Reviews from R'lyeh

Miskatonic Monday #281: Dreams to Fill the Vacuum

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

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

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Name: Dreams to Fill the VacuumPublisher: Chaosium, Inc.
Author Richard Watt

Setting: Detroit, 1995Product: Scenario
What You Get: Thirty page, 23.75 MB PDFElevator Pitch: Dreams aren’t always the right things to havePlot Hook: Talk of demons and cults are a sure sign of distress
Plot Support: Staging advice, eleven handouts, two floorplans, and  four NPCs.Production Values: Good.
Pros# Weird contrast of madness and mirage# Easy to adapt to other times and locations# Delightfully creepy, upfront antagonist# Decent handouts# Designed for experienced Investigators# Easily adapted to Delta Green: The Role-Playing Game# Could steer into the Dreamlands# Oneirophobia# Automatonophobia# Melophobia# Leophobia
Cons# Designed for experienced Investigators# Feels underwritten and more of a detailed outline
Conclusion# The demons are real in a race to save a woman from her dreams# Weird and woozy mix of action and aberration

Sixth World, Sixth Edition

The world has endured much in the last eight decades in what has been an interesting twenty-first century. December 24th, 2011, marked the end of the five-thousand-year Mayan calendar and the beginning of the next, and with it came unimaginable change. U.G.E., or ‘Unexplained Genetic Expression’, gave rise to the birth of mutant and changeling children, followed by ‘Goblinisation’, in which a tenth of the population mutated into hideous forms. Although their appearance triggered global race riots, they became recognised as Dwarves, Elves, Orcs, and Trolls, separate species in their own right, members of Metahumanity known as the Awakened. Dragons appeared in the skies and were greater than anyone even imagined, owning corporations, becoming media stars, and one even getting elected president—before being assassinated on the day of his inauguration. Corporations were recognised as sovereign states unto themselves, so rose the power of the mega corps, all chasing status on the ten-member Corporate Council, regulating their activities where once national governments had done so. Recognition of the corporations and their extraterritoriality weakened the United States as the Native American demand for recognition turned into an armed struggle that would eventually force Canada, Mexico, and the United States to recognise the Native American Nations under the terms of the Treaty of Denver. Worse was to follow with the data Crash of ‘29 as a killer virus destroyed data and systems worldwide, toppling governments and threatening to destroy the USA. In response, operatives co-opted by the US government and using advanced cybertechnology entered cyberspace and fought the virus. Not all survived, but several of those who did took that technology to market, ultimately leading to personal cyberdecks which allowed individuals to easily access cyberspace and travel anywhere from the comfort of their own homes. In the wake of the Crash of ’29, what remained of the United States merged with Canada to form the United Canadian and American States in order to save both their economies and resources. It was followed by the secession of the Confederated American States four years later, and the founding of Tir Tairngire, an Elf nation just outside of Seattle. The rise of two types of technology—cybernetics and virtual reality would lead to widespread adoption of cyberware as augmentations and the Matrix, the descendant of the World Wide Web, its virtual reality or augmented reality accessed via cybernetic implants, a commlink, even the natural ability of the Technomancer, has run parallel with the rise and study of magic through various traditions.

By the year 2080, the divide between rich and poor, between SIN and SINless has only got wider. A SIN or ‘System Identification Number’ provides state and corporate recognition, access to education, healthcare, and potentially a job, but that job is going to be as a wage slave serving the interests of a corporation. Some of the SINless see their not being part of the system as a badge of honour. It enables them to undertake jobs and tasks that having a SIN would make very difficult, whether that is protecting the rights of fellow slum dwellers or becoming Shadowrunners. Shadowrunners do the jobs, perform the heists and personnel extractions, steal data, babysit assets, investigate mysteries, and the like that corporations and other agencies with a budget big enough do not want to be seen doing. Employed by a ‘Mister Johnson’, they are a corporate fixer’s deniable assets, willingly paid to do underhand tasks that would otherwise ruin a corporation’s reputation, until that is, the Shadowrunners become a liability!

This is the setting for Shadowrun – Sixth World, the roleplaying game originally published in 1989 by FASA, Inc. and subsequently developed over the course of thirty years into novels and short story anthologies, miniatures games, card games—collectible and otherwise, computer games, and more, including, of course, a detailed background and history of the Sixth World setting itself, which also spanned the roleplaying game’s thirty year history, from 2050 to 2080. It combines three genres in particular, two of them particularly not being obvious bedfellows—Cyberpunk, Fantasy, and Urban Fantasy. It is a roleplaying game in which the Player Characters take the roles of Shadowrunners, freelance operatives trying to get by without attracting too much attention, but getting involved anyway.

Shadowrun – Sixth World is the latest iteration of the rulebook, published by Catalyst Game Labs essentially the sixth edition for the setting’s Sixth World. It introduces the setting, provides the means to create the numerous types of Player Characters possible, run the different aspects of the setting—primarily magic and the Matrix, details a wide array of threats and other NPCs and creatures, lists numerous items that the Player Characters can equip themselves with, and hidden at the back, almost like an afterthought, provides a handy introduction to the Seattle of 2080 that includes several NPC contacts and almost twenty scenario hooks! This is all peppered with fiction set within the world of Shadowrun that helps to impart its flavour and feel, examples of the rules in action, and a pair of pullout sections that showcase just a little of the artwork of the roleplaying’s past thirty years. Veteran players will recognise many of these pieces.

One of the first things Shadowrun – Sixth World does is highlight the differences between it and previous editions. This is aimed at the veteran player coming to the new edition. So, what then are those changes? First, and foremost, it includes faster easier rules for Edge, the undefinable element of risk taking, guts, and heedless ignorance in the face of danger, stripped down skills, Armour not being part of the Damage Resistance test, the Elimination of Limits, a hangover from the previous, more complicated rules, simplified action, spells no longer needing Force, and altered Matrix functions. The aim is to provide simpler, more streamlined mechanics that encourage greater, faster, and more dynamic action, whilst ultimately making play easier.

A Player Character in Shadowrun has a mix of physical, mental, special attributes, typically one to six. The four physical attributes are Body, Agility, Reaction, and Strength, and the four mental attributes are Willpower, Logic, Intuition, and Charisma. The four Special attributes are Edge, Magic, Resonance, and Essence. Of these, only magic-using Player Characters have Magic and only Technomancers have Resonance, whilst all Player Characters have Edge and Essence. The latter measures how much cyberware, bioware, and other augmentations that a Player Character can have before he becomes too machine-like. It also measures the capacity for a Player Character to use magic. Install too many augmentations and the Player Character’s Essence is reduced, and so is his capacity to use magic. Skills, on the same scale as attributes are divided between active skills and knowledge skills, plus languages. A Player Character has a Metatype—Dwarf, Elf, Human, Ork, or Troll—which conform to the classic fantasy versions of them, plus a Lifestyle, ranging from Street and Squatter to High and Luxury, which apart from Street has to be paid for and maintained. He can also have Qualities, positive or negative, such as Analytical Mind, Catlike, AR Vertigo, or Combat Paralysis.

A Player Character will also have a broad role, either Arcane Specialist, Face, Street Samurai, or Technology Specialist, but within them there are several ways of achieving what each role is designed to do. The Arcane Specialist can be a Mage, a Shaman, or an Adept, the latter being able to focus his magic inwards to enhance himself either physically or socially; a Face can be skill based, a social Adept, or augmented with the right cyberware or bioware; and a Street Samurai can be all skill focused, a physical Adept, or heavily augmented with cyberware. The Technology Specialist can either hack into the Matrix or operate vehicles and drones, either through technological means or innate magical means. The Decker uses technology to hack the Matrix, whilst the Rigger uses it to control technology. The Technomancer uses innate magical ability to hack the Matrix, whilst the Dronomancer uses it to control technology. In general, Player Characters will be specialists in their role. There is some flexibility in terms of character design and the degree to which a character is augmented, but that degree will always be limited by how much a player wants his Arcane Specialist character to be able to use magic.

Character creation itself is not an easy process and takes some getting used to. It uses an updated version of the Priority System first seen in Shadowrun, First Edition in 1989. A player sets the priorities for his character’s Metatype, points to assign to skills and attributes, Magic or Resonance capability, and Resources. Metatype also includes Adjustment Points, which are then spent on Edge, attributes for that Metatype, and either Magic or Resonance. Resources are not just spent on weapons, armour, and other equipment, but also cyberware. At the end of the process, a Player Character receives some Knowledge and Language skills for free (but can purchase more), chooses Contacts and some Qualities, and spends Karma to customise the character. This is in addition to a series of questions designed to help the player envision his character and his motivation as well as his place in the Sixth World. Alternatively, a set of ten pre-generated archetypes provide ready-to-play Player Characters or examples to show what the end result looks like.

Kimama Sanchez
Metatype: Ork Role: Shaman
Racial Qualities: Low-light Vision, Built Tough 1

Body 6 Agility 4 Reaction 3 Strength 6
Willpower 4 Logic 2 Intuition 2 Charisma 5
Edge 4 Magic 6 Essence 6

Attack Rating: 9 Defence Rating: 6+3 Initiative: 5+1d6
Composure: 9 Judge Intentions: 6 Memory: 4 Lift/Carry: 10

Skills: Astral 1, Athletics 1, Close Combat 1, Conjuring 5, Influence 1, Perception 1, Sorcery 5 (Spellcasting +2)

Knowledge Skills: Spirit Types, Seattle Dive Bars

Languages: Or’zet

Spells: Analyse Truth, Antidote, Armour, Confusion, Detect Life, Detect Magic, Heal, Mindlink, Stabilise, Stunbolt

Rituals: Circle of Healing, Ward

Qualities: Mentor Spirit (Bear), Combat Paralysis, Quick Healer, Built Tough (2)

Contacts: Bartender (Connection 2/Loyalty 3), Beat Cop (Connection 2/Loyalty 3), Fixer (Connection 3/Loyalty 2), Mechanic (Connection 3/Loyalty 3), Mafia Consigliere (Connection 3/Loyalty 1), Mentor (Connection 3/Loyalty 3)

Equipment: Extendable Baton, Combat Knife, Lined Coat, Metalink Commlink, Credstick, Lifestyle – Squatter (Prepaid, One Month), Evo Falcon, ¥3557

Mechanically, at its most basic, Shadowrun – Sixth World is quite simple. To have his character undertake an action, a player rolls a dice pool of six-sided dice, results of five and six counting as successes or hits. If more than half of the results consist of ones, then there is potential for a glitch or critical glitch. The dice pool typically consists of the total of an attribute and a skill, a task having a threshold, which represents the number of hits a player has to roll to succeed. This is a straightforward Simple test, whilst an Extended test consists of two Simple tests, the side rolling the most hits winning the outcome. Extended tests are essentially a series of Simple tests, the Player Character having a period of time in which to roll them in order to achieve a greater threshold. Alternatively, a player can buy hits, dividing the number of dice in his dice pool by four and counting the result as the number of hits.

Edge gives an advantage to a Player Character’s action. The cost ranges from one to five Edge. So, for example, a one-Edge Boost will enable a player to reroll a die or add three to Initiative; a two-Edge Boost lets him add one to a die, give an ally an Edge, or Negate an Edge used by an enemy; a three-Edge Boost grants an automatic hit or heals a some Stun damage; a four-Edge Boost can add Edge to the dice pool and make results of six explode or reroll all failed dice; and a five-Edge Boost can make results if two count as glitches for the enemy or create a special effect, that benefits the action. These are not the only Edge Boosts, but in addition, there are Edge Actions. These include making a Big Speech, a Called Shot, a Knockout Blow, or gaining Sudden Insight, all of which have their benefits. Lastly, Edge can be permanently burned to gain a ‘Smackdown’ when a Player Character really, really has to hit hard, and ‘Not Dead Yet’ when otherwise, it looks like the Player Character should be.

Edge is integral to play. A Player Character can earn Edge through, especially in combat encounters, up to a temporary maximum of seven, so a player should not only be looking for opportunities to earn it, but opportunities to spend it too. Thus, ideally, there should be a constant turnover of Edge as play progresses. Yet, this is hampered by the sheer number of Edge Boosts and Edge Actions and they are a lot to remember. In fact, too many to remember with having a reference sheet to hand for every player, let alone the Game Master.
One Saturday night, Kimama Sanchez gets home from the bar where she has been drinking to find four gangers, members of the 7th Avenue Slashers, attempting to lift her Evo Falcon. They have a Professional Rating of two, so their attributes are all two with skills to match, except for their intimidating manner and willingness to throw their weight around. Kimama Sanchez just wants to go to bed, so to avoid a fight, she attempts to intimidate the gangers. As a tough-looking Ork, Kimama is definitely more physically powerful than any of the gangers. This gains her an extra point of Edge from the Game Master. Kimama’s player keeps that in reserve and rolls her dice pool, which consists of six dice, equal to her Charisma + Influence. This will be opposed by the gangers’ Willpower + Intuition, equal to two each. The Game Master rolls this as a group, stating that for each hit that Kimama’s player scores more than the gangers, one of them will flee. The Game Master rolls three, three, six, and six. Kimama’s player rolls two, three, four, six, six, and six, a good roll, but only enough to affect one ganger. Fortunately, Kimama has the extra Edge awarded because she is tough-looking and her player decides to use it as well as a point of her innate Edge to purchase a two-Edge Boost to add one to one of the die results. She turns the result of four into five and now has two hits. This means that she has successfully intimidated two of the gangers, who after Kimama asks gruffly, “Hey, squishies, you really wanna be trying this, this time of the morning?”, decide that taking on a tough-looking Ork this time of the morning is not for them.The core mechanics are used throughout Shadowrun – Sixth World, including all of the mechanical subsets that handle the different aspects of the rules—magic, Technomancy, the matrix, rigging, and so on. Combat is surprisingly treated in just twenty pages, but that also includes plenty of examples that really help the Game Master grasp the rules. At the core, combat revolves around comparing Attack Rating to Defence Rating, and if one is greater than the other by four or more, that combatant gains a point of Edge. More Edge can be gained from the situation, from gear, and more. Edge can be spent before or after the roll. Damage can be soaked by rolling hits generated from a roll based on the Body attribute. Damage is applied to the defendant’s Condition Monitor. Overall, the combat covers ranged and melee combat, grappling, knockdown, explosives, gas attacks, spray attacks, and more.

Magic is divided into two traditions, Hermeticism and Shamanism, the former being academic in nature, the latter more experienced and performative in nature. The first relies on Logic as its attribute, the second on Charisma as its attribute. The rules cover spells, conjuring, summoning, enchantments, alchemy, and more. Adepts have innate powers, such as Astral Perception, Danger Sense, Killing Hands, and more. One danger of using magic for any tradition is the possibility of Drain because using or casting magic is tiring. Every spell has a Drain Value, and when it is cast, the magic-using character’s player must make a roll to withstand its effect. For every hit, the Drain Value is reduced. Any Drain Value left over inflicts stun damage, but this is stun damage that cannot simply be healed. It must be rested to recover from!
It is Sunday morning following a Seattle night out and Kimama is still facing down two gangers who want to steal her bike and were not put off by her intimidating manner. One of them draws a streetline special and points the pistol at her and with a sneer says, “Whatcha gonna do ’bout it, trog?” The other one pulls out a knife. Things have taken a bad turn, one which Kimama wanted to avoid. Combat is about to ensue, which begins with initiative. The Game Master will roll one die and add four for the gangers, whilst Kimama’s player will roll one die and add five. However, Kimama has the negative Quality of ‘Combat Paralysis’, which not only halves the result, but means that she goes last in the first round. The Game Master rolls one, adds four, for a total of five. Kimama’s play rolls a five and adds five for a total of ten. Halved, this is five. What this means is that after the first round when Kimama has to go last due to her Combat Paralysis, she has the same Initiative as the remaining gangers. However, since her Edge is four compared to their one from their Professional Rating of one, this breaks the tie and she will go first in subsequent rounds.

The lead ganger, armed with his Streetline Special, opens fire at Kimama. The Game Master rolls the ganger’s Firearms 2 + Agility 2, Kimama’s player will be rolling Reaction 3 + Intuition 2, whilst the Attack Rating of the Streetline Special is compared against Kimama’s Defence Rating. The Streetline Special has an Attack Rating of eight, whilst Kimama has a Defence Rating of nine, which includes the benefit of her lined coat. Since the Attacking Rating is not four greater than the Defence Rating, there is no Edge benefit. From the situation, the Game Master states that it is dimly lit in the alley alongside Kimama’s squat, but since she has low-light vision as an Ork, gives her a bonus Edge. The Game Master is rolling four dice, getting a result of four, six, six, and six, whilst Kimama’s player rolls two, three, three, five, and six. The Game Master rolled one more hit than Kimama’s player. This is added to the damage value of the Streetline Special, which is two, for a total of three damage. Kimama’s player now rolls to soak this damage, which is six for her Body. Her player rolls two, three, four, four, five, and five for two hits, leaving Kimama with a point of damage to suffer. Given how tough she is, this really is a scratch! This is marked off on the Physical damage Track of her Condition Monitor on the character sheet. Fortunately for Kimama, the other ganger thinks that the pistol is enough to change her mind and does not attack this round.

It is time for Kimama to act. She is not keen on violence, so decides to cast Stunbolt at the ganger with the gun. Kimama’s player will roll her Magic 6 + Sorcery 5 (Spellcasting +2) for a total of thirteen dice! This is definitely four higher than the ganger’s Defence Rating of three, so Kimama is awarded a bonus point of Edge, plus another one because of the poor light conditions and her Low-light Vision. So, she has two. The ganger will oppose the roll with his Willpower + Intuition total of four. Kimama’s player rolls one, one, one, one, three, three, four, four, four, five, six, six, and six, which is four hits and four ones. Fortunately, for Kimama, the number of ones rolled is not enough to cause a glitch. Her player decides to spend the two bonus points of Edge to turn two of the fours into fives, and now she has six hits. This is added to the total effect of the Stunbolt, which is five. The ganger is about to take eleven points of damage, though it is only stun damage. Since damage from direct combat spells cannot be resisted, this is applied directly to the ganger’s Condition Monitor, which is only nine. So down he goes, asleep in charge of a cheap gun. Still, Kimama must check for the effects of Drain because she has cast a spell. Stunbolt has a Drain value of three, so Kimama’s player must roll three hits or more, using her Willpower 4 + Charisma 6, to negate the effect. Kimama’s player rolls one, two, two, two, four, four, six, six, and six, which means three hits and no effect due to Drain! In the meantime, the last ganger is standing there with a knife, just having seen his compatriot fall over, wondering if he should run for it, grab the gun, or use his knife…The general effect of simplifying the mechanics is to streamline play, most notably with the different subsystems. The magic feels a lot more fluid and easier to run, whilst the rules for handling the Matrix, hacking, and the Decker character type have been adjusted so that Hackers are no longer quite playing what was essentially a separate game or combat to the rest of the Player Characters. This has been done by reducing the number of hacking related skills in the roleplaying, just as the number of skills have been reduced elsewhere in the rules; keeping Noise—the factor, such as distance, which occludes hacking attempts, which ensures that a Decker is on-site with the other Player Characters rather than somewhere else; and by shifting the timeframe of hacking attempts to be in line with that of the other Player Characters in the ‘real’ world. It is still quite technical, so actually something that both Game Master and a player whose character is a hacker, need to learn, and do so separately from the other players. As does the Technomancer, but there is a more personal feel to the play of this character type in comparison to the Decker. Similarly, the Rigger has a lot to encompass in terms of what the role can do, with the Technomancer’s equivalent feeling a bit more fluid. All of which stems from the efforts of the designers Shadowrun – Sixth World to ease play and reduce the seemingly insurmountable technicalities of the different subsystems in previous editions. This is not to say that they have not been removed completely, but they have been reduced.

The other aspect of Shadowrun—cyberware, is listed at the back of the book in the lengthy chapter of gear. Here is where the Game Master and her players will find all of the guns, katanas, armoured trench coats, cyberdecks, and cyberware they will need. Much of it is illustrated, and it also includes vehicles and a wide range of tools as well, all of which can be used to outfit the Player Characters as well as the NPCs, the latter according to their NuYen, the latter according to the needs of the budget. Here is where the players will spend the amount of money listed under Resources in the Priority Table for character creation.
For the Game Master there is a good selection of NPCs, including threats and surprisingly detailed contacts for the Player Characters, and critters, both mundane and awakened. Many of the latter are quite nasty, such as the Basilisk, the Ghoul, and the Vampire, and listings also include dragons, though not the named dragons of the setting. The section on running the game is fairly short, but the advice is good and there are rules here too, for handling ‘heat’, the measure of which the Player Characters might have come to the attention of the authorities. Beyond this—and beyond the numbered pages of the book, the Game Master is given an extra set of bonus content. This includes an overview of Seattle in 2080, its isolation and independence from the United Canadian and American States making a good spot in which to base a campaign, just as it did in the 2050 and the first edition of Shadowrun. There are even some extra Qualities which a Player Character can have as an inhabitant of particular districts in and around the city! The four NPCs given are fully rounded out and detailed, all ready for their involvement in some of the plots and hooks listed here at the end of the book. There are almost twenty of these, all ready to be fully fleshed out by the Game Master, so they will need some work to prepare for use with a playing group. Overall, the support for the Game Master is generous.
However, as complete as Shadowrun – Sixth World does feel, it is not perfect. Whilst it goes out of its way to explain what the changes are with the new edition and what the slang means in the setting, what it does not do is give a glossary of game terminology. That would have helped in places where game terms are mentioned before they are properly explained. There is no full example of character creation, so it is different to know quite what you are doing with the creation process, at least initially. There are just too many nuances to it for it to flow easily. There is no example of play. There is plenty of in-game fiction and examples of the rules, but not of general play, and again that would have helped ease the learning process of the game. In terms of background, anywhere beyond Seattle is glossed over, which is disappointing for anyone coming to the city from the surrounding area, especially from any of the Native American Nations or Tir Tairngire.

All that aside, the biggest issue with Shadowrun – Sixth World is its complexity. It is a complex game, one with several separate sets of rules for handling the activities of various roles in the game. All of which need to be learned and understood by a player and the Game Master if they are going to be brought into play. None of which is insurmountable, but it is a hurdle nevertheless, and it always has been since Shadowrun first appeared in 1989 and subsequent supplements and rulebooks added new roles. That said, the rules for Shadowrun – Sixth World really have been streamlined and they do a great deal to reduce the complexity. The challenge of learning to play is still there, but it has been eased.

Physically, Shadowrun – Sixth World is decently presented. In general, it is well written, but it does need an edit in places. The artwork though is good, and it is very nice to see the artwork of past editions presented in the book’s several pullouts.

Shadowrun – Sixth World is a great setting with a lot to explore and experience. That is not quite present in Shadowrun – Sixth World, which instead hints at it whilst presenting the means to access it and explore the wider world presented in other supplements. That means—magic, hacking, rigging, technomancy, combat, and more—have been reworked to be streamlined, and faster and easier to run and play, and so make playing or running Shadowrun not as daunting as it has been in previous editions. That is an impressive feat, and whilst Shadowrun still remains a roleplaying game that calls for more than a casual commitment, Shadowrun – Sixth World has made it more accessible and easier to learn.
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Catalyst Game Labs will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.


Diamond Doctor II

In 2013, Cubicle 7 Entertainment celebrated the fiftieth anniversary of the world’s longest running Science Fiction television series, Doctor Who, with the ambitious launch of a series of sourcebooks for its Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. Beginning with The First Doctor Sourcebook, each of these would detail the complete era of one individual Doctor, his adventures, his companions, his character and outlook, the monsters he faced, and the themes of his incarnation, all supported with content that the Game Master can bring into her own campaign. The result has been a very well done series of sourcebooks that in turn has enabled the Game Master and her players to explore the different eras—all twelve of them to date, though there are more to come—and run adventures set during this period and encounter monsters and threats from this period. Ten years on and in 2023, the sixtieth anniversary of Doctor Who was celebrated. What would the publisher release to celebrate the world’s longest running Science Fiction television series this time around? The answer is Doctor Who: Sixty Years of Adventure.

Doctor Who: Sixty Years of Adventure is a two volume set which together provides an overview of Doctor Who, his Companions and adventures, themes and adversaries, from the First Doctor to the Thirteenth Doctor—and not only that, but the Fugitive Doctor too! Plus, the two volumes include a complete campaign between them, ‘A Lustre of Starlight’, which encompasses every Doctor and more. The two volumes of Doctor Who: Sixty Years of Adventure are divided into Doctor Who: Sixty Years of Adventure Book One and Doctor Who: Sixty Years of Adventure Book Two. Both are, of course, written for use with with Doctor Who: The Roleplaying Game – Second Edition, but easily compatible with the first edition. Doctor Who: Adventures in Time and Space roleplaying game. Each book details a different era of the television series. Thus Doctor Who: Sixty Years of Adventure Book One examines the First Doctor all the way up to the Eighth Doctor, essentially ‘Classic Who’, whilst Doctor Who: Sixty Years of Adventure Book Two details the period of the Ninth Doctor to the Thirteenth Doctor (and the Fugitive Doctor) before acknowledging at least visually, the Fourteenth Doctor, which of course, is all ‘Nu Who’.

Doctor Who: Sixty Years of Adventure Book One introduced both the pair of volumes in the series and to Doctor Who, explaining its origins and history from its inception in 1963 to the beginning of its interregnum following the Doctor Who film in 1996, before explore the eras, companions, and adventures of the First Doctor through to the Eighth Doctor as well presenting the first eight parts of ‘A Lustre of Starlight’, a campaign that ultimately all of the Doctors detailed in the two volumes. Doctor Who: Sixty Years of Adventure Book Two picks up where Doctor Who: Sixty Years of Adventure Book One left off with another introduction. This though, is not of Doctor Who in general as with the first volume, but of what it calls ‘The Revival Era’. This gives an overview of the last—almost—two decades and thirteen series of Doctor Who, including the Fiftieth Anniversary, as well highlighting the differences between the old the new. Not just the budget, of course, and the single story episodes, but with the arrival of the Ninth Doctor and his encounter with Rose Tyler in ‘Rose’, how the stories of Doctor Who were not just about the adventures of man—and with era, woman as well—in a blue box that could travel in time and space, but about his companions too and how they reacted to and were changed by those adventures and their time with the Doctor. In roleplaying terms, what this sets up is a greater role for the Companions. They cannot be the Doctor or even his equal—except under very special circumstances, because there are always circumstances—but they can run alongside him, be the best that they can hope to be, and see the universe and the future and the past all at the same time.

The format for each volume in the Doctor Who: Sixty Years of Adventure set is the same for each Doctor. Every Doctor’s era opens with an introduction, asks who each Doctor is and who his Companions are, what the themes of the era are, gives an overview of his adventures, and details both the Doctor and each of his campions, complete with stats for use with Doctor Who: The Roleplaying Game – Second Edition. Each of these sections is given a couple of pages each, with the section dedicated to the adventures typically being double that, though there are exceptions and for very good reason. Rounding out chapter is the next part of ‘A Lustre of Starlight’, the campaign which runs throughout both books.
Thus, for the Tenth Doctor, he is unlike the initially callous and slightly arrogant Ninth Doctor, who carries the burden of his predecessor’s actions and his belief that he destroyed Galifrey to prevent the Daleks from winning the Time War, and so is direct and forceful in manner. He would retain many of these characteristics throughout his Generation, but the presence and influence of Rose enables him to heal and his manner to soften. The Tenth Doctor retains the smile of his predecessor, but otherwise is younger, more energetic, and always, always running. His combination of compassion and pride will see him confront danger after danger, attempt to reason with the madness and the madmen of the universe, but ultimately be his undoing. The themes of the Tenth Doctor revolve around change. There is the change in the place of the Earth in the universe in the twenty-first century, because this is the era when humanity is confronted by the fact that they are not alone in that universe, and there is change in terms of how the earth is protected. First with the founding the Torchwood Institute following the werewolf attack on Queen Victoria in 1879 and then its destruction and collapse following the Battle of Canary Wharf.
The Tenth Doctor’s companions begin with Rose Tyler, who like so many before her must adjust to the radical change in manner and appearance in the Time Lord she had come to know, but they quickly joined by her boyfriend, Mickey Smith, followed by the brave Martha Jones who would go on to work for UNIT, and lastly the brilliantly brash and curious Donna Noble and her reliable grandfather, Wilfred Mott. The run through of all the Tenth Doctor’s adventures has a lot to cover, so does feel slightly underwritten and all too brief, which is an issue the pervades the supplement for all of its Doctors and those of the first volumes. Thankfully, nearly all of the Doctors in this volume have their own supplement which details their adventures, adversaries, and so on in much more detail, beginning with The Tenth Doctor Sourcebook. The chapter comes to a close with the next part of the campaign which runs through both volumes of Doctor Who: Sixty Years of Adventure. This format and level of examination is repeated over and over throughout the book.
There are two chapters that are notable exceptions to this format. This is because of the paucity of information upon which to base a chapter as fulsome as those devoted to the Ninth, Tenth, Eleventh, Twelfth, and Thirteenth Doctors, either because the Doctor made only the single extended appearance or a series of quite fleeting appearances. These are chapters devoted to the War Doctor, the unacknowledged Doctor between the Eighth Doctor and the Ninth Doctor and the Fugitive Doctor who appeared very late in the adventures of the Thirteenth Doctor. The inclusion of the War Doctor and the Fugitive Doctor top and tail the chapters in the book, and where the other Doctors have their adventures and companions detailed, neither of them have their adventures so described. After all, there is a dearth of adventures upon which they can draw upon and it is the exact same problem that beset The Eighth Doctor Sourcebook. Where the War Doctor has no companions (though one os suggested for his adventure), the Fugitive Doctor does have one in the form of Karvanista, the Lupari Warrior, who is bound to Dan Lewis, but adventured with the Fugitive Doctor long in the past. Here at both the beginning and the end of the sourcebook is where Doctor Who: Sixty Years of Adventure Book Two is at its most interesting, examining the unexplored possibilities of Doctors whose stories have yet to be, and indeed, may never, be told.
The campaign, ‘A Lustre of Starlight’, begun in Doctor Who: Sixty Years of Adventure Book One, continues exploring the fate of the Taaron Ka, a mysterious diamond—perfect then for what is a treatment of the sixtieth anniversary of Doctor Who—over the course of thousands of years of history. Each part runs to three pages and three acts and is a complete story in itself, the connective thread being the diamond itself. As written, each part is designed to be played using the Doctor and his Companions of that era. For example, in ‘The Dalek Death Diamond’ for The War Doctor must team up with the Rani in a charge up the tower of a Gallifreyan time station in order to prevent the daleks getting hold of a Time Lord weapon of war, whilst for Ninth Doctor, ‘The Diamond Heist’ takes both him and Rose to south-east France towards the end of World War 2 where they team up with photographer Lee Miller to investigate an abandoned town where the Nazis have teamed up with aliens! The Tenth Doctor attends an auction on the dark side of the Moon in ‘Green with Envy’, whilst in ‘Search for the Stars’, the Eleventh Doctor comes to the aid of an Indian Space Agency mission on Mars that tumbles into the Ice Warriors. ‘Debt Repaid’ is set in twenty-first century India which is where Kate Stewart of UNIT sends the Twelfth Doctor where the Taaron Ka diamond was almost stolen and is likely to be stolen again, as is ‘Reparations’ for the Thirteenth Doctor, but in 1950, where the Taaron Ka diamond is being returned to its rightful place despite the objection of outside criminal interests.
Lastly, the secrets of the Taaron Ka diamond begin to be hinted at in ‘Division of Angels’ as the Fugitive Doctor and Karvanista, on the run from the Division and attempting to find something which will give them an advantage when dealing with the Division. This takes them deep into the Earth’s past and deep underground for a much more physical and combative encounter with the Weeping Angels. In general and as written, the episodes that make up the ‘A Lustre of Starlight’ campaign suggest three Player Characters—the Doctor and two Companions—but this does not strictly have to be adhered to. Each part should take no more than one or two sessions play through. Of course, a group is also free to create their own Timelord and set of Companions to play through the campaign, but if played as written, the players should swap roles from episode to episode based on preferences or bring in different Companions as needed.
This though changes with ‘An Unearthly Power’, the last part of the campaign, given in the first of the supplement’s two appendices. The Doctors—at least two, if not more, potentially all fifteen (not counting the Fifteenth, because he is not detailed in this supplement)—arrive, one by one, on a ‘Mystery Murder Cruise’ with a sixties theme on a steamship in the North Sea. This allows the players to go full Doctor, to each play one of the incarnations of the Doctor, their favourites bouncing off each other as personalities and quirks clash. Or possibly to dive deeper into troupe style play so that not only the players roleplaying their favourite Doctors, but their companions too! Where the previous adventures felt all too brief, this is a much more developed affair and so feels more realised and playable as a result. Consequently, this is the best adventure in the whole campaign, and it is a pity that others are each like a précis than fully rounded affairs.
Lastly, the second of the appendices in Doctor Who: Sixty Years of Adventure Book Two looks at an aspect integral to the Doctor and Doctor Who over its sixty years—‘Regeneration’. This is a solid guide to the process and what it involves, drawing from the multiple times that the Doctor has regenerated.
Physically, Doctor Who: Sixty Years of Adventure Book Two is superbly done. The cover is eye-catching and has a lovely tactile feel to it with the combination of lightly embossed text and the contrast between gloss and mat. The book is well written and laid out, but does need a slight edit here and there. There is, though, a nice use of colour and tone throughout. The paintings of each Doctor at the start of their respective chapters are excellent.
One thing that each volume does acknowledge is that the amount of information on the various Doctors is limited and that more information—in fact, much more information of each Doctor can be found in his or her respective sourcebook. This is also aided by the compatibility between the two editions of the roleplaying game. It is also a limitation for each volume, since there is going to be information in those sourcebooks which is not included in either of this set. Of course, neither volume of Doctor Who: Sixty Years of Adventure is intended to be the definitive guide to a particular Doctor, but rather an overview of each era. For that, the reader and the Game Master will need access to the thirteen or so sourcebooks. Instead, each volume of Doctor Who: Sixty Years of Adventure is something else.

As we reach—and pass—the sixtieth anniversary of Doctor Who, both Doctor Who: Sixty Years of Adventure Book One and Doctor Who: Sixty Years of Adventure Book Two are a chance for the Game Master and her players to look back as the series moves forward with first the Fourteenth Doctor and second the Fifteenth Doctor, now newly arrived with his first series. It provides an overview of what has gone before and gives them a chance to visit that past and decide whether they want to explore it in more depth with the other sourcebooks. Doctor Who: Sixty Years of Adventure Book Two continues the examination of what has gone before begun in Doctor Who: Sixty Years of Adventure Book One by looking back at the first two decades (or so) of Doctor Who’s revival in an entertaining and engaging fashion. Doctor Who: Sixty Years of Adventure Book Two completes the pair, giving a solid introduction to roleplaying in the era of ‘Nu Who’ with the knowledge that there is more available.
Of the two, Doctor Who: Sixty Years of Adventure Book One is the more interesting overall, because it is all in the past, and less familiar, but the Doctor Who: Sixty Years of Adventure Book Two has the most interesting content because it does encompass both the War Doctor and the Fugitive Doctor, both incarnations with untapped potential and scope for different stories.
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Cubicle 7 Entertainment will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.

Quick-Start Saturday: Death Valley: A Horror/Western TTRPG – Quick-Start Rules

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.

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What is it?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules introduces the roleplaying game of the Undead in the Wild West. The Player Characters are the undead residents of Bardo’s Bluff—Skeletons, Zombies, Ghouls, and Vampires—who have returned to their unlife following their wrongful deaths, whether by accident or wrongly executed for a crime they did not commit.

It is an thirty page, full colour book.

The quick-start is decently illustrated with some excellent maps.

How long will it take to play?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules can be played through in a single session, or two sessions at most.

What else do you need to play?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules requires multiple six-sided dice.

Where is it set?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules is set in and around the town of Bardo’s Bluff, a sanctuary located in California governed by vampires who keep the peace, but there is always something or someone determined to make their lives hell.

Who do you play?
There are four ready-to-play Player Characters given in Death Valley: A Horror/Western TTRPG – Quick-Start Rules. They consist of a Skeleton Bounty Hunter, a Ghoul Gravedigger, a Zombie Ranch Hand, and a Vampire Preacher.

How is a Player Character defined?
A Player Character has four attributes—Strength, Agility, Wits, and Empathy—and a single stat, Life Force, plus one or more skills. He also has an Undead Form, a Former Life, and a Wrongful Death. Each Undead Form provides an Undead Boon, an Undead Hindrance, and a form of Healing. For example, has the Undead Boon of ‘Hard Target’, which means that all attacks against it, except at Close range, are at a Disadvantage and the Undead Hindrance is ‘Rattle of Bones’, which imposes a penalty on all Sneak checks because of noise he makes. His means of healing is to use the bones of any dead to repair himself.

How do the mechanics work?
Mechanically, Death Valley: A Horror/Western TTRPG – Quick-Start Rules and thus Death Valley: A Horror/Western TTRPG, 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. A single roll of a six indicates a success. Multiple successes improve the outcome, especially in combat and conflict. 

If no sixes are rolled, the action fails. However, the Law Master—as the Game Master—can decide that the action succeeds, but with consequences. Alternatively, if the roll is a failure and no sixes are rolled, or a player wants more successes, he can Push the roll. This enables him to reroll any dice which did not result in a one or six. A roll can be Pushed once and any rolls of one on the Base Dice indicate that the Player Character has failed, but with greater consequences as the Law Master determines.

A roll can be made with Advantage or Disadvantage. Rolling with Advantage means that the player can Push the roll, but not suffer the consequences of any ones rolled. Rolling with Disadvantage means that the player cannot Push the roll.

How does combat work?
Conflict in Death Valley: A Horror/Western TTRPG – Quick-Start Rules uses the same core mechanics. The rules for conflict cover both ranged and close combat, or ‘Scuffles’, as well as special attacks such as wrestling and grappling, ambushes and mounted combat. The rules are a very cut down version of those available in the Death Valley: A Horror/Western TTRPG core book, so the Law Master and her players will have to adjudicate in more complex situations. Nevertheless, they are serviceable enough.

There are no rules for social conflict and the Law Master will need to judge the use of the ‘Poker Face’ skill on a case-by-case basis.

What do you play?
The adventure in Death Valley: A Horror/Western TTRPG – Quick-Start Rules is ‘Showdown at Scorpion Gulch’. A Warmblood bounty hunter comes to Bardo’s Bluff, offering the Player Characters the chance to come to the aid of a recently risen revenant before she has to kill them. They will have to travel north to the Warmblood town of Scorpion Gulch via mystical means and there determine where he has gone, persuade him that they are there to rescue him, and deal with rogue undead who would take advantage of the situation. 

The scenario includes two maps. These are decently done, as is the map of Death Valley

Is it easy to prepare?
The core rules presented in Death Valley: A Horror/Western TTRPG – Quick-Start Rules are easy to prepare, especially if the Law Master has any experience with the Year Zero engine. The scenario itself is quite straightforward and overall, it requires very little in the way of preparation.
Is it worth it?
Yes. The Death Valley: A Horror/Western TTRPG – Quick-Start Rules 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 and likely familiar with the Undead! 
Where can you get it?
The Death Valley: A Horror/Western TTRPG – Quick-Start Rules is available for purchase here.

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Critical Kit will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.


Friday Fantasy: The Jovian Visitor

A year ago, the astronomer Giovanni Conti died and his student, Vincenzo Costa, set out to fulfil his last oath to his master. That is to protect his master’s work, which the Roman Inquisition and the church has good reason to be heretical. Thus, he took several tomes and notebooks from Giovanni Conti’s Florence villa and hid them around the city. Since then, Costa’s work has enabled him to revisit these locations and check that the books are still there. However, now they are missing. In desperation, he hires the Player Characters. They will need to check on the former locations and follow up on the clues that Costa will give them. This will lead them to a cult which has stolen the books for their astronomical knowledge and is using to bring about the culmination of its aims—the summoning of a second God. So far, the activities of the cult, the Cult of Secundus Deus, have not attracted the attention of either the city authorities or the Roman Inquisition, so both activities and beliefs are heretical. Of course, there is the possibility of the Player Characters’ investigation attracting the attention of the city authorities and ending up before the magistrates…

This is the set-up for The Jovian Visitor, a scenario for Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess. Designed to be played by three to five Player Characters of First to Third Level, it is written by Glynn Seal, best known as the creator of the Midderlands Old School Renaissance setting, this is, thankfully, a much simpler, shorter, and above all, cleaner affair than his previously, quite literally, excrescent Faecal Lands. Set in Florence in 1642, The Jovian Visitor can also work as a sequel to Galileo 2: Judgment Day. That scenario involved the persecution of the famed astronomer Galileo Galilei by Pope Urban VIII using a Automaton or ‘L’Assassino Meccanico’, and the attempt by the astronomer to escape his house arrest and the mechanical man who has been tormenting him. Now neither Galileo Galilei, or his assistant, Vincenzo Viviani, actually appear in The Jovian Visitor, Giovanni Conti and his student, Vincenzo Costa, are modelled on them. Replacing them with their real world counterparts is easy to do, and it makes the scenario more interesting if the Player Characters encountered him when playing through the events of Galileo 2: Judgment Day.
The investigation itself is relatively straightforward. Vincenzo Costa will be able to furnish the Player Characters with some initial leads, including the locations where he hid the four books and the identity of a previous assistant. Following these will lead them down a number of blind alleys and possibly into punch-ups with the citizens of Florence if they irk them too much or getting arrested by the city watch of they cannot explain their interest in the four locations across the city. It is encounter with the latter that the scenario is at its weakest, not quite explaining what the outcome is if the Player Characters are brought before the city magistrates. If, however, the Player Characters can avoid entanglements with the authorities, they will also learn that they are being watched by a mysterious lady in red. It turns out that she is an important figure in the Cult of Secundus Deus, and will go out of her way to persuade the Player Characters to curb their interest in the books.
Coloured a little by a random encounter or two, persistent Player Characters should soon learn that something is going on in the woods on the hills to the north of the city, where flashes of light have been seen in the sky. Clues found there point to the imminent fruition of the plans of the Cult of Secundus Deus. Can the Player Characters act in time to prevent the summoning of the Second God? And if he is not a god, just what is he? That though, is not something that the Player Characters, or indeed, the whole world really wants to find out.
Physically, The Jovian Visitor is well presented. The artwork is decent, and of course, the cartography is excellent. The map of Florence, in particular, is very nice.
The Jovian Visitor is a short affair, easily played through in a single session, two at most. It has the feel of Lovecraftian investigative horror scenario, though of course, without the Mythos, and that is no bad thing. That it can work as a sequel to Galileo 2: Judgment Day is a bonus, but even on its own, it is a serviceable, if short little mystery that can easily be added to a campaign or adapted to fit elsewhere. That is a whole lot cleaner than the last book from the author for Lamentations of the Flame Princess Weird Fantasy Roleplaying is a double bonus!
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DISCLAIMER: The author of this review is an editor who has both edited titles for Lamentations of the Flame Princess on a freelance basis and edited titles for the author of this book 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.

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Lamentations of the Flame Princess will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.


[Fanzine Focus XXXV] Tales from the Smoking Wyrm No. 2

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they 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. 2 is another fine looking issue of the fanzine published by Blind Visionary Publications. 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 April, 2020, 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, this issue very much remains in the territory of Dungeon Crawl Classics.
Tales from the Smoking Wyrm No. 2 opens with ‘King of Beasts’. This is a new Patron, one who is the noble lion, wily tiger, nimble hare, slithering snake, and fluttering crow—and includes tables for invoking him as a Patron, suffering Taint when that goes wrong, and so on. The new spells include Speak with Animals; Bloodsense, which enables the caster to sense the blood in his quarry and track where they are; and Awaken enables the caster to activate a spirit animal, and so gains two boons and a bane from them. The roll is really for the length of the effect, which can be days or months, and then the Player Character gains the effect of a selected spirit animal. For example, the Toad spirit animal grants the ability to breathe underwater for thirty minutes and extra jumping distance, but becomes lazy and will act if there are immediate and obvious benefits.
The Dwarven Jäger is a subclass of dwarf, a warrior that allows the use of ‘Mighty Deeds of Arms’ like the Warrior Class, but prefers to fight with two weapons rather than a weapon and shield. They have a Deed Die that increases as they go up in Level for both attacks and damage, and if strong enough, can fight with a battle axe in each hand! This though, reduces the Class’ Initiative die. With ‘Mighty Defence’, the Dwarven Jäger can increase his Armour Class at a cost of stepping down his attack dice. Stats are also included for the throwing hammer and the hand crossbow. The Class is a serviceable variant, offering a viable alternative, especially for the player who wants a two-weapon wielding Warrior.
‘Rites & Rituals Part II’ 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. To support this aspect, it provides more than the one variant for several rituals, the variants being for different faiths, in this case, worshippers of Cthulhu and of Osiris. The rituals include Blessings of the Grave is a ritual that protects those buried in graveyards, cemetery, or necropolises, from raised via the animate dead and similar spells; Liturgy of Blessing, which brands the faith of a consenting worshipper with an imprint of their god, which puts them on the path to becoming a member of the clergy; and Rite of Consecration, which creates a sanctuary space for the specific deity. These are very nicely detailed, and of the two choices of deity, the rituals dedicated to Cthulhu rather than Osiris are probably more gameable, but both series of rituals do serve as examples upon which the Judge can base her own.
‘Cullpepper’s Herbal’ continues the regular feature begun in Tales from the Smoking Wyrm No. 1. Here there is a guide to creating decoctions and herbal restoratives, and this is followed by detailed descriptions of agrimony and bastard agrimony. This includes descriptions, flowering times, astrology, shoots, and more. In some ways, there is too much information here, on too few herbs, but for a Player Character with an interest in alchemy or herbalism, the degree of detail is wlcome.

As the name suggests, ‘Shoggoth’ continues the Cthulhu theme. This takes the Mythos monster which first appeared in At the Mountains of Madness and gives a potted history of its appearance in gaming before providing stats for its for use with Dungeon Crawl Classics. The Judge can roll for Shoggoth size, age, and martial abilities, such as poison glands, hypnotic glands, and of course, mimicry. They can also also have esoteric abilities like Assume Form and Bioluminescence, and all together this provides the Judge with the means to really individualise one Shoggoth from another, and so make them unknowable for the Player Characters.
Accompanying this is ‘Find Familiar (Cthulhu)’, which enables the Wizard with Cthulhu with Cthulhu or other Lovecraftian horror entity, such as Mother Hydra, Father Dagon, Nyarlathotep, and so on, as a Patron, to gain an appropriate familiar. Options include Zoog, (Brown) Jenkin, and Cat of Ulthar, but there is an emphasis on gaining a Shoggoth as a familiar. It cannot be fully grown, so is typically young or newborn (budded? decanted?), small or medium. Of these, having a Shoggoth as a familiar is going to be the most fun and again, this and the previous ‘Shoggoth’ article lets the player and the Judge really individualise a Shuggoth, whether a familiar or a threat.
Joel Philips’ ‘Onward Retainer’ 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.
Penultimately, ‘What is the Smoking Wyrm?’ is the editorial in the second issue of Tales from the Smoking Wyrm. It is a more personal piece than in Tales from the Smoking Wyrm No. 1, recounting how Joel Philip got his start in gaming and how those adventures and characters influenced the creation of the ‘Onward Retainer’, so gives a bit of context. This is more interesting than the comic strip is either entertaining or amusing. Lastly, ‘Wyrm Words’ is a word search puzzle of Gygaxian words which is okay if you like that sort of thing, a waste of space if you do not, and this review leans towards the latter rather the former.
Physically, Tales from the Smoking Wyrm No. 2 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. 2 picks up where Tales from the Smoking Wyrm No. 1 left off. It is a second solid issue, especially if the Judge wants to add the Lovecraftian mythos to Dungeon Crawl Classics with the inclusion of Cthulhu—as detailed in Tales from the Smoking Wyrm No. 1—and Shoggoths. None of the content is necessarily ready to be dropped into a campaign, but for the Judge who wants to add the Lovecraftian mythos and more detailed herbalism, there is good amount here to further develop.

[Fanzine Focus XXXV] Strange Visitors to the City

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent retroclone of choice to support has been Mörk Borg.
Published in November, 2020, Strange Visitors to the City is one of three similar fanzines released by Philip Reed Games as a result of the Strange Citizens of the City Kickstarter campaign, the others being Strange Inhabitants of the Forest and Strange Citizens of the City It follows on from the publisher’s Delayed Blast Gamemaster fanzine, by presenting a set of tables upon which the Game Master can roll and bring in elements to her game. Whilst Delayed Blast Gamemaster detailed monsters, environments, and more, with a cover which reads, “Roll 2d6 and say hello to Evil”, Strange Visitors to the City is all about the encounter and all about encounters with evil coming to the city, the cover reading, “Roll 2d6 and Greet a Visitor”. For Mörk Borg, the city can most obviously be that of Galgenbeck in the land of Tveland, but it need not be, instead any city with a dark seamy underbelly where the strange is accepted and allowed to fester.
Strange Visitors to the City follows the format of Strange Inhabitants of the Forest and Strange Citizens of the City, consisting of four tables—or rather sets of entries—which populate and add detail to a large location, in this case, as with Strange Citizens of the City, a nameless city. In fact, Strange Visitors to the City is really a companion to Strange Citizens of the City, complementing it with another array of ghouls and grotesques, this time visitants and vermin passing in and out of the city gates. The issue opens with the eponymous ‘Strange Visitors to the City’ which presents a table of mostly villains or villain-like NPCs to be encountered in and about the city. Each is given their own two-page spread, with a large illustration, a full page of text providing background, and of course, notes and stats. The notes typically suggest how much money the Player Characters might make from their loot or handing in proof of their deaths, though not always—as the number of ‘No Reward’ entries suggest.
The entries include Sava Yegorovich, Collector of Soiled Souls, a legless traveller wreathed in toxic smoke, who visits the city on an arcanomechanical contraption to purchase vials containing soiled souls for his dreadful experiments that carries out in his laboratory deep in the forest. Babatyev Ilyich, Escaped Killer from Elsewhen, an extraplanar murderer who travels from world to world, killing, and then escaping to the next, though this time he is trapped, his route elsewhere having been destroyed. Now he is wanted by the authorities and there is a bounty on his head which grows as the number of bodies pile up, so there is a rush to find him. He usually attacks with his talons, but he can unleash a nightmarish fiend from the portal in his stomach! Nicolas Mocanu, Wizard of the Woods, rarely visits the city, but only does so when he needs spell and alchemical ingredients and components, and since he is short of time, he will hire likely adventurers to find them for him—and will pay handsomely if they do. The entry includes a list of some twenty items, like a Troll’s eye or the mummified remains of a beloved pet, each one a spur to entice the Player Characters to action.
Not all of the entries describe the vile and the villainous, though there are a number of visitors of extraplanar origins, murderers or not—and plenty of those. Otherwise, the less threatening includes Svetlana Botnari, Unliving Seamstress, travels to the city every full moon, and earns money with needle and thread, but is undead and the needles are her fingers, but despite this, her skills and speed are highly valued. Further, she is friendly, and is willing to hire adventurers prepared to protect her undead kin from raiders on the value where they live. Which means that the Player Characters might be protecting the undead from the living! Richards and Roger, a Ruffian and a Gentleman, are a pair of ordinary fish, magically transformed, enlarged, and enhanced, though without legs—instead they each wear a suit of armour with the necessary legs—and with their master and creator dead, they have taken up residence in the city. One works as a hired thug and goon, the other a gentleman trader, but are otherwise inseparable. They are easily found in the city, meeting up in a tavern to catch on their activities of the day.
‘Strange Visitors to the City’ takes up over half of Strange Visitors to the City. It presents a collection of monsters and the monstrous, many of them evil in nature, and if not that, evil looking. They are invariably challenging opponents should the Player Characters go after then for their bounty, if there is one, that is. As with Strange Citizens of the City before it, the entries described in the ‘Strange Visitors to the City’ table—and elsewhere in the fanzine—do all feel as if they would fit in the one city. A dark twisted city with a Slavic feel where arcanotech, a mixture of magic and technology is available.
‘Strange Visitors to the City’ is followed by a shorter table. This is ‘1d6 Unusual Places’, a companion piece to the ‘1d8 Places in the City’ in Strange Citizens of the City. They include Jelena Romanovna’s Home for Orphans, a three-storey tower where wayward children are taken in and unfortunately beaten until they accept training as pickpockets and thieves. The Broken Clock Tower, a spire located deep in the city centre, long abandoned and in a state of disrepair, such that some have called for it to be pulled down and replaced, but moans and the rattling of chains from within indicate that someone or something is using it still, but who? Adventurer and raconteur, Godzimir Mazur, has won a former gambling hall and turned it into coffee shop, but he has no head for business and it is failing. Can he be helped or would he be happier just to sell up?

‘4d6 Rumours’ suggests things that the Player Characters might hear in taverns or down alleys, such as the ‘fact’ that Jelena Romanovna’s Home for Orphans is also the location of a black market every week or two; the burning of a red candle attracts the evil spirits of the dead, so anyone doing so is clearly an agent of death and destruction; or that if anyone who easts a sacred scroll is forever transformed into a being of unimageable power capable of surviving any encounter with evil. Plus, the scrolls taste great when smeared with honey! Some of the rumours connect to other entries in Strange Visitors to the City, but most do not. All will require some development by the Game Master.

Lastly, ‘2d4 Hired Goons’ presents another collection of hirelings, simply detailed and each with a special trait, such as ‘Conniving’ or ‘Experienced’. Few are obviously beneficial, such as the ‘Underworld Knowledge’ of Lukas Hofstetter, who can help the Player Characters find information about crime and criminals for a price, but most are not. Darin Masur is ‘Bloodthirsty’ and has trouble ending a fight or a battle if any opponents are still alive, and might even turn on his allies! He has a hatred of the city guard too and that is likely to get him into trouble as well as those who hired him. All seven NPCs are ready to drop into the city.
Physically, Strange Visitors to the City is very nicely presented. Although it makes strong use of colour, it uses a softer palette than Mörk Borg, but scratchier and stranger, though still easier on the eye. The artwork throughout is excellent.
Strange Visitors to the City is a set in some strange city where twisted men and women and other things lurk in the side streets, where great evil hides behind populism, and arcanotech is put to dark uses. It is the same city as populated in Strange Citizens of the City, and whilst it is a standalone title, Strange Visitors to the City strongly complements it. Although intended for use with Mörk Borg—and it shares the same doom-laden sensibility—the contents of Strange Visitors to the City would work with any retroclone or be easily adapted to the roleplaying game of the Game Master’s choice. However, they do all feel as if they live in the same city, a city waiting to be detailed. Perhaps a city that Philip Reed Games could detail in a future fanzine? In the meantime, Strange Visitors to the City is an entertaining and useful collection of NPCs and encounters for the Grimdark roleplaying game of the Game Master’s choice.

[Fanzine Focus XXXV] The Lost Classes: The Arnesonian Classes

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another 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 be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Then there is also Old School Essentials.

In the early days of the hobby, following the publication of first Dungeons & Dragons in 1974, and then Basic Dungeons & Dragons and Advanced Dungeons & Dragons, the nascent hobby was awash with creativity much of which would find an outlet in the fanzines of the day. Yet due to the vagaries of time and history, much of the content of those fanzines have been lost. What though, if a creator today, could delve back into that history and resurrect that content for today’s audience? This is the conceit behind The Lost Classes: The Arnesonian Classes, ‘A GATEWAY TO ADVENTURE supplement for use with the Original Edition Fantasy and Old School Essentials Retro Adventure Game’. Published by Appendix N Entertainment, this is an attempt to resurrect two Classes for Dungeons & Dragons that never made into print and present them for use with the Old School Renaissance. Conceit, because truth be told, the author has relatively little on which to base the new Classes he creates for the fanzine, and consequently, they are more his creation rather those of Dave Arneson, the co-creator of Dungeons & Dragons. This does not means that the floor Classes presented are bad, but rather that their heritage is perhaps not as strong as the author wish it to be.

Further, it should be noted that two of the four Classes are not Arnesonian and feel as if they are drawn from other sources, being the creation of the author. The two Arnesonian Classes are the Merchant and the Sage, whilst the two that are not are two of the Beast Folk Classes, the Chimpanzee Folk and the Duck Folk. Then, both the Chimpanzee Folk and the Duck Folk are presented as Races rather than Classes. In this way, The Lost Classes: The Arnesonian Classes supports both the ‘Race as Class’ of Basic Dungeons & Dragons and the ‘Race & Class’ of Advanced Dungeons & Dragons, or in contemporary terms, the ‘Race as Class’ of Old School Essentials Classic Fantasy and the ‘Race & Class’ of Old School Essentials: Advanced Fantasy.

The two Arnesonian Classes, the Merchant and the Sage, are highly skill-based. The Merchant knows more languages, and besides ‘Find or Remove Traps’ and ‘Open Locks’, has ‘Bargaining’ and ‘Appraisal’ for dealing with the buying and selling of goods (and treasure found too), and ‘Equivocate’, the ability to hide the truth, avoid commitment, and so on. Combined with the ‘Know Direction’ ability, and what you have is a Class dedicated to travel and trade. The Merchant is also a member of, owes dues to, a merchant’s guild, which the Game Master can use as a factor and influence in the Player Character’s life and career. The Sage also knows more languages and is a member of his own guild, but primarily specialises in ‘Sage Knowledge’, an academic area like Botany/Herb-lore, Astronomy, Theology, and Archaeology. The more Intelligent the Sage, the more areas of expertise he specialises in. Although not a spellcaster, the Sage Class can use arcane magical items, such as wands. Lastly—quite literally—the Sage has one special ability that he can use when dying due to a malicious act. This is the ‘Sage’s Cure’. If bestowed by a high-Level Sage, it can be really powerful, like not being able to make any Saving Throw ever again!

Both the Merchant and the Sage Classes are interesting, the latter perhaps more familiar because it was included as an NPC type in Advanced Dungeons & Dragons. Both though, are limited as adventuring Classes in the classic sense. The Sage in particular, has limited adventuring skills and whilst he knows a lot, the problem really is how to bring that knowledge into play and have it be useful in a game, since this is not a feature of Dungeons & Dragons-style roleplaying games. This is less of a problem for the Merchant, since the Class does possess abilities and skills that can be useful in a game. Nevertheless, the Game Master is going to have cater for the trading aspect of the Merchant in her campaign for a player to want to play it and use all of the Class’ abilities, whilst working extra hard to bring the areas of knowledge and expertise of the Sage into play and make them pertinent and useful. This may well be so challenging, that the Sage may still be best suited to an NPC role.

The other two Classes in The Lost Classes: The Arnesonian Classes are the Chimpanzee Folk and the Duck Folk. The Chimpanzee Folk is like the Sage in having ‘Chimp Knowledge’, which works like ‘Sage Knowledge’ and extra languages, but otherwise more physical with the ‘Climb Sheer Surfaces’, ‘Falling’, and ‘Tightrope Walking’ skills, whilst the ‘Evasion’ ability enables a Chimpanzee Folk to tumble out of melee and avoid an opponent’s usual bonus to hit. The Duck Folk is viewed as an aberration, touched by Chaos, by almost everyone bar other Duck Folk and the most knowledgeable of Sages. A Duck Folk has the innate abilities of ‘Know Direction’ and ‘Natural Swimmer’, but also loathes the undead, so can ‘Turn Undead’ and has bonuses in combat against the undead with ‘Undead Slayer’. Rounding out The Lost Classes: The Arnesonian Classes is a more detailed examination of both the Chimpanzee Folk and the Duck Folk as Races and the fanzine’s own ‘Appendix N’. In the case of the descriptions of the Chimpanzee Folk and the Duck Folk as Races, it does flesh both out, whether they are being played as ‘Race as Class’ or ‘Race & Class’.

Of the two, the Chimpanzee Folk feels more sensible than the Duck Folk. In both cases, the inspiration is obvious. The Chimpanzee Folk is inspired by Doctor Cornelius and Doctor Zira of Planet of the Apes, whilst the Duck Folk feels inspired by the Humakti undead-hating Ducks of Glorantha of RuneQuest: Roleplaying in the Glorantha as much as Howard the Duck and Duck Tales.

Physically, The Lost Classes: The Arnesonian Classes is well presented. It is well written and the artwork decent enough even if the major inspiration upon the illustrations of the Duck Folk is Disney.

The usefulness of The Lost Classes: The Arnesonian Classes is debateable. The easiest Class to play and include in a campaign is the Duck Folk and that is also the silliest, the one most likely to stick out in a standard campaign, and the least interesting. The Chimpanzee Folk is not quite as silly, but not as easy to bring into play, because catering for the knowledge aspect of the Class, as with the Sage Class, shifts some of the emphasis of play away from action and adventuring. As does the need for trade and barter with the Merchant Class, but that Class does include adventuring skills alongside those required for trade and barter. This does not mean that the Classes in The Lost Classes: The Arnesonian Classes are unplayable, but rather that in many cases they make demands of a campaign that will need to be accommodated. Consequently, the best use of the Classes in The Lost Classes: The Arnesonian Classes is to create worlds where they fit rather than shoehorn them into standard fantasy worlds where they do not.

[Fanzine Focus XXXV] Crawling Under A Broken Moon Issue No. 5

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. 5 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, and Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting. 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.

Crawling Under A Broken Moon Fanzine Issue No. 5 is where the fanzine really begins to deliver on its promise of gonzo post-apocalyptic content. This is because it has to take its inspiration—its very obvious inspiration—and adapt that without incurring any legal issues, making it playable, and making its source recognisable. This is because that inspiration is He-Man and the Masters of the Universe, the cartoon series based on the toy line from Mattel of the same name. Unfortunately, the history of He-Man and the Masters of the Universe and gaming has been decidedly spotty, including a poorly received Masters of the Universe Roleplaying Game published by FASA, Inc. in 1985 and the more recent He-Man and the Masters of the Universe Battleground miniatures skirmish game from Archon Studios. Sadly, the planned Legends of Grayskull: Masters of the Universe Tabletop RPG using Cortex Prime from Fandom, the company behind Dungeons & Dragons online tool D&D Beyond, is yet to appear. In the meantime, there is Crawling Under A Broken Moon, Issue No. 5, which serves up something almost, but not quite like He-Man and the Masters of the Universe.

The issue introduces a land that lies in the northern reaches of Umerica. This is Aetheria, where the Masters of Castle Oldskull do fierce battle with the lich Skull-Or and his mighty minions in the Darklands beyond! The setting is introduced in ‘The Kingdom of Aetheria’, a land of forests and wetlands surrounding the Great Inland Sea, whose scattered tribes were united by the mighty hero, Mach-O [sic] with the strength of his sword arm and mystical arts. Dotted here and there throughout the kingdom are the ‘Grey Castles’, actually bunkers from the Forgotten War, in which can be found powerful arms and armour and even vehicles. The great Aetherian Heroes, worshipped as such by the populous, and employed by the kingdom’s rulers as protectors, covet this leftover technology, so controlling it is important. Thus, many provincial rulers take these bunkers as their headquarters and armories, controlling the flow of the technology into the hands of hired heroes.

This hero is detailed in ‘The Aetherian Hero Character Class’. Each follows the code of Mach-O in fighting evil, though the interpretation varies, so that some just fight evil and do nothing else, whilst others undertake other duties. Either way, the Aetherian Hero expects to be paid for his services. The Aetherian Hero will also need to achieve a great deed or survive a Character Funnel, if he is to be rewarded with a hero’s name and whilst he is trained in the use of most weapons and armour, he regards using anything other than Forgotten Tech artifacts or Aetherian Tech arms and armour as dishonourable and anathema. The Aetherian Hero Character Class begins play with set of Aetherian Armour and one Aetherian weapon, but can go to a Grey Castle at each Level and ask for more. The origins, material, appearance, and even Armour Class bonus of the armour is randomly determined, whilst the Aetherian Tech weapons are impressively oversized, so are not as easy to use, but do inflict extra damage and impress or intimidate in equal measure.

The Class also possesses an Honour Die, which is added to feats of Strength, attempts to intimidate or impress, and all damage rolls with melee or Forgotten Tech weapon attacks. However, it can be lost if the Aetherian Hero uses normal weapons and armour, undertakes menial labour the likes of which the peasantry would do, or refuses a challenge offered by an opponent of worthy stature. Overall, the Aetherian Hero Character Class has the feel of the big dumb, but honourable barbarian warrior, offering a technology-focused option in feel rather than play.

The technology itself is discussed in ‘Forgotten Tech of the Un Men’, the Un Men being robotic warriors programmed with human consciousness. Their technology is leftover from the Forgotten War, and whether it is a blaster, jetpack, armour, or personal vehicle, requires a power cell to work. Worse, the technology is temperamental and if it is used too often—even in the course of a day—it can suffer a meltdown and drain the power cell. The meltdown means that it simply stop functioning after rebooting, suffers a delay in its function, or even detonate! Common devices, once ubiquitous and cheap before the Forgotten War, include Power Harnesses and Power Swords, their abilities varying from device to device.

‘Into the Dark Lands’ describes the blighted, rocky land that lies to the north of Aetheria under sulphurous clouds, riddled with tunnels leading to horrible sites of ancient power and evil. It is home to two different factions which would change Aetheria if they could. The warrior Black Sun leads a number of Aetherian freemen and Tree-Hobbits against the southern kingdom in an attempt to reform the conditions of the common man, whilst the Warrior Lich, Skull-Or, powerful and corrupt wizard-hero

of Aetheria who was imprisoned in Castle Oldskull byMasters of Aetheria, where he learned its darkest secrets before escaping into the Darklands. That secret is very dark indeed—especially for wizards—and adds a nasty twist to the inspiration for Crawling Under A Broken Moon, Issue No. 5. Both Black Sun and Skull-Or are fully statted, so can appear as NPCs in the Game Master’s campaign, and in the case of Skull-Or, cackle a lot. The article really focuses on the NPCs, so the Dark Lands are underwritten.

Penultimately, ‘Castle Oldskull and the Masters of Aetheria’ details Castle Oldskull, a sapient extra dimensional fortress dedicated to the eradication of ‘evil magic’. Interestingly, it is possible for a First Level Player Character to pledge himself to Castle Oldskull and join the Masters of Aetheria. A successful applicant needs to complete a dangerous quest and only then will he become a squire. There are benefits, including healing and free ammunition for ranged weapons, but members cannot use sorcery and nor can they kill evil sorcerers. They have to be returned to Castle Oldskull for imprisonment. Included are descriptions of the current Masters of Aetheria—Mighty Man, descendant of Mach-O, Maste-at-Arms, cyborg with excellent scientific skills, Slam Man who magic helm is so tough he can survive any blow to the head—and more, most notably Geek-O, an inept and bumbling magician from another dimension! Castle Oldskull is essentially a character in its own right with its own agenda, not always aligned with those of the Player Characters.

Lastly, the regular column of ‘Twisted Menagerie’ details two new monsters. These are the ‘Serpentoid’, a muscular two-headed serpent man with an evil outlook and a liking for the mutagenic herbs that grow in the Dark Lands, each has a different mutation, like a prehensile tongue or a hideous rattle, and an ‘Un-Men’, one of the Robotic Tyrants from the Forgotten War, rarely found, but if so, typically in hibernation mode. These range from flamethrowers and plasma cannons to extension arms and Hypno Vox, and that is in addition to the Drones—effectively flying blasters—hosted by each ‘Un-Men’. Together, these add an extra pair of threats to the Dark Lands and are decently done.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 5 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is a decent affair.

The problem with Crawling Under A Broken Moon Fanzine Issue No. 5 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 is a big improvement over Crawling Under A Broken Moon Fanzine Issue No. 4. It has more usable content, even if it is devoted to one theme. And what a theme it is! Over the top, ever so slightly tongue in cheek post-apocalypse Swords & Sorcery, very knowingly inspired by Saturday morning cartoons of the eighties, given an ever so slight, but dark twist. The result is engaging and entertaining, with easy to spot and embrace references, such that even the gamer with the barest of knowledge of He-Man and the Masters of the Universe (and to an extent, She-Ra: Princess of Power) can play with the contents of Crawling Under A Broken Moon Fanzine Issue No. 5.

Miskatonic Monday #280: Mail Order Bribe

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.

—oOo—
Name: Mail Order BribePublisher: Chaosium, Inc.
Author Jade Griffin

Setting: Jazz Age Boston, MassachusettsProduct: Scenario
What You Get: Forty-Five page, 11.37 MB PDFElevator Pitch: Marriage or madness. Is there a choice?Plot Hook: Ownership of a new possession turns into a fight for possession and possession.
Plot Support: Staging advice, six pre-generated Investigators, sixteen handouts, one a map, one NPC, and two Mythos monsters.Production Values: Good.
Pros# Excellent title# Potential sequel to Taken for Granite and Deep-Seeded Secrets# Potential addition for a Lovecraft Country campaign# Delightfully creepy, creepy antagonist# Decent handouts# Pediophobia# Gamophobia# Scoleciphobia# Ophidiophobia# Arachnophobia
Cons# Needs a slight edit# Does force the Investigators into a terrible situation
Conclusion# Which is worse? The monster you deal with or the monster she wants?# Why I do declare, that Southern accent is pure evil. Evil, I tell you!

Miskatonic Monday #279: The Oracle of Yuggoth

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.

—oOo—
Name: The Oracle of YuggothPublisher: Chaosium, Inc.
Author: Quico Vicens-Picatto

Setting: 23rd Century PlutoProduct: One-shot
What You Get: Twenty page, 9.13 MB Full Colour PDF
Elevator Pitch: Memory, mazes, and madness on Pluto
Plot Hook: “UNKNOWN”Plot Support: Six pre-generated Investigators, one map, and one Mythos monster.Production Values: Colourful
Pros# Fantastic cover# Highly detailed Investigators# Interesting new Occupations# Athazagoraphobia# Mazeophobia# Mnemophobia
Cons# Needs a good edit# Unpleasant Investigators# Weird Sanity losses# The Sanity losses never let up# Highly detailed Investigators# No plot or investigation
Conclusion# Uncompelling Sanity-scouring slog# No objectives or agency except to suffer for what they are and what they did

1994: Planescape Campaign Setting

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


—oOo—
Published in April, 1994, the Planescape Campaign Setting was as a radical a setting for Advanced Dungeons & Dragons, Second Edition as could be imagined in the 1990s. Perhaps even more imaginative than the Spelljammer setting published five years before that Planescape would ultimately replace in terms of both tone and scope. Based on the earlier Manual of the Planes for Advanced Dungeons & Dragons, First Edition, it introduced a multiverse that was in part familiar to an audience from that supplement, but in way that was totally unfamiliar. Where perhaps the Manual of the Planes had been a means for the Player Characters—typically of a high Level—to traverse from one plane of existence to another, what Planescape provided was a base of operations, a city, rife with politics and factionalism, from which the Player Characters could leave to visit and come back from realms that before they could have only dreamed of visiting. Whether it is the Astral Plane or the Ethereal plane, the Inner or Elemental Planes of Air or Water or the Quasielemental Planes in between, for example, Paraelemental Plane of Smoke or Paraelemental Plane of Ooze, the Outer Planes divided between the Upper Planes of Good such as Arcadia or Mount Celestia, the Lower Planes of Evil, like the Abyss and Acheron, and the Boundary Planes of Neutrality, such as Bytopia and Elysium, or even whole other worlds on the Prime Material Plane, for example, Krynn of Dragonlance or Athas of Dark Sun, the Player Characters could come and go as they pleased. For the most part, that is. For they needed to know how, they need access to a portal or door, a gate key to pass through, and sometimes, they needed permission. For all of that, they needed to be in Sigil: The City of Doors.
Sigil: The City of Doors literally floats at the centre of the multiverse, spread around the inside of a torus turning atop a towering mountain spire with the surrounding Outlands radiating out below, a cramped city of spires, bureaucracy, and industry under greasy clouds that spit rain upon its streets. It is a neutral point in which all manner of creatures are likely to be seen living, working, visiting, and abiding on its streets. Angels, Avatars, Modrons, Baatezu, Tanar’ri, and Yugoloths—Baatezu, Tanar’ri, and Yugoloths because the Planescape Campaign Setting was published at the tail end of the Satanic panic of the eighties in which references to devils and demons were removed from Dungeons & Dragons to avoid ill-founded allegations that Dungeons & Dragons promoted Satanic worship—could all be found in Sigil. Normally adversarial, they were bound to keep the peace in Sigil because the city’s mistress, the Lady of Pain, caring of the city, callous of its citizens, wreathed in glittering, keen-edged blades, can simply deny them access to the doors to elsewhere in the multiverse. This does not mean that many do not covet possession of Sigil itself, but to move against the city and the Lady of Pain would be to raise her ire and perhaps even spark a war across the planes as the other factions try to prevent such a takeover. There is also the need for a neutral meeting place, especially with the ongoing Blood War between the denizens of the Nine Hells and the Abyss, which to date the Lady of Pain has prevented from spilling onto the streets of the city.
Below the city—far below the city—lies the Outlands, or the Plane of Concordant Opposition. Although the Plane of Neutrality, it is marked by a number of realms close to the Great Ring. These include Tir Na Og, ‘The Land of Youth’; the Palace of Judgement, ruled by Yen-Wang-Yeh, Judge of the Ten Law Courts and King of the Eighteen Hells; the Caverns of Thought, fizzing with the energy of brain waves and thought, whose cold and heartless tunnels always lead back to the court of the god-brain, Ilsenine, god of the Mind Flayers; and the Dwarven Mountain, a realm of merrymaking, belching smoke, and labour. Beyond lie the Inner Planes of the elements and quasielements, and the Outer Planes of morality or alignment. Also connected to Sigil and the Outlands via doors and portals and other means of planar transport are the worlds of the Prime Material Plane, and both Astral and Ethereal Space. From the start, the setting of Planescape is epic in scale.
As befitting a boxed setting for Advanced Dungeons & Dragons, Second Edition from the nineties, the Planescape Campaign Setting is richly appointed It includes four books, four posters, and a DM Screen. The books consist of ‘A Player’s Guide to the Planes’, designed to introduce the Planescape setting for player and Dungeon Master alike; ‘A DM’s Guide to the Planes’, containing detailed information about the setting for the Dungeon Master’s eyes only; ‘Sigil and Beyond’, a guide and more to the city that formed the heart of the setting; and the ‘Monstrous Supplement’, which provides the additions particular to the Monstrous Compendium—the equivalent of the Monster Manual for Advanced Dungeons & Dragons, Second Edition. The four posters in turn depict the heraldic-like icons for the setting’s sixteen factions, and maps of the Outlands surrounding the city of Sigil, the Outer Planes, and Sigil itself.
The starting point is the thirty-two page ‘A Player’s Guide to the Planes’ and right from the opening paragraph, it is clear that this is no ordinary boxed set and no ordinary setting. The reader is assailed by liberal doses of Cant, served up by berks, bashers, and barmies—fools, thugs, and crazies—who engage in chants, garnishes, and dark—gossip, bribes, and secrets. Drawn from a mixture of Elizabethan and Dickensian slang, it is jarringly in-game and jarringly informal, but it accentuates the differences between this and any other campaign setting for Dungeons & Dragons, before and since. It introduces the key concepts to Planescape, both in terms of play and design, and these are the idea of the ‘Centre of the Multiverse’ is both subjective and nonsensical; that the Multiverse consists of rings, such as the Outer and Inner Planes, and even the Outer Rings are ringed by a Great Road which lead on to the next infinite plane; the ‘Rule of Three’, that everything—good or bad—comes in threes, thus the Prime Material Plane, the Inner Planes, and the Outer Planes; Law, Chaos, and Neutrality; and so on. The denizens of the Planes also come in three types. These Primes, who were born on the Prime Material Plane, Planars, born on a plane, and Petitioners, the departed spirits of Primes and Planars, who seek to cement a union with the powers of their plane. Petitioners and other beings can be a Proxy, an agent of a Power bestowed with gifts in return for loyalty, whilst a Power is a deity who rules over a plane.
In terms of what the Planescape Campaign Setting offers the player, ‘A Player’s Guide to the Planes’ gives one broad choice, a number of new Races, and more importantly, Factions. A Player Character can either be a Prime, from the Prime Material Plane, which means that they are not subject to the effects of Monster Summoning spells or general planar magic, or a Planar, who can be subject to those effects and more—like Protection from Evil, but inherently has the power to see the gates between the Planes. The new Races are the Bariaurs, goat-like centaurs, whose males have a headbutt attack with their horns and females have stronger senses; the Githzerai, humourless ascetics with a loathing of the Githyanki and the Mindflayers; and Tielflings, halfbreed-orphans often reviled for their supposed ties to the darker powers. The Planescape Campaign Setting marked the introduction of the Tielfling.
The Planescape Campaign Setting does not include any new Classes, but does instead give cultural notes on all of the standard Classes. Instead, what it does introduce are factions. There are sixteen of these, complete with official faction title, faction philosophy, primary plane of influence, allies and enemies, eligibility for membership, and both benefits and restrictions. In general, there are no restrictions in terms of Race and Class for any one faction, though there are exceptions. For example, the Athar do not believe that there are such things as gods, so have a dislike of priests, but gain protection from certain divine spells; the Bleak Cabal believe that the multiverse does not make any sense and so are immune to any spell that causes madness; the Dustmen believe that everyone is dead, but some are dead than others, and benefit from a pact with the undead who will ignore any Dustmen member; the Free League cannot decide upon the exact nature of the Multiverse, so openly debate it and have an immunity to charm effects, since they each of their own mind; and the Mercykillers want to bring about the perfect world through justice, so allow only Lawful members and have the ability to detect a single lie per day. In general, these are relatively minor abilities, but alongside them, what each provides is an idea and a belief, which of course, roughly aligns with those of other factions, whilst bouncing off those of others. Plus, of course, they are a great set-up for scenarios, plots, and storytelling.
The second of the four books in the Planescape Campaign Setting is the sixty-four page ‘A DM’s Guide to the Planes’. In addition to describing the numerous planes of the Inner Planes and Outer Planes, and their cosmology, this book explains how magic and magic items work across that cosmology. Naturally, everyone has a view on why magic and magic items work differently from one plane to the next, but again, unsurprising, the ‘Rule of Three’ applies. The caster needs to be aware of the effect of the spell on the target’s home plane, the position of other planes involved in the spell, and the availability of extradimensional space, but beyond that it does a bit complicated as which spell or magical item works where, and knowing that becomes a bit of hassle for the prospective arcane spellcaster. In fact, mechanically, this is the most complex part of the Planescape Campaign Setting. However, the setting provides an easy way around it—Spell Keys. Which are like the Door Keys that enable the Player Characters to access portals and thus other planes, but they allow a Wizard to cast spells freely on a particular plane, whilst a Power key does the same thing, but for a Priest’s spells. Magical items tend to be less effective the further they are taken from the plane where they were crafted. The combination of keys—Door Keys, Power Keys, and Spell Keys—are a toolkit for the Dungeon Master who can use them to craft and push the direction of her game by choosing when they become available and how they become available.
The ninety-six page ‘Sigil and Beyond’ is the third and longest book in the Planescape Campaign Setting. It begins with advice for the Dungeon Master on how and why she should run a Planescape campaign. ‘A Player’s Guide to the Planes’ suggests campaigns involving all Prime or all Planar Player Characters, or a mixed group, whilst the ‘A DM’s Guide to the Planes’ emphasised the fact that the tone of a Planescape campaign is about ideas and philosophies, and that those can lead to terror and treachery as well as mercy and goodness, most obviously through the factions, but also across the planes, tied as they are, to Alignment. In fact, it could be argued that Alignment plays a role in the Planescape Campaign Setting like no other setting for Dungeons & Dragons ever before. The differences continued to be highlighted throughout the advice, that Planescape is not about straight dungeoneering and plunder, but quests and objectives, exploration and experiencing a sense of wonder, interesting with and against the factions, not about being bullies and beating everything in sight including gods and taking their powers. The advice also covers possible adventures written for low, medium, and high-Level Player Characters.
The bulk of ‘Sigil and Beyond’ is devoted to describing both the various Realms and Towns of the Outland and the City of Doors itself. There are some extra notes on the factions too, but the main focus is on Sigil, which is given enough detail for the Dungeon Master to use and bring to life. Rounding out ‘Sigil and Beyond’ are a pair of campaign quick-starts. ‘For the Price of a Rose’ is designed for low Level Player Characters and is intended to get them from the Prime Material Plane to Sigil, chasing a gang which has been stealing from the world and thus annoying the gang enough to want revenge, whilst ‘Misplaced Spirit’ can be used as a follow on to ‘For the Price of a Rose’ or used to start a campaign with all Planar Player Characters. This has the Player Characters chasing after a petitioner who has escaped the Palace of Judgement, so it gives them the opportunity to run round the city. There are also a pair of new spells and a list of the Cant, which the Dungeon Master can annoy her players and their characters with by learning and using!
The fourth and last book in the Planescape Campaign Setting is the thirty-two page ‘Monstrous Supplement’ presents twelve new monsters for the setting. Some of the entries are tough, like the Aleax, the physical manifestation of the vengeance enacted by a Power, or the Spirit of the Air, a winged monkey-minion of a Power of air and wind, so not necessarily immediately useful. Whereas, the Cranium Rat, vermin whose intelligence is boosted the greater its numbers, including spellcasting, and the Dabus, odd, berobed humanoids who speak in speech bubbles and iconography and are tasked with repairing the City of Doors, are likely to be encountered in Sigil. The longest entry is dedicated to the Modron, the polyhedral creatures of absolute order from the plane of Mechanus. It is more an interesting mix than a useful mix, and is the core set’s biggest omission and disappointment.
The extras in the Planescape Campaign Setting are not perhaps as useful as they could have been. The four-panel ‘DM Screen’ is serviceable, containing a mix of standard tables from the Player’s Handbook and Dungeon Master’s Guide for Advanced Dungeons & Dragons, Second Edition, along with the few tables from the Planescape Campaign Setting, so more of the former than the latter. This consists of the ‘Faction Reactions’, ‘Wizard School Alterations by Plane’, and ‘Magical Items in the Planes’. So not necessarily all that useful over the standard screen for the roleplaying game. Similarly, the poster showing the heraldic icons of the factions is nice, but not useful, whereas the poster maps of The Outlands, the Outer Planes, and Sigil, are much better and more useful, including extra content on their reverse side.
Of course, the other major difference between Planescape and other campaign settings for Dungeons & Dragons is the physical design. The palette of green, Verdigris, and brown, the use of Exocet typeface which replaced the letter ‘t’ with ‘+’, and the stunning artwork of Tony DiTerlizzi which wraps sinuously around the text and echoes the administrativia and grotesquery of Mervyn Peake’s Gormanghast novels. This is in addition to the iconography of Dana Knutson, who created the symbols for the factions and most notably, that of the Lady of Pain, which adorns the front of the box and each book.
—oOo—The Planescape Campaign Setting would win the 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement, but the reviews were limited in number. The Planescape Campaign Setting was reviewed by Rick Swan in ‘Role-playing Reviews’ in Dragon Magazine Issue #207 (July, 1994), giving it a rating of six out of six, or ‘The Best’ as well as describing it as “…[A] spectacular boxed set and TSR’s most ambitious campaign world to date.” and “…[D]esigner Zeb Cook’s finest effort since 1985’s Oriental Adventures and may be his masterwork.” He praised the boxed throughout, before ultimately concluding with a warning: “By covering so much ground and hinting at so many possibilities, the PLANESCAPE set raises expectations that may be tough to meet. Despite five books of material, there’s only enough room to give a taste of what’s in store, hence the tantalizing asides about dungeons made of giant skulls, a link between Toril and Krynn, and cities that change planes when their populations change alignments. This set is a box of promises, and if subsequent supplements fail to deliver, there’s going to be an awful lot of disappointed berks.”
Scott Haring, reviewing the Planescape Campaign Setting in ‘Pyramid Picks!’ in Pyramid Vol. 1 #8 (July/August, 1994) opened with, “I’ll cut to the chase — Planescape is the finest game world ever produced for Advanced Dungeons & Dragons. Period.” He described it as being, “…[E]verything us cool, jaded, disaffected gamers always complained that AD&D was not — sophisticated, almost adult roleplaying.” Praising the Planescape Campaign Setting throughout—best especially the artwork of Tony DiTerlizzi—Haring concluded with, “Planescape is a revolutionary product, a breakthrough for TSR. If you think you’ve “graduated” from AD&D, that you’ve evolved past it, go back and take a look at Planescape. This is the game world that will get you playing AD&D again.”—oOo—
The Planescape Campaign Setting could have been written by White Wolf in the nineties. After all, its emphasis on the presence and role of factions in the setting do make it feel like a World of Darkness roleplaying game, enabling the telling of stories around politics and beliefs as well as the exploration of the planes and more. The Planescape Campaign Setting includes a wealth of material to support such a campaign, but it is a wealth that does not feel quite enough, especially when it comes to the factions and the planes. The Dungeon Master is definitely going to want to know more to help her bring Sigil: The City of Doors and the Outlands to life. Of course, TSR, Inc. would follow up the Planescape Campaign Setting core box set with numerable supplements, including multiple boxed sets that would add depth and detail to the Multiverse of Planescape. Of these, the Dungeon Master is going to want In the Cage: A Guide to Sigil for a better guide to Sigil: The City of Doors, The Factol’s Manifesto for more detailed descriptions of the factions, and the MC8 Monstrous Compendium Outer Planes Appendix for more foes. The Planescape Campaign Setting is a superb start though, an amazing introduction to the setting and means of getting berks and bashers to Sigil: The City of Doors.
The Planescape Campaign Setting is the most interesting, the most innovative, and the most individual of all the worlds created for any iteration of Dungeons & Dragons. It is a fantasy utterly non-traditional, taking the Player Characters from the Dickensian grubbiness of the alleys of Sigil: The City of Doors all the way out to the infinite splendour of the Outer Planes and back again in time for bub and kip, a setting and a game line whose look and feel, let alone that setting, is genuinely unique and can truly be described as iconic.

Mountain of Madness

Ten years ago, the Abisko Mine was forcibly shut down following an explosion which killed many of the mine workers. Located in the far north of Sweden above the village of Abisko, all that remained of the mine was a crater. There were few if any survivors and no investigation, the cause of the disaster becoming first the subject of conjecture, and then rumour, as the incident was forgotten about. Recently, the mine and its surrounding area was bought by the Svea Mining Corp, owned by Karl Magnusson and his wife Sigrid. They have attracted the interest of scientists, the attention of the military, and the money of investors with rumours of the discovery of a new type of gemstone that could change the fate of Sweden and the course of the world, speeding up the pace of industrialisation which is already sweeping the country. Yet there are those who have not forgotten the explosion that closed down the original Abisko Mine, and worse, they believe that the gemstone is not something that should be exploited, but instead studied and kept careful control of, lest it fall into the wrong hands. One of these is Franzibald Hansen, Danish author and expert on Norse mythology. Although wealthy and knowledgeable, he lacks the means to investigate himself, let alone deal with the problem as he sees it beyond being a lone voice. Thus, he turns to one of his old contacts and through her, the Society, the body of scholars and adventurers based in Castle Gyllencreutz in Upsala, whose gift of second sight enabled them to see the Vaesen, the supernatural creatures who have for centuries lived alongside the folk of Scandinavia. With their help, Franzibald Hansen is sure that he can prevent the Magnussons from bringing their plan to fruition and the gemstones from falling into the wrong hands.
This is the set-up for The Lost Mountain Saga, the first campaign for use with Vaesen – Nordic Horror Roleplaying, the Roleplaying Game of investigative folklore horror set in nineteenth century Scandinavia published by Free League Publishing. As well as being the first campaign for Vaesen, what is also notable about The Lost Mountain Saga is that it is based on a podcast of the same name that the author has adapted for use with Vaesen. This continues the phenomenon of roleplaying podcast adaptations previously seen with Critical Role and Tal’Dorei Campaign Setting Reborn from Darrington Press and Old Gods of Appalachia from Monte Cook Games. In the case of The Lost Mountain Saga, the result  is a relatively short campaign, consisting of five parts that take place over the course of a year, from September to August. The only requirement for it is the core rules and the fact that the Player Characters are members of the society and have conducted a handful of investigations, and thus be able to improve the facilities at Castle Gyllencreutz. Optional are other scenarios for Vaesen. There are gaps of several months between the third and fourth parts and between the fourth and fifth parts where the Game Master could run another scenario or two. That said, if the Game Master decides not to run other scenarios between the five parts of The Lost Mountain Saga, then the campaign can be played through quite quickly at a rate of two or three sessions per scenario—at the very most.
All five chapters of the campaign follow the same structure as other scenarios for Vaesen. The ‘Background’ and ‘Conflicts’ explains the situation for each scenario, whilst the ‘Invitation’ tells the Game Master how to get the Player Characters involved. In The Lost Mountain Saga, this includes letters, invitations, and the personal request of Franzibald Hansen, which will lead to the town or village where the mystery is taking place, the getting there detailed in the ‘Journey’, typically a mix of railway and coach journeys. It should be noted that every mystery has a moment or two when the Player Characters can prepare and goes into some detail about the journey. There is an opportunity for roleplaying here, perhaps resulting in longer travel scenes than the core rulebook necessarily recommends. The ‘Countdown and Catastrophe’ presents the Game Master with one or two sets of events which take place as the Player Characters’ investigation proceeds, sometimes triggered by the Player Characters, sometimes triggered by the NPCs, whilst ‘Locations’ cover NPCs, Challenges, and Clues, all leading to a ‘Confrontation’ and its eventual ‘Aftermath’. The mysteries are well organised, a mix of the sandbox and events which the Game Master will need to carefully orchestrate around the actions of her Player Characters. Only the most pertinent of the locations in each town or village is described and the Game Master is advised to create others as needed, though she will very likely need a ready list of Swedish names to hand for whenever the Player Characters run into an NPC or two. That said, the campaign is fairly linear and self-contained, meaning that relatively little preparation is required outside of the campaign itself and it can serve as an introductory or starter campaign the first time Game Master could run after she has run a few scenarios.
The campaign opens with ‘Duty and Despair’,  with news of the reopening of the Great Copper Mountain mine of Falun. This brings the portly bon viveur, Franzibald Hansen, to Castle Gyllencreutz. He has received a letter from the local priest about an outbreak of witchcraft and requests their help in investigating it. Almost everyone in the town seems charmed by the exceptionally stern Reverend Bruselius, who quickly settles on the culprit and prepares to hold a trial. Is she guilty, or is there someone else responsible and can the Player Characters identify them in time? However, in discovering this, the Player Characters will encounter another vaesan, one which will already have taken its first victim—Franzibald Hansen! It seems that he had an interest in Falun more than the outbreak of witchcraft, but quite will be revealed in the next few chapters.
‘The Beginning of the Fall’ shifts the mystery back to Upsala where the university is hosting an exclusive ball which will be attended by members of the nobility, the military, and the science community. This is because Karl and Sigrid Magnusson are going to announce the nature of the gemstones their operation has unearthed at the Abisko Mine. At the same time, there are reports of overcrowding at the city’s asylum, including a journalist who wrote an article critical of the Svea Mining Corp. Is this a coincidence? The ball is a chance for the Player Characters to mix with members of high society—military, noble, and scientific—so the Game Master may want to have some NPCs ready here, as well as a chance to get a good look at the strange gemstones. In addition, some of Franzibald Hansen’s secrets will be revealed!
The middle part of The Lost Mountain Saga is ‘Where the Sun Dies’, and it sends the Player Characters off in an entirely different direction—Norway! Norwegian Police Commissioner Olof Dahl comes to the Castle Gyllencreutz asking for their help. Contact has been lost with the island of Værøya above the arctic circle as it appears have suffered a radical fall in temperature weeks before it is normally due and to date, none of the rescue missions have returned. Having travelled to Bergen, the Player Characters set sail aboard an icebreaker commanded by one Captain Harrock—“Billions of bilious blue blistering barnacles!!”—and so investigate the island. From having to ski across the ace to reach Værøya to confronting the frosty foe responsible, this is an entertaining scenario that is quite creepy and unsettling in places.
‘The Prince and the Witch’ returns the action to Upsala and to the great Valborg bonfire next to the Royal Mounds of Upsala for the ancient spring festival. There a young woman asks for the Society’s help. She is a member of the Vanadisir, an organisation whose members claim to be the descendants of the Norse goddess Freja, and she wants help in rescuing her leader from an evil man in this forest. It turns out that ‘he’ is not a prince, but a snake, and not the only one in this linear encounter which draws the Player Characters back into the past. The confrontation is particularly nicely handled here.
The campaign comes to a close with ‘The Lost Mountain Saga’. A plea from an unexpected quarter sends the Player Characters back to where the campaign begins to reveal the secrets of the Abisko Mine and the true dangers that it represents to all of Sweden. The scenario literally ticks down to the climax in a race to prevent the Svea Mining Corp’s plans coming to fruition and a final confrontation.
Physically, The Lost Mountain Saga is everything that you would expect a book for Vaesen – Nordic Horror Roleplaying to be. It is well written and presented, but the artwork and the cartography are both excellent, evoking a mixture of nineteenth century charm and folkloric horror. The book itself is actually a lovely artefact in its own right.
The Lost Mountain Saga is a short campaign as well as being an uncomplicated campaign. This and its year-long, but handful of chapters, structure give it space and a flexibility into which the Game Master can add or develop her own content. This may well be necessary to offset its quite linear nature and the fact that the campaign veers away from its storyline in its middle chapters. If the campaign is instead played through at pace, this may not be an issue though. Overall, The Lost Mountain Saga is a good starter campaign for Vaesen – Nordic Horror Roleplaying, suitable for the Game Master looking for a first campaign and the veteran Game Master looking for something lighter.

Calamity & Customer Service

Just after you review one roleplaying game about running a coffee shop with difficult customers designed to be run on its own or as corollary on top of just about any roleplaying game imaginable, along comes another roleplaying game about running a coffee shop with difficult customers designed to be run on its own or as corollary on top of just about any roleplaying game imaginable.* Coffee & Chaos – Comedy Café Roleplaying Game from Cobblepath Games was the first, a standalone game which used ordinary playing cards, cutlery mattered, and a slice of life was served up with smile and a heart in the foam in the face of difficult customers and dwindling resources (as essentially, there was never anyone to do the washing up!). The Eternal Grind Café is the second. It is published by Mottokrosh Machinations, best known for Hypertellurians: Fantastic Thrills Through the Ultracosm, the Old School Renaissance adjacent roleplaying game of retro science fantasy inspired by the artwork of Frank Frazetta and Roger Dean, the adventures of John Carter of Mars, Buck Rogers, and Barbarella. Certainly, any of those ‘Hypertellurians’ could end up in the Eternal Grind Café, but then again so could any character from any roleplaying game. Definitely though, The Eternal Grind Café does not share the same inspirations as Hypertellurians: Fantastic Thrills Through the Ultracosm.

* If I have to review a third, something weird is going on.

What has happened is that in their hubris, the Player Characters have angered the gods. To teach them a lesson, the gods have cast the Player Characters into Hell. Instead of hellfire and brimstone and eternal torment, it turns out that Hell is actually a minimum wage job in the only growing industry in the world. In other words, work as a barista. So now, where they were once mighty heroes and heroines who braved the odds to defeat dragons and save the princess, long-bearded wizards who commanded cosmic forces of magic, an accountant driven to investigate the unknown, and in the process save humanity unacknowledged, a necromancer who raised an army of the dead, and so on, they now clock on, tie an apron on, smile, take orders for coffee, brew that coffee, and smile again, until it is time to clock off. Unfortunately, the Eternal Grind Café gets at best, the most interesting customers, at worst, the worst customers in the known universe, and all the Player Characters have to do is suck it up until the end of their shift, or if they are really lucky, the gods change their minds. Which is unlucky. So technically, the Eternal Grind Café could actually be called the Infernal Grind Café...

The Eternal Grind Café is a storytelling style roleplaying game for between three and five players, which can be played in a single session. Mechanically, it is very simple, but it provides scope for lots of roleplaying and scope for improvisation. Designed for three to five players, as written, it is intended to be run by a Game Master, who portrays all of the customers who come to the Eternal Grind Café. However, it can easily be run without a Game Master, with the players taking it in turn to portray the bad or difficult customers. A barista in The Eternal Grind Café has two stats or skills. Barista covers anything to do with coffee and running the coffee shop, whilst Character covers everything else—and that includes everything that the barista could do as a Player Character in his home game. The hero’s wielding of a sword, the wizard opening up a portal to the netherworld, the accountant budgeting or casting Elder Sign when he really needs it, or the necromancer commanding the undead… Both skills start at three and are rolled on a six-sided die, the aim being to roll under. If good customer service is given, then both skills move to the right, but if bad customer service is given, they both move to the left. If the stats move to the right, the Barista skill goes up, but the Character skill goes down. If the stats move to the left, the Barista skill goes down, but the Character skill goes up. If either skill is raised to six in this fashion, the Barista loses his and the player loses control of his Barista, but in different ways depending on the stat. A Barista skill at six means that the barista has become a mindless drone, but a Character skill at six means that the barista goes on a murderous rage! Which is truly terrible customer service.

To prevent either from happening, the barista has an outlet—social media. If the player describes a social media post in which his barista complains about his job, he can reduce his Barista skill by one. If he describes a social media post in which he tells of a flashback about his Player Character’s epic deeds in his former life, he can reduce his Character skill by one. In this way, the Barista and Character skills go out of sync.

The aim of the baristas is to gain tips. Each tip is represented by a die type, from four-sided to twenty-sided dice. The bigger the die type, the bigger the tip.* Each die goes into the tip jar. At the end of the shift or whenever the health inspector turns up, all of the dice are rolled and totalled. For each full twenty points rolled, the gods relent, and let a barista return to his former life. If there are not enough points for every barista, then it is every barista for himself and since this hell, betrayal or doing the dirty is just going to be seen as part of the décor.

* The use of Dungeon Crawl Classics dice would be particularly diabolic!

To support play, the Game Master has tables for determining the belligerent nature of the coffee machine—it could be haunted or it could woof and wag its tail like a dog, for random events, and for twenty customers. They include Three Sloths in a Trench coat, Belon Trusk X, a barista’s Mother, Mango Maga Man, and more. Each one comes with roleplaying tips and what the baristas need to do for each to give a good tip. There is a sly sense of humour to the various customers. The Game Master is advised not to say who the customer is, but just describe what they look like and let the players work it out…

Physically, The Eternal Grind Café is lightly and cleanly presented. The artwork is light and suitably humorous. Elements of the presentation will change for the full edition rather than this the Preview Edition. Things that can be added to the game include coffee options, more complications, and more customers.

The Eternal Grind Café is a light and silly roleplaying game that is ever so easy to prepare and equally as easy to run. Perfect to run in between longer games or as a pick-up game, whether at a coffee shop or at home, The Eternal Grind Café is relaxing fun until everyone has the chance to get out of hell and never have to work another shift again!

Friday Fantasy: Asterion

It is difficult to describe what Asterion is without being as direct as its author is. So not to beat about the bush, Asterion is a sex dungeon. Asterion is a sex dungeon for Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess. What it does is take the Ancient Greek myth of the creation of the Minotaur and turn it into a sex dungeon and combine it with a bloody meatgrinder. In the myth, Minos, King of Crete, prayed to the sea god Poseidon to send him a snow-white bull as a sign of the god’s favour and promised to sacrifice the bull to the god. When he did not, Poseidon punished Minos by making his wife fall in love with the bull and eventually she bore a child, a half-bull, half-man. Called Asterius, this is Minotaur. So inhuman and so ferocious was Asterius, that he would only eat human meat. After taking advice from the Oracle at Delphi, Minos had the craftsman, Daedalus, construct a mighty labyrinth to house the Minotaur. Into this, King Minos would cast his enemies. Asterion takes this myth and removes any references to Greece, enabling the Game Master to drop the adventure into her campaign, if, that is, she actually wanted to. Because remember, Asterion is a sex dungeon, as the Minotaur is not only wandering the labyrinth eating anyone he finds in there, he is also living out a priapic fantasy with anyone he finds in the labyrinth—whether they want to or not.

It should be noted that Asterion is written by the author of Beware the Mindfuck. That scenario carried an ‘18+ Explicit Content’ label on the front cover—and it deserved to. As does Asterion. Be warned. The language and the tone of Asterion is strong and of an adult nature and it deserves that exact same warning label. Unfortunately, it does not have one. In the meantime, some of the language and content in Asterion is repeated as part of the review where necessary.

After some immature posturing by the author about how he is not going to tell the Game Master how to run the adventure, how the adventure is not “…[F]or those that get easily butt hurt about touchy subjects”, and that the Game Master should run it if she has a “cool group”, he actually settles down and begins telling the reader what the adventure is about. The set-up is simple. The Player Characters are thrown into the Labyrinth, perhaps with a sword or a spear and some torches and then left to it. Accompanying them is a number of Zero Level tributes to Asterion, the Minotaur. The Labyrinth is described as a series of tight corridors crossed by many intersections, at which Bull Calves, the offspring of Asterion, will be grabbing them and attempting to eat them, have sex them—that is, rape them, take them back to their father, or a combination of all three. The Zero Level tributes are replacement Player Characters. So far, so bad. Fear not though, for it gets worse.

Instead of there being a map of the Labyrinth—the Game Master is expected to make it up—there is simply a table of twenty, increasingly detailed and unpleasant encounters. Screams, statues, mushrooms growing in cow dung, corpses, and so on, seem perfectly normal. Elsewhere an incredibly attractive, incredibly large woman demands sex in return for oracular divinations and will get extremely frustrated if the Player Characters refuse; a male dominant, dressed all in leather, invites the Player Characters to participate in his sex dungeon and attacks them with his handcrafted sex toys when they refuse; and a scene of bestiality. Plus, there are the scenes with the Bull Calves having sex with and/or eating the women imprisoned in the Labyrinth.

Running Asterion involves the Game Master describing the Labyrinth to her players, occasionally rolling for an encounter on the table, and when all of those are crossed off, she can run the scenario’s final scene in Asterion’s throne room. There are promises of freedom, but as the author makes clear in his ‘Wrapping Shit up’, “Everyone will die! Seriously. It’s a fuckin [sic] meatgrinder!” There are stats for the various monsters in Asterion, but that is about it.

Physically, Asterion is thankfully short. It is unpleasantly written and surprisingly, is illustrated with numerous images of statues and vases from Ancient Greece given that this aspect of the background to the scenario is ignored.

So, what you have in Asterion is a meatgrinder—in all senses of the word—one-shot in which the Player Characters are exposed to a lot of sex and semi-cannibalism, not expected to survive, and that is it, really. In fact, there really is very little for the Player Characters to do except wander around and fight. That is the extent of the agency they have. For the players, there is equally as little for them to do, little that is going to engage them or their capacity to roleplay, and ultimately, all Asterion does is expose them to the sexual fantasies of the author.

Asterion is repulsive, immature, and pointless. It does not deserve so much as an ‘18+ Explicit Content’ label, but an ‘Immature Players Only’ label.

—oOo—

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 has no bearing on the resulting review.

Grudge from the Grave

The Nature of the Beast is a scenario set in an England rent by division and strife during the reign of Charles I. This division is between the Protestantism of the country and the Catholicism of Rome, Paganism and Protestantism, King and Parliament, King and country, weakening the Anima Gentum, the bloodline and the Crown, which ensured that the Crown looked to both the spiritual needs and the physical needs of the country. The Anima Gentum is yet to be broken with the execution of the king in 1649, but the Veil has been weakened by this division, giving access to the beyond, the Shadowlands, and the Demonic Realms, and so allowing mankind to entreat with things beyond our understanding. The Anima Gentum will be broken, England will be upturned, and the land will have no king. In the north of England, as the Scots fume and bridle at the King Charles’ attempt to reform the Presbyterian Church and there is mutterings of civil unrest in the south as the king may actually recall Parliament for the first time in a decade, the weakening of the veil has enabled a terrible revenge to be wrought from beyond the grave. Monsters stalk the land, and though they do not know it, they threaten the reputation of a noble family even as their presence brings about terrible tragedy.

The Nature of the Beast is the first scenario to be published for The End of Kings: Core Rules for 17th Century Adventure, the roleplaying game of magic, monarchy, and division set in the early modern period prior to the English Civil War. Published by MontiDots Creations, best known for publishing horror scenarios such as The Fenworthy Inheritance and scenarios for the Old School Renaissance such as Limbus Infernum. It is a roleplaying game in which weaselly Vagabonds, stout Commoners and Yeomanry, and gracious members of the Nobility, as Cunning Folk or Woodkernes, Clubmen or Soldiers, Priests or Witch Hunters, Warlocks or Outlaws seek adventure and perhaps work to protect the realm from creatures from beyond the Veil and machinations of those men and women who would take advantage of the weakening of the Veil. Notably, it uses the GORE Generic Old-School Role-playing Engine published by Goblinoid Games. This is a percentile system which means that anyone familiar with the Basic Roleplay mechanics will have no difficulty adapting The End of Kings and thus The Nature of the Beast.
The scenario opens with the ‘Adventurists’—as it terms the Player Chaarcters—being hired by Reverend Richard Hinde, the corpulent priest of the village of Cranfold in the north of England. The flocks of sheep kept round the village have been subject to a spate of vicious attacks, the corpses left mutilated and half-eaten. The village is divided as to the nature of the culprit. Although no wolf has been seen in the country for a century, some say that is what it is, but others think it to be something much, much fouler. The priest, though, will confide that he thinks it a thing summoned through the Great Veil, though by whom or to what end, he can only conjecture. He had thought to hire the local hunter, but he has not been seen for days, but there is worse news for the reverend’s employer, the local squire. Lord Perfleet’s eldest daughter has also gone missing. The Adventurists are thus to travel to Cranfold and investigate the activities of the creature before hunting it down and killing it.

These events are of course, all connected, as the Adventurists will discover in the course of their investigations. Initially, it is suggested that this take the form of divination. The scenario gives crystallomancy as being the most effective and suggests that one of the Adventurists be capable of this, whilst another should be a priest with a sanctified silver cross capable of holding twenty Magic Points. The divination will grant them some initial hints, and can be used to gain further insights once the Adventurists arrive in Cranfold and want to examine the surrounding valley. Beyond this, their efforts are hampered by the arrival of the county Intelligencers—members of the inquisition who search for witches and signs of the devil—who have come to Cranfold in order to uncover what they think to be the activities of a witch. Bullies, man and woman, they will be quick to discover the ‘culprit’, denounce her, and condemn her to her fate, all in the name of god and coin in the pocket! The witchfinders are a reprehensible bunch, and are likely to arouse the ire of the Adventurists. This may lead to confrontation, if not between the Adventurists and Intelligencers, then between the Intelligencers and the returned hunter. The issue for the Adventurists is that the Intelligencers have the law on their side and any confrontation will get them into trouble. If he can be found, he knows much more about what has been happening and will point the Adventurists in the right direction, including approaching a caravan of Roma who are due to pass through the village as they regularly do at this time of the year. They will be able to help with advice and more before the Adventurists home in on the source and centre of the horror going on in Cranfold.
The Nature of the Beast is well supported with excellent maps and stats of the various NPCs and monsters. However, it could have been better organised, such as giving the description of the village towards the start of the book rather than in the middle of the adventure. Otherwise, physically, The Nature of the Beast is well presented, decently illustrated, and does come with great maps.
Where The Nature of the Beast is at its weakest is in the overreliance upon crystallomancy and divination as a means for the players and their Adventurists to gain hints and clues. It does not allow for other options and this, combined with the poor organisation means that The Nature of the Beast is not as easy to run as it should be. Here is where it could be better developed to be more flexible and less reliant on magic.
The Nature of the Beast is a solid adventure that combines some familiar elements—attacks on animals, revenge from beyond the grave, fear of witches, folk horror, and so on—with a pervading sense of horror and the unknown, the result feeling very much like a Hammer Horror film. The climax of the scenario does lend itself to cinematic action, so enforcing that feel. Even if the Game Master does not want to run the scenario using The End of Kings: Core Rules for 17th Century Adventure, the plot and set-up of The Nature of the Beast is relatively easy to Warhammer Fantasy Roleplay, Fourth Edition or Lamentations of the Flame Princess Weird Fantasy Roleplay, as both are set during a similar period.

Miskatonic Monday #278: The Viscount Who Left Me

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.

—oOo—
Name: The Viscount Who Left MePublisher: Chaosium, Inc.
Author: Z.V. Cretney

Setting: Regency-era BathProduct: Scenario for Regency Cthulhu: Dark Designs in Jane Austen’s England
What You Get: Fifty-two page, 52.14 MB Full Colour PDF
Elevator Pitch: ‘Gone Groom’ (not by Gillian Flynn) Plot Hook: The groom has gone, can the bridesmaids save the day?Plot Support: Staging advice, six pre-generated Bridesmaids, ten NPCs, thirteen handouts, one Occult tome, one occult spell, and one occult monster.Production Values: Excellent
Pros# You get to play Regency bridesmaids!# Regency folkloric horror one-shot# Highly detailed scenario# Detailed Investigators# Nicely done handouts# Great title# The bridesmaids need to return# Ornithophobia# Hemophobia# Anthropophobia
Cons# Bridesmaids may need a pointer or two get the investigation started
Conclusion# Connection between set-up and first investigative steps undeveloped, but otherwise another good one-shot for Regency Cthulhu: Dark Designs in Jane Austen’s England# Richly detailed post-wedding Regency weirdness whose bridesmaids deserve a sequel

Miskatonic Monday #277: Hail to the King

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.

—oOo—
Name: Hail To The KingPublisher: Chaosium, Inc.
Author: Marco Carrer

Setting: New York State, 1989
Product: One-on-One Scenario
What You Get: Nine page, 448.60 KB Full Colour PDF
Elevator Pitch: “Modern music is as dangerous as narcotics.” – Pietro MascagniPlot Hook: This is one rare record you won’t want to rave aboutPlot Support: Staging advice, one pre-generated Investigator, and four NPCs.Production Values: Untidy.
Pros# One Investigator, one session scenario# Easy to adapt to other modern time periods with recorded sound# Straightforward investigation# Melophobia# Hemophobia# Pharmacophobia
Cons# Needs a good edit# Linear# Needs an opposition to mix up its noir nods and make it a MacGuffin hunt
Conclusion# Seedy, direct investigation that feels just a bit too easy# Tell, me have you heard the Yellow Sign?

Classic Era Science Fiction Gaming

Cepheus Deluxe: Enhanced Edition is a Science Fiction roleplaying game with a long history. If Dungeons & Dragons has its own Systems Reference Document containing guidelines for publishing content under the Open-Gaming Licence, then so does Traveller, the classic Science Fiction roleplaying game inspired by Imperial Science Fiction, published by Game Designer’s Workshop in 1977. This is the Cepheus Engine System Reference Document, which contains the ‘Classic Era Science Fiction 2D6-Based Open Gaming System’, which provides a common framework for Referees to create and run, and players roleplay, whether for their own table or for actual publication. This is a roleplaying game which enables the Player Characters to travel the stars, explore new worlds, engage in speculative trade, conduct small scale military missions, fight off pirates preying on interstellar trade, investigate strange alien ruins, and more.

Cepheus Deluxe: Enhanced Edition is published by Stellagama Publishing, best known for the campaign setting, These Stars Are Ours!. It is an update and expansion of earlier versions of the rules. The changes include the inclusion of the hexadecimal notation system beloved of Traveller being optional; combining skill and characteristic modifiers—which means that the target thresholds for actions are higher; Player Character is less random and a Player Character cannot die during the process, although he can be injured; damage suffered by Player Characters and NPCs is not deducted from characteristics, but from Stamina and Lifeblood, instead; Player Characters have Traits, heroic abilities which makes them stand out; spaceships can be larger—ten thousand, rather five thousand tons—and can be equipped with main guns, like Particle Guns and Gravitic Disruptors; technology is shifted up and down slightly, so that Cybertechnology can be available at Tech Level 9 and Force Shields at Tech Level 16; Player Characters can suffer mortal wounds instead of dying and can even undergo Cyborg Conversion or Bio-Reconstruction; and a section for the Referee has been added. There are innumerable changes and additions throughout Cepheus Deluxe: Enhanced Edition, but they are compatible with previous editions of the Cepheus roleplaying game. Cepheus Deluxe: Enhanced Edition is upfront about these changes, but in addition, throughout the rulebook, the Referee is given options that she can include in her campaign.

A Player Character in the Cepheus Deluxe: Enhanced Edition has six characteristics—Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing. These typically range between two and twelve, but can go much higher. Then a Player Character has skills. These range from Admin, Airman, and Athletics to Tactics, Watercraft, and Zero-G. Notable omissions are the Mechanics and Electronics skill, replaced by repair, Admin includes the Advocate skill, and Gambling is part of Carousing. Skills range in value from zero to five, and are gained from a Player Character’s Homeworld and his Career. He also gains one or more Traits, depending on the length of that Career. These are tied to particular skills, so for example, ‘Jump Tuition’ requires Piloting 1 as a skill and allows the Player Character to roll with Advantage when making a Jump throw and travel faster-than-light, whilst ‘Explorer’s Society’ grants a high passage ticket once every two months and free stay at the society’s hotels.

To create a Player Character, a player assigns an array of values to the Player Character’ characteristics. He chooses one skill for his character’s Homeworld and then puts him through a Career. There are twelve of these, and include Agent, Belter, Colonist, Elite, Navy, Pirate, Rogue, Scholar, and more. A career lasts a number of terms, each four years in length—though an option allows for their length to be random—and a player picks skills as he takes his character from one term to the next, learning fewer skills as he ages. Once per turn, the player can also choose to give up a skill option and instead increase a characteristic. There is also the chance of suffering from the effects of age, but the main thing that the player will be rolling for is an event each term. This creates an incident which the Player Character can gain from or suffer because of it, and it can be career-related or it can be life-related. At the end of the Career , a Player Character will gain mustering out benefits in terms of money, items, ship’s shares, and characteristic bonuses. In extreme situations, a Player Character will find himself being trained in psionics or being sent to prison!

Using the Event Tables allows a player to create a bit of background about his character. For example, this belter grew up on an inhospitable colony before signing on with a mining concern to strike it rich. He never did, but he was sponsored for university and trained in the sciences and technical subjects. After nearly getting injured during an attack on the company facilities, he decided to retire, believing he had sufficient skills to go it alone and look for his own strike.

Karol Stounten
Strength 4 Dexterity 6 Endurance 7 Intelligence 11 Education 11 Social Standing 8
Career: Belter, 4 Terms Rank: Crew Boss
Stamina: 7 Lifeblood: 7
Age: 34 Homeworld: Inhospitable Outpost
Events: Pirate Protection Racket (Resisted), Study, Specialist Training, Cyberterrorism!
Skills: Athletics-0, Computer-2, Demolitions-1, Engineering-1, Melee Combat-1, Piloting-2, Repair-1, Science-3, Streetwise-1, Zero-G-1
Traits: Sensor Ace, Scientist (Physical Sciences)
Equipment: Spacesuit, CR 10,000 Prospector

Mechanically, Cepheus Deluxe: Enhanced Edition is simple. For a Player Character to undertake an action, his player rolls two six-sided dice and aims to beat a target number, typically eight or more, for an average difficulty task. The player will add modifiers for the characteristic and the skill being used, a skill rating of two indicating that the Player Character is a trained professional and an experienced professional if three or more. A roll of twelve always succeeds, and sometimes, a situation will give the Player Character Advantage, enabling his player to roll three six-sided dice and use the best two. This is usually due to a Player Character trait. The amount by which the roll exceeds or misses the Target Number is called the Effect. Effect itself is not clearly explained, although there are numerous uses for it throughout the book, such as increasing the damage by a successful attack or the captain aboard a starship in combat using Leadership to ‘Lead Crew’ and create bonuses that his player can assign to the other crew members.

As a Science Fiction roleplaying game, Cepheus Deluxe: Enhanced Edition provides a wide range of equipment. This includes armour, exploration and survival gear, arms, armour, and cybernetics. The latter is classified into four grades, which start with A-Grade, superficial or common implants, such as cosmetics or an Internal OmniComp, all the way up to R-Grade cybernetics, invasive, experimental, and irreversible implants like a Berserker Module or a Hercules Frame Replacement. Every cybernetic implant has a point cost. If a Player Character has more than six points worth of Cybernetic Points, he suffers from cyber-disassociation, which will affect his ability to socialise. The weapons include vibroblades, gyrojet guns, tanglers, blasters and laser guns, and even a grav launcher that fires a floating plasma bomb that the user can guide to the intended target. A solid selection of vehicles is included too, as well as a quick and dirty robot design sequence, which allows them to be created in a few minutes, alongside a few examples, ready to be used in play.
The rules for combat allow for cover, aiming, automatic weapons, suppressive fire, grappling, morale, and more. If a combatant suffers more damage than his Dexterity characteristic, he is knocked prone. Damage is deducted from Stamina first, and then Lifeblood, the latter indicating that he has been wounded. If it is less than half his Lifeblood, he is seriously wounded. He is mortally wounded if it is reduced to zero. There are rules for trauma surgery and recovery. The rules for chases cover both foot chases and vehicle chases. Psionics are handled in a straightforward fashion, possible talents consisting of Awareness, Clairvoyance, Telekinesis, Telepathy, and Teleportation. What talents a Player Character might have are determined randomly, but at the very least, he will have Telepathy. His Psionic Strength, essentially an extra characteristic, determines the number of PSI points he has and the abilities he has within a talent. In order to use a psionic ability, he simply spends the PSI points.

Understandably, the longest section in the longest section in Cepheus Deluxe: Enhanced Edition is devoted to starships. Spacecraft below one hundred tons are smallcraft and do not have a Jump Drive. Interstellar travel is achieved by the aforementioned Jump Drive, rated between one and six, indicating how many parsecs a starship can travel in a single jump. Speed within a system is measured in gees, again from one to six. The rules begin by explaining how starships are operated and the costs of doing so, including speculative trade in terms of cargo and passengers. The procedure for the latter is explained and there are suggestions too, on how to make the ferrying of cargoes more interesting. There is a similar procedure for designing spaceships and starships, all the way up to hulls displacing ten thousand tons. The latter enables the creation of large vessels and arming at that scale with large weapons that fit in triple turrets and bay weapons that displace fifty tons, and even main gun weapons that displace one thousand tons. In general, these are outside of the scope of most campaigns that a Referee might run, but their inclusion allows the possibility of a big, naval-based campaign. The procedure is the most complex in Cepheus Deluxe: Enhanced Edition, involving as it does quite a lot of decisions and arithmetic. The process does take a bit of practice to get right and get the numbers to balance. Numerous common spacecraft designs are included too, from a ten-ton fighter and ten-ton gig, all the way up a thousand-ton cruiser. Most of the vessels that will be within the purview of the Player Characters include the two-hundred-ton trader, one-hundred-ton scout vessel, and so on.

Spaceship combat is similarly complex. It is conducted in six-minute rounds which allow for weapon recharge cycles, the distances that missiles have to travel to reach their targets, the time needed for repairs, and so on. In that period, each crew member has time to take a single action. For the captain, that will be to ‘Lead Crew’ to orders, and more importantly, possible bonuses, or to ‘Outmanoeuvre’ the enemy and gain a better Position in relation to them; the Pilot has a choice of Attack Vector, Disengage, Evasive Manoeuvres, Plot Jump, and more; the Sensor Operator can Spoof Missiles, Jam Sensors, Target Systems, gain a Sensor Lock, or Break a Sensor Lock; the Gunner can Fire Energy Weapons, Launch Missiles, Launch Sand (which screens against attacks), or fire Point Defence weaponry; and the Engineer can Overcharge weapon or Redline Engines, or conduct jury-rigged repairs. It starts with attempting to gain Position over the enemy, this replacing what would be Initiative or Range in ground or air combat, as there is neither in space in Cepheus Deluxe: Enhanced Edition. Combatants can target specific locations on a spaceship, and if an attack does get through and hit an enemy vessel, it can inflict surface, internal, or critical damage. Internal and critical hits can damage or destroy specific components or locations aboard a vessel. The rules also allow for radiation damage too. Overall, the rules are busy and detailed—but not overly so, and they do work to keep every Player Character aboard a ship busy and useful in a fight.

The rules for world creation remain unchanged. The procedure enables the Referee to roll for the various factors which make up a world—size, atmosphere, water percentage, world government, law level, starport, and tech levels. All these will together indicate trade codes and the presence of bases, whilst the Referee determines what travel zone the world lies and what allegiances it has, if any, plus communication and trade routes. The procedure is straightforward and much less complex than the rules for either starship combat or design. In addition, there are rules and tables for social encounters, detailing NPCs, plus some sample generic stats, plus a guide to creating and running animals or xenofauna. This is perhaps the shortest section in the rulebook.

One new section specifically for the Referee provides her with a range of advice. This is broad in its coverage, its primary suggestion being for the Referee to start small with a handful of worlds and build as her players and their characters begin to explore the setting. There is advice on using contacts, enemies, and so on, as to what to allow or terms of technology since Cepheus Deluxe has a high number of baked-in features. These start with no Faster-Than-Light communication, slow interplanetary and interstellar travel, physical rather than virtual activity, and so on. The Referee is further supported with six detailed adventure seeds and then several appendices. These include a bibliography, options for using the ‘UWP’ or ‘Universal World Profile’, cyborg conversion or bio reconstruction to avoid death, and options for aliens. In general, Cepheus Deluxe is a humanocentric setting, but it is also a Science Fiction rules set, so rules for creating NPCs or Player Characters from alien species are almost obligatory. There are three given here, the Greys, the Reptiloids, and the Insectoids.

Lastly, Cepheus Deluxe: Enhanced Edition does include what every player and Referee wants for their Science Fiction roleplaying game—starship floor plans. Presented in ‘Appendix F: Schematics’—and not Appendix ‘F’ for ‘Floor Plans’, these accompany the full stats given for various spaceships earlier in the book, including an Assault Ship, Explorer, Prospector, Research vessel, Scout, and System Defence Boat. Many have a rocket-like quality to them, landing on their ends and having multiple small decks rather than fewer, but larger decks. However, they separated from their stats, and worse, they produced far too small to use with any ease.

Throughout Cepheus Deluxe: Enhanced Edition the Referee is constantly given two things. The first is options. For example, the ability to increase characteristic value once play starts; Hero Points to allow rerolls by both the players and the Referee; letting Player Characters switch Careers; allowing dodging and parrying in combat; armour as a penalty to hit rather than absorbing damage; heroes and grunts in combat for more cinematic play; and more. They lessen in number towards the end of the book, but they provide the Referee with numerous choices if she wants to tweak her Cepheus Deluxe game.

The second thing that Cepheus Deluxe: Enhanced Edition provides the Referee with, is examples. Examples of Player Character creation, combat, chases, starship combat, and so on. In some cases, more than one example, there being three examples of Player Character creation and two of combat, plus the examples of starship combat is lengthy and detailed, enabling the Referee to understand how the procedure works. In each and every case, they help to bring the rules to life.

What the Cepheus Deluxe: Enhanced Edition does is shift the ‘Classic Era Science Fiction 2D6-Based Open Gaming System’ away from its Traveller origins, and through that, any association with Imperial Science Fiction and specifically the Third Imperium, the setting for Traveller. However, the problem with that, is where it leaves Cepheus Deluxe, because it is not quite truly a generic Science Fiction roleplaying because its underlying architecture is still that of Traveller. This is not to say that Cepheus Deluxe could not do other types of Science Fiction. It could—and that includes many of the sources of inspiration listed in the roleplaying game’s Appendix A, such as The Expanse, Babylon 5, Dark Skies, and Outland. However, advice on adapting or adjusting Cepheus Deluxe to the possible subgenres of Science Fiction it could encompass, for example, Biopunk, Cyberpunk, Dieselpunk, Military Science Fiction, Space Opera, Space Western, would have been both very welcome and expanded its utility.

In some ways, this is not helped by the underwhelming treatment of alien races, either as NPCs or Player Characters. The inclusion of the three in the Appendix D feels like an afterthought. Here perhaps rules for the Referee to create her own would not have gone amiss, again, expanding the utility of Cepheus Deluxe. The inclusion of this and a more detailed examination of other genres would have made the Cepheus Deluxe: Enhanced Edition a better toolkit. Perhaps there is scope here for a Cepheus Deluxe Companion with tools, options, and essays to expand on this?

Physically, Cepheus Deluxe: Enhanced Edition is disappointing. For the most part, the layout is clean and tidy, but it does need an edit in places. Worse, the artwork is often garish and simplistic, really failing to depict the tone of the roleplaying game’s Science Fiction. Conversely, the spaceship illustrations are excellent, though small.

Cepheus Deluxe: Enhanced Edition is ultimately a passport to the Classic Era Science Fiction ‘Classic Era Science Fiction 2D6-Based Open Gaming System’. It presents and supports the Cepheus engine in a thoroughly accessible and—for the most part—supported fashion, especially with the engaging examples of play, providing the Referee with the tools to create her own content and use content available from other publishers.

On A Dark Desert Highway

When thirteen people vanish along Highway 70 in the Arizona desert in a matter of weeks, a stretch of road that the press calls it the ‘Devil’s Highway’, local enforcement is at a loss to explain the disappearances. This includes both tribal police—because Highway 70 runs through the San Carlos Apache Indian Reservation—and state police, and so the FBI is called in. Despite the wariness of the local police and the distrust of the local populace, what the agents discover is trail of bloody terror that stretches along the highway and then back across America. Investigating murder site after murder site reveals a determined monstrousness, seemingly inexplicable by normal standards, and weirdness and one implausibility after another. Do the FBI agents have one of America’s worst serial killers on their hands or is there something else going on?
This is the set-up for Puppet Shows and Shadow Plays, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural—the forces and influences of Cosmic Horror—and long-time fans of Delta Green will recognise Puppet Shows and Shadow Plays. This is because it originally appeared in the Delta Green sourcebook for Call of Cthulhu, published in 1997, and was thus for many, their introduction to the world of Delta Green. Then it served as an introduction to the setting of Delta Green and the conspiracy of Delta Green, as well as a recruitment to the latter, and Puppet Shows and Shadow Plays does all three of these once again with this new version. More specifically, this version of Puppet Shows and Shadow Plays serves as an introduction to the setting of Delta Green and the conspiracy of Delta Green, as well as a recruitment to the latter, but as it was in the late nineties, when Delta Green was an off the books, unofficial, and cowboy conspiracy outside of the government, and its enemy, MAJESTIC, was very much inside. This then is an introductory scenario for Delta Green ‘Classic’, one updated to accompany Delta Green: The Conspiracy, the nineties sourcebook for Delta Green: The Role-Playing Game.

The scenario is designed for a small group, as most Delta Green scenarios are. Here, the Player Characters are specifically FBI agents, almost the default Agent background for Delta Green and certainly the most familiar to players. That is really due to familiarity with a big television series of the period, The X-Files, an influence certainly on how the player and the Handler then approached the setting of Delta Green, though notably, not an influence on the designers, since the creation and appearance of Delta Green as an organisation pre-date that of the broadcasting of the series. Another parallel perhaps is with the film The Hidden, but that is lesser known and if there are parallels, then Puppet Shows and Shadow Plays goes in a very different direction to that film, most obviously in the conspiracy of Delta Green and the Unnatural of Delta Green: The Role-Playing Game.

The investigation is relatively straightforward, but rich in details, and the Agents are soon faced by a wealth of clues, often strangely pointed out to by scavengers. What the Agents initially find is a series of both bloody and bloodless deaths along the highway and nearby, but the investigation then telescopes in and out, as first the Agents discover that the trail of death leads back across the USA, and second, outside agencies—what is actually Delta Green and its enemy—take an interest in the case, the latter a very direct interest in the case, and then the identification of the prime suspect sets up a manhunt across the Arizona desert. The investigation is hampered by the distrust locally—both at large and in law enforcement—and the need to be aware of Indigenous American cultural attitudes, and not just because of native attitudes towards to the Federal authorities. Essentially, if the Agents run roughshod over them, they will find that the local Apache tribe will no longer co-operate with them. This takes some careful roleplaying upon the part of the players.

In terms of the antagonists, the alien threat and the seemingly unstoppable killer of the original Puppet Shows and Shadow Plays from 1997 remains the same in the 2024 version. What is different in the new version is the naming of the horror at the heart of the scenario and the development of the presence of the Unnatural in the scenario. This includes tying the scavenger to a particular Unnatural deity and then to a particular figure in the Delta Green Mythos, one whom only veteran players of Delta Green will recognise. Of course, if the scenario serves as the introduction to a Delta Green campaign, then that figure can appear and serve as a callback to Puppet Shows and Shadow Plays.

Puppet Shows and Shadow Plays is designed to introduce the classic period of Delta Green for Delta Green: The Role-Playing Game to the players, and introduce new Agents to the conspiracy of Delta Green. To that end, the Agents are both hounded by NRO DELTA Agents of MAJESTIC and recruited by Delta Green. That said, Puppet Shows and Shadow Plays can be played as a one-shot. For campaigns set in the contemporary period of the core rules for Delta Green: The Role-Playing Game, then it could possibly be run as a flashback, especially if one of the Agents is a veteran of Delta Green. There are notes on running the scenario if the Agents are already members of Delta Green, although sadly, not for adapting it to the modern period of Delta Green.

Physically, Puppet Shows and Shadow Plays is well done. Now in full colour rather than black and white as in the original Delta Green sourcebook, all of the scenario’s illustrations, handouts, and maps have been redone.

Puppet Shows and Shadow Plays has aways been regarded as a classic scenario for the Delta Green setting and after twenty-five years since it was originally published, it still stands up as a great scenario. It has fantastic cinematic pacing to it, especially in the often-desperate action scenes against its antagonist, but it gets up close and personal—especially in the autopsy scenes—where it becomes really creepy and unsettlingly, before leading to desperate action scenes once again. In many ways, Puppet Shows and Shadow Plays set Delta Green up, and it is good have it doing that job once again for the nineties for Delta Green: The Role-Playing Game.

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