact with augmented reality controls and information of the technology of the past to learn more about and control it. The Sentinel is a wandering warrior who protects communities, uses the best arms and armour, and trains the guardians that normally protect their communities. The Firebrand is a leader who wants to change history. Of these, the Weaver is the most interesting Advanced Archetype because of how it interacts with the advanced technology of the past. Through knowledge and skill of Weaving, the Weaver can activate or deactivate computer systems, lock or unlock closed doors, activate or deactivate specific systems, communicate with AIs, and command Atoma, the automated manufacturing devices. This is done via patterns, a combination of words and gestures. Some Weavers are capable of Nanogram Weaving, not just interacting with computers and devices, but interacting with the environment around them through control of a nanoswarm to create holographic effects and grasp objects. In terms of play, Nanogram Weaving is almost a necessity since it allows a Player Character Weaver to do more than operate Atoma.

The Weaver represents advanced control of the technology found almost everywhere on Evera Prime—outside of Dreamer communities that is. The most common form of technology found is the GLIF, or ‘Graphic Layer Instruction Format’. In the past, GLIFs were everywhere, providing instructions to machines as to where they could go and what they could do, which humans could enter an area, and so on. Technicians also used them as diagnostic tools, whilst most people learned to read them too. In the present, GLIFs abound everywhere. Archivists search for new GLIFs to learn and Spears are covered with tattoos, scars, warpaint, and clothing called Hunter-GLIFs that temporarily conceal them from the optical sensors of hostile machines. GLIF patterns include ‘Discharge’ which forces a machine to discharge its powered tools and weapons, ‘Glitch’ forces a machine to seize up as it is overwhelmed by a burst of junk data and logic errors, and ‘Protect’ forces a machine to priories the safety of a marked object or person. Only a handful of GLIFs are given, and whilst they might be seen as being spell-like, they bring to life the direct interaction of the Player Characters between themselves and the world around them. They also highlight the tension in the setting between fearing the machines and what they can do and the possibilities of what can be learned from them and how they can be harnessed to explore and improve the world.

Besides the GLIFs, the Dreams and Machines: Player’s Guide includes an extensive list of equipment and discusses the nature of technology on Evera Prime. Technology is found everywhere, some communities even possessing Atoma, automated manufacturing devices that will produce anything from commonplace domestic items to advanced weaponry and armour, depending on the model, of course. The Weaver Advanced Archetype specialises in the control of Atoma, whilst Grabbers are always on the hunt for the working Atoma, new patterns, and the material to supply them. The list of technology in the Dreams and Machines: Player’s Guide covers weapons, armour, general tools and equipment, services, and vehicles. The descriptions of the latter are accompanied by rules for vehicular combat. Technology is rated between one and five, so a spear is Tech Level 1, a sword Tech Level 2, and a thermal staff Tech Level 4. A Player Character is limited by his Tech Level in terms of what advanced devices he can operate, though he can be taught to use a single item of a higher Tech level than he is accustomed to. Many of the devices listed in the Dreams and Machines: Player’s Guide can be found somewhere in the world and if access is gained to the right model of Atoma and the right pattern known, even manufactured.

Rounding out the Dreams and Machines: Player’s Guide is a piece of colour fiction that presents the world and explores the relationship between humanity and the Wakers though Kari, a young girl who has formed a relationship with a non-aggressive Waker called Abe. As a Waker, Abe is feared, but over the course of the story others begin to trust him too. Again, it highlights the tension in the relationship between men and technology. It does though feel oddly placed at the end of the book, when it is normal to have such colour fiction at the start. However, its placement makes sense given that throughout the Dreams and Machines: Player’s Guide there are annotations and illustrations made to the text in a child’s hand. These are Kari’s commentary upon the world, one that she is forced to flee into in the colour fiction at the end of the book.

Physically, the Dreams and Machines: Player’s Guide is very well produced. It is decently written and the artwork is excellent. Much of it depicts the technology, especially the Wakers in action, although the latter are shown as silhouettes, giving them an ominous, scary presence. If there is anything missing from the Dreams and Machines: Player’s Guide it is perhaps a bibliography, although the most obvious touching point for the roleplaying game is the computer game, Horizon Zero Dawn.

Of course, the details and nature of the Wakers and other technological threats, as well as the secrets of Evera Prime are explored in the Dreams and Machines: Gamemaster’s Guide. What the Dreams and Machines: Player’s Guide does though is present the world from the point of view of those who both fear and are fascinated by technology and mechs of the past, as well as the means to create characters and roleplay them. The world of Evera Prime is engagingly presented in the Dreams and Machines: Player’s Guide and brought to life through the Player Character options and abilities it provides. Above all its optimistic tone marks it out as being very different to other post-apocalyptic roleplaying game and it will be fascinating to see this hope explored and developed in further releases for Dreams and Machines.

Marvel Merc Mayhem

Just in time for the release of Deadpool & Wolverine, Deadpool Role-plays the Marvel Universe is a one-shot adventure for use with the Marvel Multiverse Role-Playing Game. Of course, this is not the first time that Deadpool has made an appearance in roleplaying, but that was only in solo format. First with You Are Deadpool and then You Are (Not) Deadpool. However, this is a proper roleplaying game scenario requiring both a Narrator and up to six players in which the infamous ‘Merc with a Mouth’ puts together a team of minor superheroes—many of whom only dedicated Marvel Universe devotees will have heard of—and sends them off on a mission. These consist of ex-Valkyrie, Annabelle Rigs, the attack macaque Hit-Monkey, the secretive mercenary Paladin, the Inhuman-infused Ren Kimura, the alternative She-Hulk, Lyra, whose strength weakens as she gets angrier and angrier, and the undead Terror, cursed to suffer immortality! Alternatively, stats are included for Deadpool himself, along with Wolverine, so that a smaller group of players could play through Deadpool Role-plays the Marvel Universe.

Deadpool Role-plays the Marvel Universe opens with an eight-page comic strip that introduces each of the Player Character options for the scenario—and not just for the Narrator, but also the players which can read this strip to get an idea of how each of the cast should be played. Then it is into the scenario and explaining what the Narrator requires to run it. This is no more than the Marvel Multiverse Role-Playing Game core rulebook, from which the Narrator will need to draw several NPC villains who will appear in the scenario. The advice for the Narrator is to keep it moving and to keep it light and not too serious. This affects the tone of Deadpool Role-plays the Marvel Universe, but it is more tongue in cheek and slyly snide, rather than in your face and obnoxiously insulting. So, it is not adult in tone and thus is suited for a teenage audience.

The scenario starts with the Player Characters individually hired by Deadpool and asked to meet at a shipyard. This triggers the first action scene in the scenario as the Player Characters have to make a run in between and over the shipping containers, all whilst under attack, before they get to meet up with their employer. At this point, Deadpool explains that he is trying to set up his mercenary agency, but all of a sudden, the pool of soldiers for hire seems to be shrinking and he suspects that something or someone is behind it. Deadpool wants the Player Characters to investigate and if they are successful, he might have more work for them. This assignment will take the Player Characters around the world and back again, starting in New York at the Lower Manhattan Mercenary Job Expo. This is a fun scene in which the Player Characters get to attend a jobs fair where the possible employers are A.I.M., The Hand, Hydra, Latveria, and others, and sell themselves as well as investigate who might be hiring all of the hired guns. The persons or organisations responsible are present, but the other potential employers lend themselves to further missions for the Player Characters to undertake beyond the pages of Deadpool Role-plays the Marvel Universe. Subsequent chapters will see the Player Characters participate in an underground tournament over the skies of Madripoor, before having to fight to save the day, and lastly, confront the scenario’s actual villain in a deathtrap maze!

There are a few notes on continuing the adventure after Deadpool Role-plays the Marvel Universe, but the scenario is rounded out with all of the write-ups for its Player Characters and some of its NPCs. The others appear in the pages of the Marvel Multiverse Role-Playing Game core rulebook. Included here is the new Power, ‘Power Slider’. This specifically for the version of She-Hulk which appears in the scenario as her power wanes when she gets angry. ‘Power Slider’ is for powers that change due to certain circumstances or situations.

Physically, Deadpool Role-plays the Marvel Universe is bright, colourful, and exciting, with lots of Marvel Universe artwork as you expect and want. The writing is decent and if you are not reading the Deadpool dialogues in the style of Ryan Reynolds, then you are not fulfilling that secret contractual obligation you signed when you purchased the book. In which case, Ryan Reynolds’ lawyers will be in contact with you shortly.

Deadpool Role-plays the Marvel Universe is an action-packed, fun scenario for Marvel Multiverse Role-Playing Game which should take a session or two to play through. Although the players could create their own, it gives a chance for the players to roleplay some lesser-known characters from the Marvel Universe and throw them up against a threat that Deadpool could deal with, but honestly can’t be bothered. Which makes for a good one-shot and the chance for the players to make these lesser lights their own rather than necessarily adhering to their portrayal on the page or on the screen.

Your Shadow Scar Starter

In ages past, the Kotoamatsukami, the First Great Spirits of the Land, created the peaceful land known as Nakatsukuni. All was well in this land until the Great Mother Spirit Izanami died giving birth to the Spirit of Fire. Her husband, Izanagi, attempted to retrieve her spirit from Yomi No Kuni, the Afterlife, and appeared to have succeeded when given permission to return her by the Ruler of the Dead. Unfortunately, Izanami has been corrupted by the Ruler of the Dead, and she brought with her an army of twisted souls and horrible monsters and after corrupting the minds of the Yokai, Izanami set out to destroy reality. The peace was at an end and the war known as the Hundred Years of Sorrow was only won by a combined effort of Izanagi and the Kami. It was a victory won at great cost. Although Izanami was cast into the Void—or the Inbetween, via a Shadow Scar rent in the fabric of reality, her monstrous minions were scattered across the Mosaic, a vast array of worlds and realities that to this day remains unexplored. These Yokai continue to do the bidding of Izanami on these worlds, often served by human agents and cults, most of whom have no idea who they are serving or the true nature of reality that is the Mosaic. Whilst there a few worlds that fortunate enough to be free of Yokai, both their presence and their influence, there are many which are infected by both, and there are even more where the situation remains unknown. On Nakatsukuni, an organisation was established by the Kami to counter the threat of the Yokai. This is the Shadow Scar Agency, an order of Shinobi—or ninja clans—trained by the Six Great Clans of Shadow. Its task is to investigate potential signs of activity of both the Yokai and their human servants across the worlds of the Mosaic, stop such activities when discovered, and prevent the inhabitants of those worlds from learning about either the Yokai or the Mosaic. The Shadow Scar Agency still fights this Veil War today.

This is the set-up for Shadow Scar, a new roleplaying published by R. Talsorian, Inc., best known for Cyberpunk RED and Castle Falkenstein. It is a world/parallel Earth hopping setting across what Shadow Scar calls the Mosaic in which modern day Ninja, armed with high tech tools and magical artefacts, leap from one world to the next to defeat the Yokai and other minions of the corrupted Great Mother Spirit Izanami. The Player Characters—or Agents—are these Ninjas, members of the Shadow Scar Agency, a secret organisation dedicated to keeping reality safe. The Ninja must conduct their assignments in secrecy and ‘Maintain the Veil’, both to keep the civilian population safe and prevent any mystical monsters from learning of their presence and activities until they absolutely have to reveal both to the targets of their operations. It was introduced in Shadow Scar: Eyes in Darkness as part of Free RPG Day 2024, which provided a basic primer for the setting and rules as well as scenario to play and the Player Character Agents needed to play it. The scenario in Shadow Scar: Eyes in Darkness is a prequel to ‘The Mask of the Green Demon’, the scenario in Shadow Scar Starter Set, and although it is not necessary to play through ‘Eyes in Darkness’ in order to play ‘The Mask of the Green Demon’ and the contents of the Shadow Scar Starter Set, ‘Eyes in Darkness’ serves as a good build up to it.

The Shadow Scar Starter Set comes as a solid box containing three booklets, six pre-generated customisable Player Characters, a pair of maps and tokens to help play out the action of its scenario, and a set of Shadow Scar six-sided dice. Beside the dice, the first thing that you see upon opening the box is the ‘Welcome to Shadow Scar’ sheet. This is a sperate sheet tells the reader what to expect from the roleplaying game and starter, that the Player Characters will learn the ways of Ninjitsu, assassinate deadly foes, foil complicated plots, work with powerful factions, explore the Mosaic, and hunt down rogue agents, and tells the player where to go next. On the back is a glossary. Altogether, this primes the player up, ready to learn to play, and the Storyteller ready to learn to run Shadow Scar.

The first of the three books in the Shadow Scar Starter Set is the twenty-eight page ‘World Lore’ booklet. This introduces Shadow Scar Agency and expands on the on-going Veil War as well as explaining the nature of the Mosaic and the Utsushiyo and the Kakuriyo. The former is the Unveiled or Material World, whilst the latter is the Unseen or Spirit World. To most mortals, the Kakuriyo, home to spirits, Kami, and even spirits that fail to pass and become monsters, is inaccessible although it does mirror the Utsushiyo in an exaggerated way. Every world has its own Utsushiyo and Kakuriyo, but the Kami can traverse between the Kakuriyo of one world and the Kakuriyo of another. Some mortals can see into the Kakuriyo and sometimes monsters and dangers can find their way out of it. The Mosaic itself is described in broad detail, but the accompanying shows the rough relationships between just a few of the worlds within it and the links between them. Several of these worlds are described in some detail. These include the primary base of operations for the Shadow Scar Agency, Nakatsukuni, which remains an archipelago of islands—many floating—shattered by the war against Izanami and her minions. The others include ‘Steel Court’, a Grand Victorian Empire in which the Stewart Steam Turbine Engine has powered fantastical industrialisation and inventions even as revolt foments the Empire’s ‘Protectorates’; ‘5th Street’, an early twentieth century world recovering from the Great War that would seem to be utterly mundane except the masked vigilantes on the rooftops and the racial inventors working in their workshops; and ‘Refuge’, a world so blighted by the Yokai that humanity has been forced to retreat to a Lunar Colony and massive station orbiting the moon. All three locations will be visited as part of the scenario included in Shadow Scar: Eyes in Darkness. Thumbnail descriptions are given for the three worlds as well as the Shadow Scar Agency and the six Shinobi clans. These consist of the war at any cost Arashi Clan; the spiritualist Futsumashi working to pull the world back into balance; the fire-using Hibana; the espionage-focused Kuromaku; the Tantei clan which works to free Yokai from Izanami’s grasp; and the Yokai-hunting Wanami clan. These are not the only organisations detailed in ‘World Lore’. ‘The Hollow Eye Syndicate’ is a secret criminal organisation that offer a refuge to ‘nukenin’, those missing ninja who have left the Shadow Scar Agency. The Shadow Scar Agency takes a very dim view of the ‘nukenin’. Lastly, there are some details of the Yokai.

The forty-eight-page ‘System’ book is both a rules book and a bestiary for Shadow Scar. First, it breaks down a Player Character, which has three attributes, Mind, Body, and Spirit, rated between one and five. Each attribute has six associated skills, each of which is rated between one and three. He has Techniques, Mikkyo, and Quirks. Techniques are special abilities, such as ‘Nimble & Quick’, which increases an Agent’s speed, whilst Mikkyo are secret techniques taught by the shinobi clans which require an Agent to expend Ki to trigger, such as ‘Duplicates’ which enables the caster to create silent duplicates himself that he can control.
Mechanically, Shadow Scar is a dice pool system that uses six-sided dice. Every roll of a three or more is a success, whilst a roll of six is equal to two successes. If the number of successes is equal to or greater than the Difficulty Value, the task is successful. An average task has a Task Difficulty of two, Challenging has a Task Difficulty of three, Difficult has a Task Difficulty of four, and so on. Bonuses and penalties adjust the number of dice a player has to roll. To reflect that the world of Shadow Scar is pulled in two directions by different forces of nature, an Agent has access to ‘Inyo’—Japanese for Yingyang. If an Agent fails a task by a single Success, he can call upon the power of ‘Inyo’ to gain that much-needed Success. Or he can use to inflict an additional three points of damage upon a target. However, when the Agent draws upon the power of Inyo, he draws only upon one side. In response, the other side draws back and the Storyteller can draws upon the Agent’s Inyo to make him fail a task by one Success or have an enemy inflict three extra damage on the Agent. Once that has happened, the Agent has access to Inyo again. Essentially, the fortunes of each Agent swings back and forth quite literally.

Combat is an extension of the rules, with Initiative Order being determined by an Awareness Check. During a turn, each Agent can conduct two actions. Some fifteen possible actions are detailed as are the conditions and hazards that they might suffer. The hazards covered include environmental, mechanical, and magical. When an Agent is reduced to three points of Vitality or less, he suffers the Grievously Wounded Condition, and when his Vitality is reduced to zero, in combat, he can either be killed or knocked out. The latter reduces his Vitality to one rather than zero. If an Agent’s Vitality is reduced to zero or less, it is possible to become a Wandering Spirit, but an Agent equipped with a Spirit Lantern can collect and protect a Wandering Spirit. At the end of a mission, if the other Agents return with a dead Agent’s body and his Wandering Spirit in a Spirit Lantern, the Agent can be resurrected. Otherwise, a new body has to be created.

Over half of the ‘System’ book is devoted to a ‘Rogues Gallery’. This describes some sixteen or so creatures. There is a good mix of the mundane and the monstrous to the book, all of which appears in the ‘The Mask of the Green Demon’ scenario.

The six pre-generated Player Characters in the Shadow Scar Starter Set come from each of the six clans who contribute to the Shadowscar Agency. Each is done in full colour and as a folder. Each comes with an illustration, background, and history of the Player Character, full stats and abilities, and options for improving the character over the course of the adventure. It also includes a set of bullet points suggesting why a player might choose to roleplay a particular character.

The longest of three books in the Shadow Scar Starter Set is ‘The Mask of the Green Demon’. It is ideally run as a sequel to ‘Eyes in Darkness’ from Shadow Scar: Eyes in Darkness as that already gets the players and their characters involved in the scenario. Of course, it need not be, and either way, the scenario opens with the Player Characters being introduced to a fellow member of the Shadow Scar Agency prior to the briefing. This Agent Jasmine Gamble, who has been investigating a notorious Yokai and crime lord, Green Demon, whose activities and network spreads across the four known worlds that the Shadow Scar Agency has ready access to and is suspected to spread into others unknown. Her work has greatly been enhanced by a notebook that Agents recently uncovered (this is mission is detailed in ‘Eyes in Darkness’) and she has begun to decode. Her notes so far point to a Green Demon operative working in a pleasure quarter on one of the floating islands of Nakatsukuni. This set-up scene is designed to introduce Agent Gamble as she plays an important role in ‘The Mask of the Green Demon’ and ideally the Player Characters should come to like her. This needs a careful portrayal by the Storyteller to make her as likeable as she is written and to build up a relationship between her and the Player Characters.

The missions in ‘The Mask of the Green Demon’ will take the Player Characters from a pleasure house in Nakatsukuni where tensions between a pretentiously arrogant noble scion, the staff, and other patrons, helped by a mischievous kami, get in the way of capturing the target Green Demon operative all the way to Refuge in Lunar orbit where they have an opportunity to capture one of the Green Demon’s most loyal lieutenants before he is assassinated! In between, they must travel to an abandoned island infested with venomous ghost centipedes left over from the Hundred Years of Sorrow; investigate Green Demon activities on Steel Court only to discover that the Green Demon has been investigating them; and dive into an ancient, submerged, and of course, puzzle and death trap-filled Olmec temple in the Gulf of Mexico in 5th Street, which holds a magical artefact said to give access to the Hollow Earth.

‘The Mask of the Green Demon’ is a fun exciting adventure, with a good mix of action and intrigue, that also showcases both the different worlds of the Mosaic and some of the history of the roleplaying game’s setting. It also hints—just a very little—at how ruthless the Shadow Scar Agency can be. The adventure is designed to be played through in roughly five to six sessions and make use of the tokens and maps included in the box. Notably, the booklet does begin with some excellent advice for the Storyteller on how to run Shadow Scar and ‘The Mask of the Green Demon’. Much of it will be obvious to experienced Storytellers, but it is still worth reading and it is good advice for anyone running Shadow Scar Starter Set as her first game. However, what the Shadow Scar Starter Set does not do is give any advice for the players. The Storyteller has her role explained, is given tips, and then advised on how to run Shadow Scar. There is no similar advice for the player, except for the ‘Welcome to Shadow Scar’ sheet at the top of the box, which does not do as good a job.

Rounding out the Shadow Scar Starter Set is a set of maps. There are four of these, depicting various locations in the scenario. Using in conjunction with the two sheets of tokens, these are bright and colourful, done by Loke BattleMats, which previously created The Big Book of Cyberpunk Battle Mats for use with Cyberpunk RED. Lastly, there is also a ‘Reference Sheet’, which includes rules for everything up to and including the assassination manoeuvre, and ‘The Armoury’, a sheet of traits, gear details, and information about artefacts that will play a role in the adventure.

Physically, the Shadow Scar Starter Set is an attractive product with a pleasing heft and sturdiness. All three books are on thick paper and all have card covers. Similarly, the maps and tokens have a good physical presence. The artwork is excellent throughout, having an anime style that reflects the genre of the Shadow Scar setting. Particularly attractive is the piece showing players sat round playing the game itself, but there is also plenty of artwork show different scenes across the Mosaic as well. However, the Shadow Scar Starter Set does need a further edit as it feels slightly rushed in places.

Shadow Scar is both a spy and a ninja roleplaying game, a sidebar for the Storyteller noting that it is inspired by the anime series Demon Slayer and Naruto as much as it is the James Bond and Men in Black films. Mix in martial arts, magic, and the supernatural and it offers a stealth and action orientated genre mashup—all of which is on show in the Shadow Scar Starter Set. The result is that the Shadow Scar Starter Set is a very well presented, fun and exciting introduction to the Shadow Scar setting and roleplaying game.

[Free RPG Day 2024] Shadows of Esteren: A Journey in the Shadows – 1

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Shadows of Esteren: A Journey in the Shadows – 1 is an introduction to Shadows of Esteren, the French roleplaying game of low dark fantasy with elements of Gothic and Lovecraftian horror. Published by Studio Agate, this originally debuted with Shadows of Esteren 0-Prologue in 2013, providing not only an introduction, but also descriptions of the setting, some pre-generated Player Characters—all of whom were key to the ongoing campaign tied to the setting, and three scenarios to get started. When it was introduced, the English-speaking hobby was fascinated by this French roleplaying game with its themes of tradition versus modernity, science and industrialisation versus faith, and monotheism versus spiritualism, as well as captivated by its artwork which looked like nothing then being published. Shadows of Esteren: A Journey in the Shadows – 1 is similar to Fateforge: A Journey in Eana – 1, the introduction to Fateforge: Epic tales in the World of Eana, also published by Studio Agate. Thus, Shadows of Esteren: A Journey in the Shadows – 1 serves not only as an introduction to the setting, it also provides an overview of the game line as a whole and includes a scenario as well.
Shadows of Esteren: A Journey in the Shadows – 1 begins by highlighting the key points about Shadows of Esteren, that it combines a dark universe with a low fantasy, has a unique visual atmosphere, involves a intuitive game system, and is supported by music and a video game. There is a short guide to all eight books in the Shadows of Esteren series, but it focuses upon the first two in particular—Shadows of Esteren 0-Prologue and Shadows of Esteren 1-Universe—are available to download or ‘Pay What You Want’, providing a more detailed background for both.
Then there is detailed exploration of the setting for Shadows of Esteren. This is the Tri-Kazel peninsula. It is home to three nations—Tol-Kaer with its old tribal ways and Demorthèn spiritual cults; Gwidre which has been converted to the Temple of the One God by missionaries from the Great Theocracy from the rest of the continent to the north and adopted feudalism; and Reizh, which has taken up the science of Magience, developing and creating devices, machines, and ‘toys’ powered by ‘Flux’, an energy derived from matter itself, though not without its cost to the environment and land itself. This sets up the core tensions within the setting, although elements of Demorthèn spiritual cults, the Great Theocracy, and Magience are found across all three nations, although to varying degrees. What unites the different peoples is a fear of the unknown, of the Feondas, hideous monsters with a ghastly reputation for doing the vilest things. The introduction notes that The Shining is a major inspiration, so there is the constant danger in Shadows of Esteren of the Player Characters and the story slipping into this other genre, a feeling of dread that threatens to tip over into something worse. Shadows of Esteren is a roleplaying game about the psychology of horror as much it is the clashes between culture and faith.
‘A Solitary Path’ is the scenario in Shadows of Esteren: A Journey in the Shadows – 1. It takes place near a Cinthareïd, a Demorthèn sacred place infused with the essence of spirits, located alongside a wooded mountain path. Not so long ago, a Varigal, a local guide, get separated from the party he was guiding, fell, and died. His restless spirit haunts the path, angry at being abandoned and left alone, despite the fact that he was actually a loner. The Player Characters are drawn into the situation simply by travelling along the same route, perhaps on their way to another location, perhaps actually investigating word of restless spirits besetting the way. As they get closer to the Cinthareïd, the trees rustle more ominously, the tracks the Player Characters leave in the snow disappear, the ground shakes, brambles thicken and grow, and worse… The mist grows and perhaps threatens to separate the Player Characters, lead them astray, perhaps to suffer a similar fate to the lost Varigal?
Finding a solution to the scenario does involve separating one Player Character from the rest of the party. The problem with this is that it places one Player Character in the spotlight, leaving the others with little to do in order to resolve the situation. The solution perhaps is instead to run the scenario for just a single Player Character and so place him in the spotlight from the start. This makes it suitable to run between other longer scenarios and slot into an ongoing campaign, especially as it can be run in a single session. ‘A Solitary Path’ is strong on atmosphere and horror, with a sense of isolation that makes it perfect to run for a single Player Character.
Physically, Shadows of Esteren: A Journey in the Shadows – 1 is a solid looking booklet. It does a very good job of showcasing the artwork found in the v line and it also includes a very nice map of the Tri-Kazel peninsula.
Shadows of Esteren: A Journey in the Shadows – 1 is good introduction to the world of Shadows of Esteren, explaining both what the setting is and what books are available. The scenario is atmospheric, but the Leader—or Game Master—will need to take some care in how she chooses to use it in her campaign. Overall, Shadows of Esteren: A Journey in the Shadows – 1 does a serviceable job of setting the player and Leader alike up for their first proper exploration of the setting with Shadows of Esteren 0-Prologue.

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