Reviews from R'lyeh

[Fanzine Focus XXXIX] Gridshock 20XX ’Zine 1: Roadmap

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, but then there are outliers, fanzines for genres, let alone roleplaying games, which you would never expect to receive support in this format.

Gridshock 20XX ’Zine 1: Roadmap is a fanzine for ICONS Superpowered Roleplaying. Published by VX2 following a successful Kickstarter campaign, this is a product which is very different in many ways. It is a fanzine for the superhero genre, it is a fanzine for ICONS Superpowered Roleplaying, and as superhero fanzine, it actually presents a post-apocalyptic setting. All three factors make it standout as different. As the name suggests, Gridshock 20XX ’Zine 1: Roadmap is the first in the series for the fanzine, but there is only a total of four issues.

Gridshock 20XX ’Zine 1: Roadmap presents an overview of its setting, gives a timeline that runs from antiquity to now, and makes a few additions and changes to the ICONS system. The setting is the North American continent, its society ripped apart in 1986 by an event known as the Shock. This occurred when the mysterious Omegas attacked a project to build a psionic computer network powered by extradimensional energy. The Omegas stopped it, but the Aftershock swept round the world, killing millions and making millions disappear, substituting familiar landscape with alien ones, turning the sky violet, and causing stars to occasionally be replaced by unknown ones. Almost none of the superheroes who fought the Omegas survived and those that did are missing. In the chaos of the Aftershock that saw government collapse, the world’s supervillains and their allies seized control and each established their own fiefdoms or sectors that as a whole became known as the Supremacy. Each Sector is different in terms of its leader’s vision. For example, Sunrise Sector on the west coast is a corporate-controlled kleptocracy and the Sanction is a wasteland of oil fields dominated by a daemoniac narcissist, but all are dystopias of one kind or another!

The Shock also disrupted the Grid which underlies the whole of reality and weakened it, enabling links called ‘Gridgates’ to be established to other worlds, enabling aliens to visit the Earth. Reality storms imperil travel so that long term travel in in convoys and all forms of broadcast media act as vessels for a necrocosmic plague. Only the wealthy has access to any form of direct communication, whilst messages and recorded media are delivered directly. Long distance travel is via the Thunder Road, a continental network of highways and fuel stations controlled by Lord Thunder, the leader of the Sanction.

In the world of Gridshock 20XX, the Player Characters are Vectors. They possess the ability to warp the Grid and thus reality, manipulating it in their favour. Vectorisation means that this is accompanied by visual displays that means that it is never subtle. Vectors are typically human, but can also be gatecrashers from other realities or hybroids—one of the genetically engineered labour force. Whilst Vectors have superpowers, they do not operate as the superheroes of old. They do not wear spandex and they do not patrol looking for crime. That, combined with the flashiness of their powers, would make it easier for the Supremacy to find them. Instead, they travel the Thunder Road, looking for work and when they can, attempting to strike a blow for justice and freedom. Vectors are meant to be proactive and fight for what is right, forge new alliances, push their powers to the limits of reality—and perhaps beyond, reclaim hope and rebuild civilisation, and explore the secrets of old world and the new.

Gridshock 20XX ’Zine 1: Roadmap makes some chances to ICONS Superpowered Roleplaying. The Game Master is replaced by the Grid Master and Vectors possess Vector Potential instead of Determination and Vector Points instead Determination Points. The attributes Prowess and Willpower are replaced by Fighting and Willpower. Some Powers are renamed, such as Attribute Boost instead of Ability Boost; others are replaced, such as Fabrication for gadgets; and still others are shifted from being Powers to being Extras of Powers, such as Force Field being made an Extra of Force Control. In addition, there are several new Powers. These include Fabrication, Geist Control, Gridjockeying, Protection, and Signature Vehicle. Limits and Extras are provided for all. Of these, Geist Control gives a Vector control of daemons, Ultra-Geists, and Liminals when they enter the Realspace of Earth, working like a Mind Control Power, whilst Gridjockeying enables a Vector to use a ‘Grid Intrusion Neural Interface’ to duplicate the effects of another Power! However, it is limited to the basic effect of a Power without mastering one via the ‘Routine’ Extra.

Optional rules in Gridshock 20XX ’Zine 1: Roadmap allow for the Vectors to share and detail a motorrig, suggests some Qualities for Vectors, and offers a list of Specialities to reflect the action-orientated setting of Gridshock 20XX. There are some changes to how damage is handled, but notably this is not a setting in which there is ready access to armour. Unless it is a specific Power, armour simply reduces lethal damage to blunt damage.

Physically, Gridshock 20XX ’Zine 1: Roadmap is very nicely presented in swathes of yellow and black. The artwork is reasonable, but the cartography is slightly difficult to read. The layout does switch in places between portrait and landscape format, not always to easy effect.

Gridshock 20XX ’Zine 1: Roadmap sets everything up for the three parts of the Gridshock 20XX quartet with a lot of intriguing content that suggests a very different style of superhero setting and a very different style of post-apocalyptic setting. Perhaps a combination of Mad Max meets the Thunder Lord?

[Fanzine Focus XXXIX] Crawling Under A Broken Moon Issue No. 9

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

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

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

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, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.
Crawling Under A Broken Moon Fanzine Issue No. 9 completes the task begun in Crawling Under A Broken Moon Fanzine Issue No. 8. This is because it contains the second part of an A to Z for the post-apocalyptic setting of Umerica and Urth, the first part appearing in Crawling Under A Broken Moon Fanzine Issue No. 8. There was a phase of producing to A to Z guides, such as The Dungeon Alphabet from Goodman Games and The Wilderness Alphabet: A Collection of Random Charts, Tables, and Ideas for use with various Games of Imagination. In each case, the entries in these supplements were not simple guides or descriptions of their subjects, but as the subtitle of the latter book suggests, were instead tables that the Game Master or Judge could roll on—sometimes more than one—to randomly determine elements of the setting such as the description of a door or an altar, the look of an NPC, the contents of a chest, and so on. These tables can be used in play, at the table, the Game Master rolling on them as needed or she can consult them as part of her preparation. This particular issue runs from ‘N is for New Vistas’ to ‘Z is for Zoological Horrors’ with every table being accompanied by a short description and instructions as to what dice to roll.

The entries begin with two sets of tables really designed to provide scenario hooks as much as flavour. Thus an entry for ‘N is for New Vistas’ reads “You come across a truly enormous tree that has various bits of different large buildings jutting out of it. Many of them seem to still have electricity as the tree glitters with lights. A community of some sort has built catwalks between the buildings and calls this place home.”, whilst ‘O is for Old Ruins’, an entry reads “The broken remains of four skyscrapers melted together by heat and atomic power. Monsters and giant spiders haunt the place and tons of ancient equipment still in operate inside.” The same goes for ‘Q is for Quantum portals’, only weird, like “...a blue-black sun hangs in the sky and weird plant mutants herd 1d24 near-humans into huge copper colored cages. A large meat grinder-like processing plant is nearby and the sound of suffering echoes across the landscape. A strange temple structure holds 1d8 levels of bizarre dungeon structures filled with weird monsters. It might be a zoo or something far stranger.”

As well as places to go, there are people to met. The Player Characters can find something to buy from ‘P is for Peddlers’, who might have “Two dozen cans of food, all in pristine condition but the labels are quite faded. Could be pork and beans, could be fruit cocktail, who knows? Vendor is looking to move them in a hurry.” or be “A shady looking robot with a push cart selling various pharmaceuticals at cheap prices. It seems too good to be true but 1d5 former customers will swear the medicines are good if any inquiries are made.” A slightly more complex table, requiring multiple rolls of a thirty-sided die enables the Judge to generate places to stop and stay in ‘N is for New Vistas’ . This is not the most complex table in the issue. The most complex table in the issue is ‘W is for Weather of the Wastes’ which provides a complete means of creating weather in Umerica and Urth, all the way up to Freak Storms, which have their own table, whose entries include “Bloated gelatinous clouds discharge a downpour of living slime fragments. Every hour that the storm rages, 1d5-1 Primeval Slimes, each of 1d3 HD in size, (DCC RPG, pg 423) will reform from the fragments in each acre the storm covers.” and “Swirling Purple clouds unleash a downpour of fish, crustaceans, and amphibians upon the area covered by the storm. Unprotected people, beasts, and structures will suffer damage from the fleshy torrent. The bounty that falls is fully edible and untainted but will quickly begin to rot (goes bad in 5d30 minutes) unless properly stored. Areas not cleared of the rotten mess will have a 20% per day to attract large scavenger type beasts for the next week.”

Since the setting of Umerica and Urth is a post-apocalyptic one, the ‘S is for Scavenging’ table with entries that include “Whether it turns out to be just a useless pastime or opens a door to another realm, this six-colored glowing puzzle cube beckons to be solved.”, “2d3 plastic eggs containing sheer pantyhose. If nothing else you’ll look great at the tavern this weekend. And your next hold-up will be memorially fashionable.”, and “A complete magician’s kit with top hat, cape and wand. Mystify your friends with over 250 tricks, from guessing your card, shoving a nail through a piece of glass, spot the ball under the cup and the ever famous, “Watch me pull a rabbit out of my hat.””. These are all very entertaining, and perhaps of any of the tables in this issue or the previous one, this is all but mandatory since a major aspect of play is scavenging for things from the past. That said, a whole issue of Crawling Under A Broken Moon could have been devoted to items to be scavenged and everybody would have been happy with it.

Towards the end of the issue, the tables get a little weirder and out of this world. ‘U is for UFOs’ and ‘X is for Xenotech’ cover potential extraterrestrial encounters and the devices that might get left behind following such encounters. However, the most interesting table is ‘Y is for Yestermen (or “Who is in that Cryochamber?”)’, which details the origins of ‘Yestermen’. Each one is grown in a Seeder, a genetic depository which when supplied with raw materials creates robot servitors, then life, and lastly the means to support the wholly new ‘humans’ known as ‘Yestermen’. Originally Seeders were a scientific experiment, then a national and military necessity if a nature is to survive, and then a commercial venture. After that? Who knows? So Yestermen of any Seeder can be of any culture from before the apocalypse and of any persuasion, making any encounter with them more random than normal! They could also be used as the background certain Player Character types, as yet not exposed to the wider damaged world of Urth. Lastly, Crawling Under A Broken Moon Fanzine Issue No. 9 includes the ‘B is also for Bonus Table! Post-Apocalyptic Lucky Roll Table’, which replaces the ‘Table 1-2: Luck Score’ in the Dungeon Crawl Classics Roleplaying Game core rulebook, specifically for the Umerica setting.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 9 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 9 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.

Like the previous issue, Crawling Under A Broken Moon Fanzine Issue No. 9 is by nature bitty and disparate with its numerous different entries and writeups. It is not an issue to read through from end to end, but to consult from time to time in search of something that will make a Judge’s game just that little bit more interesting and more exciting, which all of its entries have the ability to do. Further, because there really is no specific setting detail given in its various tables, the contents of Crawling Under A Broken Moon Fanzine Issue No. 9 will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Miskatonic Monday #355: The Outbreak 1854

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: The Outbreak 1854Publisher: Chaosium, Inc.
Author: Chicho ‘Arkashka’ OCARIZ

Setting: London, 1854Product: Scenario
What You Get: Forty-seven page, 16.32 MB Full Colour PDF
Elevator Pitch: “You know nothing, Jon Snow” ― Game of Thrones, George R. R. MartinPlot Hook: “A plague o’ both your houses!” — Romeo and Juliet, William ShakespearePlot Support: Staging advice, four pre-generated Investigators, six NPCs, five handouts, two maps, one Mythos tome, and two Mythos monsters.Production Values: Decent
Pros# Well-researched background
# Obfuscation of the plot by the history# Possible sequel to The Bristol Train Robbery# Nosophobia# Seismophobia# Scoleciphobia
Cons# Needs an edit# Needs development to pull the Investigators in more
Conclusion# Bloody horror in Victorian London that will give you the shakes# Underdeveloped in terms of investigation, but could be developed further

Miskatonic Monday #354: The Plague of Scratches

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: The Plague of ScratchesPublisher: Chaosium, Inc.
Author: Maude Cort

Setting: A U.S. mining townProduct: Scenario
What You Get: Two page, 1.42 MB Black & White PDF
Elevator Pitch: “To die, - To sleep, - To sleep! Perchance to dream: - ay, there's the rub;For in that sleep of death what dreams may come, When we have shuffled off this mortal coil,Must give us pause: there's the respect That makes calamity of so long life;”― William Shakespeare, HamletPlot Hook: There’s a murderer or there’s a plague or there’s bothPlot Support: Staging advice, fourteen named NPCs, and one Mythos monster.Production Values: Sparse
Pros# Barebones presentation
# Easy to adapt to different eras# Multiple plot hooks# Good for the Keeper that really, really likes to improvise# Dipsophobia# Somniphobia# Oneirophobia
Cons# From the author of Millan’s Tomb# Presented in a backwards fashion# Needs development# Keeper will need to supply stats# Needs a slight edit
Conclusion# All the right elements, not necessarily in the right order# In need of development to flesh out the story, let alone the stats

Your Fallout Starter

It is the year 2287 and life is far from easy in the remains of New England, including Boston, an area called ‘The Commonwealth’. Two centuries after a nuclear holocaust that ended a war between the United States and China, there are plenty of pools of radiation hanging around, feral ghouls lurk in tunnels and caves, mirelurks hunt the banks of rivers and shores of lakes, and raiders are a constant threat. Yet there are survivors to protect and old Vaults to explore and even loot. It is a dangerous world out there, but when there is shooting and screaming, it probably means that somebody is in trouble. This is how ‘Once Upon a Time in the Wasteland’ opens, the mini-campaign in Fallout: The Roleplaying Game – Starter Set. Designed for two to seven players, aged fourteen and over, the Fallout: The Roleplaying Game – Starter Set is introductory boxed for Fallout: The Roleplaying Game, which is based upon the Fallout series of post apocalyptic computer games from Bethesda Game Studios. In particular, Fallout 4, which depicts a post-apocalyptic future that is heavily influenced by American culture of the 1940s, 1950s, and 1960s. In fact, the events of ‘Starter Set Quest: Once Upon a Time in the Wasteland’ are set before those of Fallout 4. Published by Modiphius Entertainment, Fallout: The Roleplaying Game – Starter Set is an attractive looking boxed set.
Fallout: The Roleplaying Game – Starter Set includes a fifty-six-page ‘Starter Set Rulebook’, a sixty-page ‘Starter Set Quest: Once Upon a Time in the Wasteland’, six pre-generated Player Characters, two twenty-sided dice, one twenty-sided hit location die, four six-sided Fallout game dice, and fifty-six Nuka-Cola cap tokens. The ‘Starter Set Rulebook’ covers the basics of characters, the mechanics and combat, and equipment, whilst the quest book gives the campaign. The Nuka-Cola cap tokens can be used as Action Points in the game or as in the computer game, as currency. The six pre-generated Player Characters include a Vault Dweller who is good at hacking; a Survivor who hits hard and can lie well; a Ghoul who heals fast and is immune to radiation; a Brotherhood Initiate good at repairing and healing; and a Mister Handy with a pincer arm attachment that can stab and even inflict critical hits! All six of the pre-generated Player Characters are presented on double-sided card sheets complete with a biography. The dice are actually nice and chunky and done in the blue of Vault dweller uniforms.

A Player Character in the Fallout: The Roleplaying Game – Starter Set—and thus the Fallout: The Roleplaying Game—will look more familiar to anyone who has played Fallout 4 than anyone who has played a 2d20 System roleplaying game. A Player Character has seven ‘S.P.E.C.I.A.L. Attributes’. These are Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are rated between four and ten and will be familiar to anyone who has played Fallout 4. He will ratings in skills including Athletics, Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Pilot, Repair, Science, Small Guns, Sneak, Speech, Survival, Throwing, and Unarmed. Skills are ranked between zero and six. Some skills are marked as Tag skills, indicating expertise or talent. Tag skills improve a Player Character’s chances of a critical success. Each twenty-sided die rolled for a Tag skill that gives a result equal to or under the skill rank is a critical success, counting as two successes rather than one.
One noticeable difference between Fallout: The Roleplaying Game and other 2d20 System roleplaying games is that the Player Characters have hit locations. This reflects the nature of the computer game. A Player Character will also have several Perks and Traits, essentially the equivalent of advantages and disadvantages, and he will have Luck Points equal to his Luck Attribute. The ‘Starter Set Rulebook’ includes a long list of Perks, many of which the players will recognise from the computer game. For example, ‘Commando’, ‘Gunslinger’, ‘Hacker’, ‘Infiltrator’, ‘Iron First’, ‘Mysterious Stranger’, ‘Ninja’, and more. A Player Character does have a biography and a list of gear as well.
Mechanically, the Fallout: The Roleplaying Game – Starter Set—and thus the Fallout: The Roleplaying Game—uses the 2d20 System seen in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Fallout: The Roleplaying Game, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill to generate successes. Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty Value, which typically ranges between zero and five. Rolls of one count as a critical success and create two successes, as does rolling under the value of the Skill when it is a Tagged Skill. A roll of twenty adds a Complication to the situation, such as making noise when a Player Character is trying to be stealthy or breaking a lock pick when opening a safe.
Successes generated above the Difficulty Value are turned into Action Points. Action Points are a shared resource and a group can have up to six. They can be used to purchase more dice for a Skill test, to Obtain Information from the Overseer, Reduce Time spent on a test, or to take an Additional Minor Action or Additional Major Action.
With Luck of the Draw, a player can spend his character’s Luck Points to add a fact or detail or item to the area he is in that would benefit him. Other uses include Stacked Deck, which enables a player to substitute his character’s Luck Attribute instead of another, Lucky Timing, which lets a survivor interrupt the Initiative order, and Miss Fortune to reroll dice. The Overseer—as the Game Master is known—has her own supply of Action Points to use with her NPCs.
Combat in the Fallout: The Roleplaying Game – Starter Set and thus Fallout: The Roleplaying Game, is quite detailed in comparison to other 2d20 System roleplaying games. A Player Character can attempt one Minor Action and one Major Action per round, but Action Points can be spent to take one more of each. Minor Actions include Aim, Draw Item, Move, Take Chem, and more, whilst Major Actions include Attack, Command an NPC, Defend, Rally, Sprint, and others. During combat, Action Points can be expended to purchase more dice for a Skill test, to Obtain Information from the Overseer, to take an Additional Minor Action or Additional Major Action, or to add extra Combat Dice.
Damage is inflicted per random Hit Location and it is possible to target a particular Hit Location. The number of Combat Dice rolled to determine damage is based on the weapon, Action Points spent to purchase more Combat Dice, Perks, and other factors. Combat Dice determine not only the number of points of damage inflicted, but the ‘Damage Effects Trigger’ of the weapon used. This has an extra effect, such as Piercing, which ignores a point of Damage Resistance or Spread, which means an additional target is hit. Both damage inflicted and Damage Resistance can be physical, energy, radiation, or poison. If five or more points of damage is inflicted to a single Hit Location, then a critical hit is scored. Ammunition is tracked.
Radiation damage is handled differently. It reduces the Maximum Health Points of a Player Character rather than his current Health Points. Until cured, this reduces both his Maximum Health Points and the number of Health Points which can be cured.
One aspect of the Fallout computer games that the Fallout: The Roleplaying Game – Starter Set does not cover is crafting. In Fallout 4 and the other games, the Player Character can craft almost everything—arms, armour, food and beverages, and so on. This falls outside of the remit of the Fallout: The Roleplaying Game – Starter Set, but the ‘Starter Set Rulebook’ does include a lengthy list of equipment which includes plenty of the various items seen in the computer game. It also covers Junk—if not necessarily what to do with it—and also Magazines, for example, Astoundingly Awesome Tales, Massachusetts Medical Journal, and Tumblers Today. When read, these provide a single one-time bonus or Perk that can also be made permanent if the Player Character uses the Perk and learns it when he next gains a level.
The ‘Starter Set Quest: Once Upon a Time in the Wasteland’ presents a three-part mini-campaign that begins with an investigation of a vault and continues with a trek across and under the dangerous lands of the Commonwealth to Diamond City—Boston that was—and discovery of secrets about the setting. Each chapter should take a session or two to play through. It begins in a slight awkward fashion, with all of the Player Characters facing each other in a circle, in a potential stand-off outside the entrance to Vault 95. Each heard screams and the sound of gunfire and decided to investigate. However, the scenario uses this situation to get the players to talk about their characters by getting the Game Master to ask each of them a question. In the process, the players get an idea of who the other characters are and the characters are pushed towards co-operating with each other, potentially a problem given that they are such a diverse lot. This is only the beginning of the staging advice in ‘Starter Set Quest: Once Upon a Time in the Wasteland’, which does not overwhelm the Game Master with the rules, but eases both her and her players into the 2d20 System step-by-step.
The scenario also has some nice nods to the computer game, such as being able to befriend a canine companion and the Player Characters get to explore several of the signature location types found in the computer game—a vault, some sewers, a lone warehouse, and of course, Diamond City. There are moments too, for each of the Player Character types to shine, such as the Super Mutant interacting with fellow Super Mutants in order to avoid a fight or the Ghoul holding off some Feral Ghouls that will not attack him. The initial scenes are more action and combat-based, but later on, the players have plenty of room for roleplay and interaction, especially in Diamond City. There are also opportunities for the Player Characters to improve as well. The campaign only has the one side quest, and it is possible to complete that before accepting it from the NPC, but by the end, the Player Characters will either have established themselves in the Commonwealth or be left a challenging villain they still have to track down and defeat. The latter though, lies beyond of the scope of ‘Starter Set Quest: Once Upon a Time in the Wasteland’, and the Game Master will need to develop that herself. Although there are notes on possible sequels, the scenario stands alone and complete by itself.
Physically, the Fallout: The Roleplaying Game – Starter Set is decently presented. The dice are nice and chunky, the character sheets well done, and both of the ‘Starter Set Rulebook’ and ‘Starter Set Quest: Once Upon a Time in the Wasteland’ are easy to read and come with plenty of illustrations. The only thing lacking physically, is a map or two.
There is a lot in The Fallout: The Roleplaying Game – Starter Set that fans of the Fallout 4 and the other computer games will recognise and enjoy engaging with, whilst the rules are easily explained and staged to make both learning and teaching them an easy process, all backed up with a solid scenario. The result is that the Fallout: The Roleplaying Game – Starter Set is a very good introduction to both the Fallout: The Roleplaying Game and the post-apocalyptic setting of the Commonwealth.

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Modiphius Entertainment will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.



Slasher Serial

There is someone stalking us. Someone faceless or wearing a mask that hides his features, makes him anonymous, who wants us dead. He will catch us. He will slice us. He will stab us. He will play elaborate pranks on us. Pranks that do not make us laugh, but make us die. Then he will fade into the background, allowing a moment of respite to recover, only to come stalking out of the darkness, relentless, unstoppable. Picking us off, one by one. Perhaps always targeting the same person. Again, and again. All for reasons only he understands. Perhaps he has a weakness, something that will stop his unflagging hunt for you all. What will it take for you to survive? What will it take to stop him? What will you tell your family, your friends, your children about this determined horror? This ‘Slasher’ insistent upon bringing your life to end? Nothing? Or reveal the truth? Or let the trauma of your experience fall upon their heads until the Slasher from your youth comes looking for them and they realise that it was all real…
The slasher film is a subgenre of horror films that involves one or more killer stalking and killing people with knives and other sharp implements. The Texas Chain Saw Massacre, Halloween, Friday the 13th, A Nightmare on Elm Street, Child’s Play, Scream, and I Know What You Did Last Summer are considered to be classics of the subgenre and most of them have spawned sequels and even franchises of their own, as well as books, games, and more. It is the idea of the Slasher film as a franchise complete with a returning Slasher such as Michael Myers, Jason Voorhees, Freddy Krueger, and Chucky that is explored in SHIVER Slasher: Generation Murder.
SHIVER Slasher: Generation Murder is a stalking, slashing, stabbing sourcebook and campaign for Shiver – Role-playing Tales in the Strange & the Unknown, the horror roleplaying game published by Parable Games. It not only analyses the Slasher subgenre, but also provides six different scenarios all from the subgenre and different eras of the subgenre. These can be run as a single campaign with generational play, the players creating and roleplaying characters who are related to or descendants of the characters who were victims of a Slasher in the previous scenario. The playthrough of each film or scenario follows the structure of the Slasher film, with its advance and retreat format and its building of terror, all to a final confrontation with the Slasher. In turn, they take the Player Characters from the nineteen thirties to the twenty-tens, via the nineteen fifties, eighties, nineties, and noughties, forcing them to confront a different type of Slasher each time. Any one of the six scenarios in SHIVER Slasher: Generation Murder could be run as a single one-shot, but ideally not, because in-between, the survivors will pass on an inheritance to subsequent Player Characters. In effect, the entirety of the campaign in SHIVER Slasher: Generation Murder can be seen as one big Slasher film, with the inheritance interludes between each scenario as the only respite.
Although the campaign in SHIVER Slasher: Generation Murder has its own Slasher(s), the supplement handily categorises the various types as monsters that the Game Master can use them in scenarios of her own creation. So, for the Jason Vorhees or Michael Myers type there is the Unstoppable Force, the Supernatural Terror for Freddy Kreuger or the Candyman, and even the Apex for the Xenomorph or the Predator, which obviously points to a different interpretation of certain Science Fiction film series. There are full stats for all of these and discussion too, of possible attacks and signature weapons, and of course, resistances and weaknesses, the discovery of the latter typically enabling the Player Characters to defeat their Slasher. Lastly, there are some thought upon what the Slasher is going to look like, what makes his appearance iconic. The advice here is fairly broad, but in that, it certainly fits the horror subgenre.
The inter-generational nature of the campaign in SHIVER Slasher: Generation Murder is handled via ‘The Inheritance System’. This starts with the players deciding upon why their characters or one of the characters in their group has inherited the ire of the Slasher stalking them. This can be due to a curse, a transgression, or a prophecy, but whatever the cause the legacy means that they will inherit two things—a Boon and a Cost. A Boon can be an artefact or wisdom, a Cost a certain trauma or a fear. An artefact might be a Lucky Rabbit’s Foot or a Diary; the Wisdom might be First Aid Skills or knowledge that ‘The Truth is Out There’; the Trauma could be Fear Paralysis or Panic Attacks; and the Fear could be of Fire or Masks. The campaign makes use of these and more.
The campaign in SHIVER Slasher: Generation Murder presents six very different scenarios. Each is very nicely formatted, including a set-up, suggested characters for use as both Player Characters and extra NPCs, a Classification Board, details of what the Director knows, enemies, weapons, and items, the epilogue, and the Doom Events. The Doom Events are the four events per scenario that can be triggered over the course of the script, whilst the Classification Board categorises the scenario. Actually the ‘SHIVER Board of Classification’, for each scenario it lists the length of play time, number of players required, Subgenre, Film Age Rating, Content Warning, Recommended Ability Level, and Watchlist. The latter includes the archetypal films that the script references and that the Game Master should watch for inspiration. The six are all quite linear in terms of story and lengthy too, so will probably take two sessions to play through.
The campaign opens with a prequel, ‘The Quiet Isle’. It is set in the 1920s and inspired by King Kong and Cannibal Holocaust. The Player Characters are the cast and crew of the groundbreaking film, The Lost Temple. Groundbreaking because it is going to be shot on film with the new technology. However, despite the director having sent out an advanced scouting party to get things set up on what is a lost world, by the time the Player Characters get there, it seems to have doubled down on being abandoned. Even getting to the base and the film sets is fraught with danger, and that is before things begin to go badly wrong. And that is all whilst the director is trying to get scenes shot. The scenario switches into a big chase sequence as the Player Characters try to get out of the ancient temple below the island. The scenario would be easier to run if there was a map of the sequence and it feels more Indiana Jones than King Kong in places, but it sets everything up for what is to come. This includes the villain of the whole campaign and a secret organisation with an interest in what he will doing in the next one hundred years! Its filmic nature also means that there is scope for a crossover with the publisher’s other anthology-campaign, SHIVER Blockbuster: Legends of the Silver Scream.
It leaps forward to the fifties with ‘Static Zone’. The setting is small town America and the inspiration is Stephen King’s It and Channel Zero. Thus, the Player Characters are children and the subject matter is the technological marvel of the age—television. They get to explore the town of Wayville and get a hint of what the lives are like for some of the adults in small town America. In this case, living in a box that is suburban and conservative. As children they do get see behind the façade, if only a little, and may gather a few clues that might be useful in the second part of the scenario. This takes place behind the television screen, first in an unreal reflection of the Player Characters’ own home life, then wider suburbia, and lastly, in a series of very dark versions of children’s television programmes. They will encounter dangerous mannequins, cartoon bullies, a killer pig, and Chippy, an axe-wielding maniac, who could be a man in a beaver costume or a big, animated beaver! Thematically, ‘Static Zone’ takes the conservatism of the fifties and gives it very scary twist.
The given inspiration for the next part is Alien and Stage Fright, but at times it touches a little on The Running Man as well as video nasties. Moving into the eighties, ‘Curse of the Owlman’ shares some of the unreality of ‘Static Zone’, but this time of film-making rather than television. The Player Characters are only a little older, teenagers in their school’s Audio/Visual Club who sneak into a film studio shut down following a series of on-set deaths, for a once-in-a-lifetime opportunity to see a never before released film. Unfortunately, there is a very reason as to why the film was never released, which the Player Characters discover as the Slasher on-screen climbs out into the screening room and begins chasing them through the studio, including across sound stages which are set up just like they have seen on the screen! There is more of a mystery to this scenario and some puzzles to be solved before the final confrontation and the Owlman is sucked back onto the silver screen!
As the title of the fourth scenario suggests, ‘Be Kind, Rewind’ is all about VHS video cassettes. Set in the nineties and inspired by Saw and Squid Game, the Player Characters are now adults, looking for a ‘get-rich-quick scheme and desperate to sign up for a business conference promising wealth and success, held at a rundown Las Vegas-style hotel undergoing renovation. The villain of the piece, Mister Flick, only appears on screen for most of the scenario as the Player Characters ascend the hotel being made to play one deadly game after another. The scenario does involve scenes of torture that the Player Characters will need to find a way to stop, typically by winning the various games.

A cross between Terminator and Bubba Ho-tep, though there also hints of the novel, The Thursday Murder Club, ‘Fear, Scream-Lined’ takes place in the noughties at Shaded Pines, a retirement village. The Player Characters are retirees, members of the ‘Midnight Mystery Society’ to stave off the boredom of life in the highly regulated community, when the leader of their group goes missing. Investigating—or rather, being overly nosy—ends with them all following in her footsteps and receiving personalised care in the Shaded Pines’ medical facilities. Investigating further reveals that the retirement home is a front for a secret project to create the next evolution in fear, a biomechanical homunculus capable of transforming into the other Slashers. Which in this case means those Chippy, Mister Flick, and the Owlman! Of course, the creation turns on the creator in the final scene before the Player Characters have to battle it in the laboratory. This is weirdly creepy and made all the more challenging by the players having to roleplay retirees.

The campaign comes to a head in the last and final scenario, ‘Re-Slasher-Ed’. Combining Cabin in the Woods, Monster Squad, and Freddy vs Jason, it brings back the Slasher for 2010s at ‘Slash-fest 201X’, a convention dedicated to the horror subgenre and the works of a late director renowned for his horror films. It unsurprising that this final scenario is self-referential, with room for Player Characters from previous instalments to star as attendees much as Slashers from those previous episodes do, and there are plenty of callbacks to those instalments along with room for more. These include a playdate with Chippy and facing Mister Flick in a virtual realm, all the Player Characters have a final showdown with the villain behind it all. It brings the campaign to a decent close, but is less useful as a standalone affair given that it references so much of the rest of the book.

Physically, SHIVER Slasher: Generation Murder is another good-looking book from Parable Games. Although there are moments of respite, the artwork looms out of the darkness at you, cartoonishly horrifying in its depiction of the monsters and maniacs that will threaten one set of Player Characters after another. Unfortunately, it does need an edit in places and the writing feels a little rushed.
Unfortunately, SHIVER Slasher: Generation Murder does not work quite as well as the publisher’s other shared anthology campaign, SHIVER Blockbuster: Legends of the Silver Scream. Whereas in SHIVER Blockbuster: Legends of the Silver Scream, the players are roleplaying the same characters from one film or scenario to the next, although performing a different role each time, in SHIVER Slasher: Generation Murder, the players are not roleplaying the same characters in each of its scenarios. They are roleplaying different characters, some or all of whom are related to characters who appeared in a previous scenario. They are also playing in different eras, decades apart, with each scenario showcasing a different type of Slasher each time. Whilst there is the connection of the villain between scenarios, the overall connection between the scenarios is not as strong or as immediate because of the campaign framework. Obviously, the supplement has to showcase the different types of Slasher and different types of Slasher particular to each era, but this weakens the connections between the scenarios and the campaign, because unlike the film franchises which inspire the supplement, there is no horrifying realisation that Michael Myers or Freddy Kreuger has come back from the grave to hunt us down again.
Conceptually, SHIVER Slasher: Generation Murder is a great idea, but the supplement really shows how difficult that idea is to bring to fruition and make it engaging for the players. This is not to say that the idea is unplayable or indeed, that SHIVER Slasher: Generation Murder is unplayable. Rather that ultimately, SHIVER Slasher: Generation Murder is easier to run as an anthology of disconnected Slasher scenarios than as a connected campaign.

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Parable Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.



Solitaire: Innsmouth: The Stolen Child

It begins in simple, almost Film Noir fashion. There is not much call for a Private Investigator right now in Arkham. So, both cases and funds are light when the woman comes knocking at your office door. Her son, Lester, has been kidnapped, she says. Her husband did it, along with his family, and they have fled back to their hometown of Innsmouth. She wants you to get him back, but warns you that it will not be easy. The people of Innsmouth are strange, likely members of a cult, and do not take kindly to outsiders. She suggests that perhaps they can be bribed with gold, so obsessed are with the precious metal, but otherwise, you need to be careful. You promise you will be and so you find yourself ashore in the dilapidated, blighted town on the New England coast, your senses assailed by the smell of fish and the sight of buildings that were once a sign of wealth gone to seed and decrepitude. Can you rescue Lester from one of the most notorious towns in Lovecraft County? Can you find any sign of the previous investigator that the woman hired, only a week ago? Can you ‘Escape from Innsmouth’?

Innsmouth: The Stolen Child puts you in the flat shoes a Private Investigator hired to look into a kidnapping of a young boy in one of H.P. Lovecraft’s most famous creations, the town described in his short story, The Shadow Over Innsmouth. Published by Blue Fox Gamebooks following a successful Kickstarter campaign, it is a solo adventure book in the mould of the Fighting Fantasy series of solo game books as typified by The Warlock of Firetop Mountain. In fact, it is only slightly more complex than the Fighting Fantasy series and requires no more than a pair of six-sided dice and paper and pencil to play. Your character has seven attributes. These are Health, Speed, Accuracy, Stealth, Detection, and Power. Speed is how quick you are in terms of reaction time and running; Accuracy is aim and precision; Stealth is hiding and quiet movement; Detection is both spotting things and reading people; and Power is brute strength. In addition, your character also has Conspicuousness, measuring how much you stand out and bring attention to yourself. Health is set at a value of fifteen and is likely to go down over the course of the investigation, whilst Conspicuousness is set at a starting value of four and will go up and down, and even reset if your character changes his appearance. The value of the other attributes are determined by rolling a single die and adding six to each. They will not change over the course of the investigation.

Mechanically, Innsmouth: The Stolen Child is simple. For most of the attributes, you roll two six-sided dice and if the result is equal to, or lower than the value of the attribute, you succeed. Otherwise, you fail. This is reversed for Conspicuousness, where rolling higher than its value means that you have not been spotted. Combat is fast and deadly, especially when firearms are involved. Attack order is determined by Speed, successfully hitting by Accuracy, and damage by weapon. Firearms have a chance of killing a target with one shot. Damage is deducted from the Health of the character or NPC. The character does have a limited inventory and can carry and find rations, effectively the equivalent of packed lunches, which will restore Health if eaten.

Innsmouth: The Stolen Child consists of six hundred paragraphs and within moments of stepping off the boat in Innsmouth harbour, you are presented with hard choices. Investigate some crates on the wharves even though opening them might cause a noise and raise Conspicuousness? Deal with a man begging for death? Approach a solitary man sitting on the dock of the bay? The story funnels your character from the drop-off point into Innsmouth town proper where it opens up again after making rendezvousing with a contact in the town. There is a pleasingly appropriate point here to get a change of clothes and so enable the character to reduce his Conspicuousness. The story unfolds around places familiar from Lovecraft’s short story, including encountering the bus that takes the narrator from Newburyport to Innsmouth, but the much of the action and investigation takes place in the Gilman House, Innsmouth’s only hotel of note. Getting in—and getting a room—is surprisingly easy, but searching the hotel is not. Getting out, especially with young Lester in tow, is harder. Sometimes finding a uniform to use as a disguise will help, but at other times, it will not, as the hotel staff will wander what you are doing. This is a nice touch, forcing the player to think about remaining in disguise or not.

Innsmouth: The Stolen Child is an adventure that presents the reader with a lot of detail and a lot of options to chose from as you move from paragraph to paragraph, often as many as four or five. Often, the reader will find that there is not enough time to do everything at a location before you are pushed onward into the investigation. Innsmouth: The Stolen Child does not have a Sanity mechanic, but there moments throughout the investigation where the character’s fear overcomes his judgement and he flees a scene, again likely in the process losing an opportunity to investigate there further. As with all solo adventure books, as you move from one paragraph entry to the next, you switch back and forth through the pages of the book getting glimpses of artwork and wondering how you might get to them in the story from amongst the maze of entries. Or not given the fact that that is a horror scenario and you want to get away unscathed.

Physically, Innsmouth: The Stolen Childis well presented and written. The artwork, all black and white, is decent.

Innsmouth: The Stolen Child is a big adventure that presents you with a lot of detail and options to explore, in which stealth through the Conspicuousness mechanic plays a big part, whilst not shying away from the deadliness of combat. It presents both an opportunity and a reason for the reader to want to visit and hopefully, escape from, the dread town of Innsmouth, and so make an entertainingly desperate return to The Shadow Over Innsmouth.
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Blue Fox Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Friday Fantasy: Terror in the Streets

Terror in the Streets is perhaps one of the most mundane scenarios written for Lamentations of the Flame Princess Weird Fantasy Roleplay in recent times. In fact, there is nothing outré, weird, or even profane in the scenario, that is, unless the Game Master decides that is what she wants it to include. In which case, the scenario provides options to add aplenty. Otherwise, the Game Master could run it simply as a straight historical scenario and her players would be none the wiser that it is written for a fantasy roleplaying game with a certain reputation. Similarly, the author of Terror in the Streets breaks his track record of doing bad things with typically big things inspired by his childhood toys to English villages in the 1630s. Instead, he shifts the action to Paris and sets it against the background of the city’s political and religious turmoil as the Player Characters are hired to investigate the disappearances of a number of children from across the city. Yet despite that mundanity, Terror in the Streets is a terrific scenario, rich in historical detail background—decent enough to serve as the backdrop for further adventures in the city during the seventeenth century—and rife with real and interesting historical figures for the Player Characters to interact with, including the greatest and most powerful political figure of his age. However, Terror in the Streets suffers from a truly terrible problem of its own, one that can be almost, but not quite completely, be blamed upon the author. It cannot, though, be forgiven.

Terror in the Streets is published by Lamentations ofthe Flame Princess and fulfils a brief that was given to the author as, “Jack the Ripper, but 250 years early.” It is a murder mystery—inspired by historical events of thirty years before, the ‘Werewolf of Châlons’—involving the disappearances and then deaths of initially, four children from the streets of Paris. It is quickly followed by more as the rate of disappearances and deaths accelerates, driving the Player Characters to investigate ever deeper in an attempt to stop further murders and whatever it is that the murderer is planning. Clearly, Paris has a serial killer stalking its streets and alleyways, one who like Jack the Ripper did in London two-hundred-and-fifty-years later, taunts the authorities with a series of letters that hint at his motivations. Ostensibly, the Player Characters are hired by a Deputy Provost, one of several city officials reporting to the Provost of Paris, the king’s representative and governor of the city, though other set-ups are possible. The adventure opens on November 7th, 1630, and will be over by November 18th. The Player Characters have the freedom of the city to investigate as they like, first the deaths and then the letters. Similarly, the players are free to approach the investigation how they want and the scenario facilitates that with a very clean layout that makes everything easy to find by the Game Master and by not having the players roll for their characters to find clues. Instead, the focus is on interpreting them and using them to further the investigation and the story.

However, there is one issue that will hamper the Player Characters’ investigation—Paris. Getting around Paris is difficult, a city just two square miles, but threaded through with narrow streets and alleyways that makes getting anywhere slow and occasionally difficult, and this despite the fact that there are numerous taxi services that run throughout the city. Then there are the Parisians, who will grow increasingly fractious and give themselves over to mob rule, which will ultimately lead to city offices closing, Paris being shut down, and martial law being declared. This tension is measured through an ‘Unrest Die’, a large—ideally, the largest that the Game Master has—six-sided die which sits in the middle of the table where the players can see it. As the tension rises, the Game Master will adjust the die to the new face indicating the increase in tension. Thus, the players will be aware of the tension in both narrative terms, as portrayed by the Game Master, and in mechanical terms. It is, as the author acknowledges, very similar to the ‘Escalation Die’ used to track the degree of action in Pelgrane Press’ 13th Age.

The investigation is neatly organised into tautly detailed little scenes that are clearly presented on the page making each and every easy for the Game Master to run and expound upon as necessary. The smaller scenes are typically with the families of the missing children and thus pertinent to the exploration, whilst the longer, more detailed scenes and locations tend to be red herrings—a potential werewolf attack and the search of a townhouse belonging to the wizard, Alain de la Mare.* Much like the rest of the scenario, these scenes can be played mundane or magical. Thus, for the encounter with the werewolf if magic factors into the campaign, this yes, it is werewolf, but if the campaign is mundane, then the werewolf is a fake. The Author does give advice on the Player Character use of spells to gain information, in case they decide to go down that route. Ultimately, the efforts of the Player Characters’ investigation will reveal that Armand Jean du Plessis, First Duke of Richelieu, also known as Cardinal Richelieu, is connected to the murders, but how? There is potential at the end of the scenario for the Player Characters to actually gain a degree of influence over the most powerful man in France, for good or ill. They could actually change history here if the ‘Day of the Dupes’ does not end in the way it did in our history! That said, apart from these scant few hours when the Player Characters can leverage their knowledge into a proper favour, Cardinal Richelieu is described as constantly playing fourth dimensional Chess and will always be a step or three in front of whatever they have cooked up.

* Yes, this really is who you think it is meant to be. Just not living in Northampton.

The scenario is very well appointed and the Game Master ably supported. Besides the description and map of Paris, there are full stats and details of Cardinal Richelieu, details of the various taxi companies operating in the city, and a full discussion of the possible outcomes to the scenario.

There are also the various letters sent by the perpetrators as handouts, rare in a fantasy roleplaying game, and a table of encounters. For the most part, there are no stats provided for these, so the Game Master will need to provide these herself.

Lastly, Terror in the Streets closes with a quintet of appendices. The first, ‘La Perfide Angleterre’ provides an optional event involving an English spymaster who wants the Player Characters to smuggle a ring out from a prisoner currently being held in the Grand Châlet, which is also the headquarters of the Provost of Paris. The English spymaster simply calls himself ‘W’, so could be Sir Francis Walsingham as the appendix suggests. Which is odd, because Walsingham has been dead for forty years when the scenario starts. The second appendix gives a full description of the Grand Châlet, whilst the third is potentially the most fun. ‘Musketeers’ gives stats and details of the main characters from Alexander Dumas’ The Three Musketeers for use with Lamentations of the Flame Princess Weird Fantasy Roleplay and thus other retroclones. It opens up the possibility of Terror in the Streets being as a one-shot as an investigation in the style of The Three Musketeers using the given characters, but it also suggests that Terror in the Streets could be run using other roleplaying games set in the swashbuckling period, such as Musketeers vs. Cthulhu: A Simple Nightfall RPGBook, AllFor One: Régime Diabolique, Swordpoint: A Swashbuckling Roleplaying Zine, and Miseries & Misfortunes – Book 1: Roleplaying in 1648 France, though the scenario will require some historical adjustment as it is set in 1648 rather than 1630. The fourth appendix, ‘Comment t’appelles-tu?’ provides a list of ready names for NPCs in the scenario, whilst the firth appendix, ‘Maison Richelieu’, which describes the home of Cardinal Richelieu, should the Player Characters ever need to visit (or break in).

Physically, Terror in the Streets is very well presented. The artwork has a slightly scratchy, cartoonish quality to it, but is still decent, and the cartography is good.

So, what of its utterly awful problem? Terror in the Streets—beginning with the acronym for its title—contains a profusion of puns and bad humour that in places does not so much veer as leer into slightly poor taste. To be clear, this is no Asterion or Beware the Mindfuck, so not utterly tasteless, but the schoolboy humour and dad jokes of Terror in the Streets gets wearisome very quickly. That said, in comparison to both Asterion and Beware the Mindfuck, let there be no doubt that Terror in the Streets is a work of profound genius and skill.

Humour aside—and there is a lot to put aside—Terror in the Streets is a very good scenario, an engaging murder mystery with lots of historical flavour and detail and options to run with or without magic, depending on how fantastical the Game Master’s campaign actually is. The scenario is well written, well presented, and well, one of the best scenarios for Lamentations of the Flame Princess Weird Fantasy Roleplay.

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

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Lamentations of the Flame Princess will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.


Friday Faction: Art by Nohr

Johan Nohr has had an almost unparalleled effect upon the roleplaying home. Together with Pelle Nilsson, he created Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance, designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Since its publication in 2019, has gone to become the basis of several other roleplaying games, such Cy-Borg, Pirate Borg, and Death in Space, as well as a host of other supplements, scenarios, fanzines, and other third-party content. It has not only retained its popularity, but become a firm fixture of the Old School Renaissance hobby, even if it does not share the same origins. In particular, Johan Nohr created the look of Mörk Borg, beginning with the distinctive chromium yellow of its cover to the swathes of deep black and neon pink inside. The look and style of Mörk Borg is art punk, inspired by the post-punk rock sophistication that drew on the theory of art.

Art by Nohr, subtitled ‘Drawings and Doodles by Johan Nohr, Made Between 2006 and 2033’ and published by Stockholm Kartell following a successful Kickstarter campaign, is part retrospective, part showcase of the graphic designer and illustrator’s work from before, during, and after Mörk Borg. It is a coffee table artbook, that in truth is dominated by his art for Mörk Borg and other roleplaying games, but there is more than that just here, some it of simple sketches, some of it more. Some of it is simply annotated, most left to speak for itself. From the beginning there is always a jagged edge to Nohr’s style, figures and monsters lurking in the gloom, such as ‘The Skull Crone. Malevolent forest spirit I made up when living in the woods’, the annotation a story in itself, the old woman caught in the shadows of the tall trees, clawed hands reaching out, the skulls piled atop her head hiding her face in their shadows as green flames flicker from their eye sockets. Others seem to stagger at the viewer, whilst other images draw on classic heroic heavy metal fantasy, great horned helmets and mighty weapons, but here the weapons are cracked and stained through use, the helmets keeping the warriors anonymously inhuman. Witches wail and goblins cackle, strange figures stare accusingly at the reader.

‘Barkhäxan’ looks at an earlier collaboration with Pelle Nilsson, a folk horror roleplaying game, a startling simple black and white suggestion of horror and the unknown that contracts sharply with the more widely seen Mörk Borg style. This is widely showcased in the book, with covers and internal illustrations from titles both official and third-party. Some are accompanied by fuller explanations, such as that given for ‘Wickheads’ who have lanterns for heads and who lurk in the dark only for their lights to blaze and blind, before going dark again and striking at the temporarily sightless. They are shown in four images, charting the development of the creatures. For the Mörk Borg there are interesting images of books that have never appeared, such as ‘The End’ which would have depicted the ‘36 Miseries’ which marked the end of the world. The illustrations for third-party both show how popular Mörk Borg has been and act as an illustrated catalogue. The artwork for Cy_Borg is given a similar treatment, but typically less monochrome and more frenetic in its use of colour and energy, but clearly a Mörk Borg-style game.

Nohr changes tack for Into the Odd Remastered with a more subdued style that consists of collages that depict a world of industrial horror and mystery. There is a subtlety to this not seen in the punchiness of the illustrations elsewhere in the book. It is a shame that there is not more of this, both here and in other roleplaying games. ‘Other Projects’ covers a range of promotional posters, album covers, and other roleplaying products. Other sections highlight the other sometimes near illegible typography employed in Mörk Borg, whilst the most fun are the ‘Cardboard Drawings’ that Nohr decorates packages he sends out, whilst the artbook comes to a close with some of the maps he drew for Mutant: Year Zero – Roleplaying at the End of Days and its predecessor.

Physically, Art by Nohr is an imposing book. All of the artwork is crisply reproduced and it is fantastic to see so much of it presented in double its original size given that its typical format was digest-sized. It also provides an opportunity for the reader to see a lot of art that can only be found on the covers of hard-to-find books and fanzines. Fans of the Old School Renaissance and fans of the artpunk will both enjoy this book, but ultimately Art by Nohr is definitely a book for fans of Johan Nohr and for Mörk Borg, who will appreciate seeing the collection and development of the artpunk style.

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Stockholm Kartell will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.


Companion Chronicles #15: Feast of the Forest

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for use with Pendragon, Sixth Edition. This can be original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

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What is the Nature of the Quest?
Feast of the Forest is a scenario for use with Pendragon, Sixth Edition.

It is a full colour, thirty-one page, 16.28MB PDF.

The layout is tidy and it is reasonably illustrated.

Where is the Quest Set?Feast of the Forest is a one-shot (or potential campaign starter) scenario for Pendragon, Sixth Edition. It takes place in East Anglia during the Anarchy Period.
Who should go on this Quest?
Feast of the Forest includes six pre-generated Player-knights.
What does the Quest require?
Feast of the Forest requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. The Hunting, Folklore, and Horsemanship skills will prove useful during the play of the scenario.
Where will the Quest take the Knights?
Feast of the Forest opens with the Player-knights ambushing a Saxon convoy containing a silver-laden wagon. Barely do the Player-knights have time to celebrate their success before they are presented with a moral dilemma—do they let the survivors go or do they put them to the sword? In other words, are they Merciful or are they Cruel? There are benefits to either course of action, but there are also penalties too. This is the first of many such tests in the scenario as the Player-knights first discover that the wagon was not carrying taxes, but tithes for the church and that has its own repercussions… They are forced to flee from the scene of the crime and deeper into the fens as first they are pursued by angry Saxons, and then by a creature out of Myth that literally hounds them and drives them into fear and hauntings.
The middle part of the scenario involves a radical shift in the point of view as the players roleplay villagers under attack by bandits. The realisation should come at the end of these scenes that the bandits are no mere NPCs, but the Player-knights of the previous scenes, and that the Player-knights are neither heroes nor embody chivalric ideals. Although jarring, this shift is a good way of showing how villainous the Player-knights actually are, rather than forcing their players to roleplay them committing immoral acts. Nor are they anti-heroes. They are the villains of the piece, morally compromised and very far from the oaths they took as knights. Already, the Player-knights’ decisions and actions will have had serious personal consequences. Mechanically, their acts of cruelty, sacrilege, cowardice, and so on, have earned each Player-knight ‘Curse Points’, representing his spiritual corruption and penalising skills, Traits, and ultimately his Honour. It is possible to find a path of Redemption by committing merciful acts, making confession, and the like. This is what the last part of the scenario is about. The Player-knights are given the opportunity to undertake a number of tests that will lead to a great battle, all of which will put them on the path to atonement, though the exact details of that path lie outside of the scenario. That path—and even getting to that path—is not certain and no Player-knight is under any obligation to follow it.
Feast of the Forest does require some set-up. The scenario works best when the players begin unaware exactly as to the true nature of the knights they are going to play. This requires some adjustment to the character sheets to keep that information hidden until after the scenes in the village where the players take the roles of the villagers being attacked by the knights. That way, the players and their knights can come to the conclusion that they are not heroes rather than being informed of it right from the start. The scenario is also quite complex and there is a lot to keep track of by the Game Master with the various tests, the accumulated Curse Points, and the big battle at the end to keep track of.
Should the Knights ride out on this Quest?Feast of the Forest is a short, but far straightforward adventure that does something that Pendragon typically asks the players never to do. That is, play the villains. It neatly sidesteps the issue of having to roleplay villainous acts, instead focusing in the immediate consequences of said acts. Primarily, it is a one-shot, though one that is slightly too long for a single session or convention scenario given its complexity, but has potential as a campaign starter where the Player-knights are on the path to redemption. It would be interesting to see such a path explored in a sequel. Fear of the Forest is the antithesis of a classic Pendragon scenario, presenting a rare and intriguing exploration of the anti-Chivalric knight whilst suggesting that there might be a path of out of The Anarchy and the darkness.

Miskatonic Monday #353: Fear Jet 1975 – Hijack!

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Fear Jet 1975 – Hijack!Publisher: Chaosium, Inc.
Author: Andy Miller

Setting: 1975 USA and beyond...Product: Expansion to Fear Jet
What You Get: Thirty-four page, 31.94 MB Full Colour PDF
Elevator Pitch: A flight into The King in Yellow via hijack-horror horror!Plot Hook: When fear of flying takes you out of this world with a gun to your head...Plot Support: Staging advice, six pre-generated Investigators, six Investigator portraits, and one handout.Production Values: Decent
Pros# Mad Men meets the Mythos# Can be run as a convention scenario
# Can be run over and over until some Investigators escapes...# Easy to adapt to other periods during the Age of Flight# Pre-built tension and secrets# Extensive playtest notes# Xanthophobia# Aerophobia# Katagelophobia
Cons# Very similar sequel to Fear Jet# Challenging to run as a convention scenario# What happens next?
Conclusion# Mad Men meets the Mythos in mid-air# Character-driven re-iteration that a group might not want to play again

The Other OSR: Black Powder and Brimstone

The Vaterländer Empire is in purgatory. The Holy Empire of the Sanguine Church is rent by a schism of faith. The Church of Holy Blood, governed by the Grand Magister from the Holy City of Mars, has administered to the faithful for a thousand years. The Church has launched rituals of bloodletting and the imbibing of sanguine sacraments in honour of the Torn Prophet and launched crusades upon the unfaithful. However, some call it decadent, accuse it of corruption, and there arose schisms when some wanted worship to be less excessive and more ascetic. They were called heretics and put to the torch by the Inquisition, yet they found a voice in Luther Martin, who taught that the God of Light and the Torn Prophet’s teachings be taught and experienced by the common man as well as the clergy. To that end, the text of the Torn Prophet was printed in the common tongue, the first of what the Church of Holy Blood regarded as acts of high blasphemy… As Luther Martin’s words drew an ever greater flock, the Church of Holy Blood declared them and Luther Martin to be heretics and he was assassinated. Those who followed his teachings broke with the Church of Holy Blood and from the schism arose two faiths—the Orthodoxy of the Church of Light and the Puritans of the Church of Light. As the Emperor of the Holy Empire of the Sanguine Church led his armies into the Vaterländer Empire to put down the heresy of the Puritans. The peasantry and the zealots of the Puritans of the Church of Light rose up in the city of Deliverance and rounded up the tax collectors and the priests and burned them alive in what was once Festival Square, but is now Execution Square. The Vaterländer Empire split into the Holy Confederacy of the Puritan Church and those loyal to the Church of Light and Holy Emperor.

As religious war spread, cities burned, thousands died, and neighbouring powers took advantage of the weakened Holy Empire of the Sanguine Church. Svea and Orla funded the Puritans and as one city and town after another declared its allegiance to one side or the other, one faith or the other, or even none, no army could protect them all. So out went the call for mercenaries on all sides, and as long as they are paid, such free companies will serve their paymasters, but if not, they become as much of a threat as the enemy extracting the pay they are owed, in the process, making the populace suffer further. The Inquisition and its witchfinders scour the broken land in search of corruption, signs of the dark arts, and demons, ready to torture, burn, and hang all it suspects, all in service of the Orthodoxy of the Church of Light, yet almost as fanatically as the Puritans. The Inquisition cannot be everywhere and where a witch would be burned where the Puritans hold sway, a wise woman would be revered where the Orthodoxy remains, and demons frolic, come to Vaterländ to revel in the pain and suffering. Worse, even worse than the plague and famine that rolls back and forth across the land, is the Staggering Pox that blights the dead of the battlefields in their shallow graves and forces them to walk again… Another year of Purgatory and winter seems longer and colder than the last…

This is the setting for Black Powder and Brimstone, a roleplaying game which is very obviously inspired by the events of the Thirty Years’ War, the civil war which tore the Holy Roman Empire apart between 1618 and 1648, born of the Reformation that divided Christendom in Western Europe. Published by Free League Publishing following a successful Kickstarter campaign, it is compatible with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. This is a setting in which the Player Characters not only have to survive the horrors of war, but also the fanaticism of the faithful, the unnatural and the occult as well as the attentions of the Inquisition in ferreting out signs of apostasy and heresy. Vaterländ is a land where demons lurk and cultists skulk, flagellants scourge themselves into apoplexies of piety and pain, mercenaries and armies tramp the land taking what they want when they feel they have not been given what they are owed, the night folk dart out of the black swathes of forest at night in search of human flesh, the Bandersnatch takes lost children to who knows where, and the Staggering Pox casts a sickly green shadow... They may simply survive or they may form free companies, mercenaries for hire by either side, and so gain employment and responsibilities.

A Player Character in Black Powder and Brimstone has four stats—Strength, Agility, Presence, and Toughness. These range in value between -3 and +3. The values are determined by rolling three six-sided dice, modified by the character’s Archetype and Subclass. The five Archetypes are Mercenary Deserter, Bounty Hunter, Witch, Opportunist, and Practioneer. The Subclasses for the Mercenary Deserter are Rifleman, Greatswordsman (who comes with a Zweihander) and Grenadier; for the Bounty Hunter they are Pistolier, Master Trapper, and Beast Hunter; for the Witch, they are Woods Witch, Herbalist, and Hexen; those for the Opportunist are Adventurer, Sneak Thief, and Silver-Tongued Trickster; and for Practioneer, they consist of Vow of War, Vow of Healing, and Vow of Sustencance. Each Archetype provides the Stat bonuses, some gold, and a little background, whilst the Subclasses provide equipment and a special ability. A set of optional tables provide various character traits including a background skill.

Ottilie Schönlein
Archetype: Witch
Subclass: Hexen
Abilities: Curse (-2/+2 penalty/bonus), Black Candles, Deck of Cards
Strength 0 Agility 0 Presence +3 Toughness +1
Hit Points: 12
Background: Running from a deal gone wrong
Spells: Invisibility, Befuddlement
Character Traits: Ottilie is sullen; Ottilie wants to write a book; Ottilie’s setback is rudeness; Ottilie is good at dancing; Ottilie’s passion is being creative; Ottilie most notable physical feature is her jewellery

Collectively, the Player Characters can form a Free Company. This costs a lot of gold to register, but the members should have a shared goal and will share both treasure and income. If a Player Character is killed whilst a member of a Free Company, a new one can enlist at the same Level and degree of income. Beyond that, being a member of a Free Company does provide any benefits. It is supported with rules for hiring mercenaries and a very light means of handling combat between detachments.

Mechanically, Black Powder and Brimstone is, like Mörk Borg, player-facing. In other words, the players roll the dice, not the Game Master. This particularly applies to combat whereas as well as rolling for his character to stab a witch, a player also rolls avoid being bitten by the witch rat familiar. To have his character undertake an action, a player rolls a twenty-sided die, aiming to roll equal to or over a Difficulty Rating from six and simple to eighteen and impossible, with an average Difficulty Rating being ten or twelve. To this he adds the value of the stat.

In addition to setting the Difficulty Rating of a task, the Game Master can determine the Position and Impact based upon the situation. These do not adjust the Difficulty Rating, but set out the consequences of the action, Position the outcome if a failure, Impact if a success. Position can either be ‘Shaky’, ‘Risky’, or ‘Dire’, that is, not as bad as it could have been, as bad as expected, or worse than was imagined. There is scope for the player to negotiate with the Game Master as which degree of Position or Impact applies to the situation and a player can even trade Position for Impact, making a task easier to complete, but not be as effective. Position and Impact are also applied to negotiations, a player typically having his character attempting to shift an NPC’s disposition from Hostile/Strong through Indifferent/Fair to Positive/Strong.

Combat uses the same core mechanic. Initiative is simply determined by who acts first, but combat order is rolled with any Player Character with a positive Agility stat at an advantage. Mêlée combat uses the Strength stat, both magic and ranged combat use Presence, and Defence uses Agility. The rules cover stealth, the breaking of morale, cover, attacks of opportunity, grappling and stunning, and more, including simple chase rules for mounted combat. There are a handful of possible outcomes given for rolls of natural one or twenty in combat for mêlée, ranged combat, and using magic. If a character is reduced to zero or negative Hit Points, his player must make a Toughness check. If successful, the character is simply Broken, but fail and he might fall unconscious, suffer a wound, or bleed to death. A wicked scar might be small or might be missing nose or a limb. Worse, there is a chance that rusty, unclean weapons will cause an infection beyond the wound itself…

Most of the weapons have special rules. For example, on roll of eighteen plus, a zweihänder will cut a man in half, whilst its cumbersome nature means that it is at a penalty to use in enclosed spaces, whilst a club will knock someone out on a roll of sixteen or more. All black powder weapons have a misfire die, an eight-sided die rolled in addition to the attack roll. On a roll of two, the weapon misfires, one a roll of one it explodes and injures the wielder—the aarquebus is worse! All take a round to reload, but the advantage of these black powder weapons is that they ignore armour. Armor simply reduces damage for other attacks.

A Player Character also has access to ‘Devil’s Luck’. This can be spent to either lower the Difficulty Rating of a task or to activate a Dark Power. A Dark Power might be to deal maximum damage, neutralise a critical roll or a fumble, allow a reroll of any die, or ignore all damage dealt to a Player Character. However, it has its consequences, as the Player Character might gain a mutation, like small bony horns sprouting from his head or growing an extra finger on his hand.

A Witch can cast between one and four spells per day. Casting a spell is a simple Presence roll, but if failed, the Witch is left temporarily dizzy and whilst dizzy cannot successfully cast another spell. Only a Witch can learn spells, although other Player Characters can consume various potions for similar effects. Spells include Cursed Ammunition which hits easier and harder, but the wielder suffers damage; Wound Eater causes the target to suffer all damage temporarily that the caster would otherwise suffer; Back from the Brink brings a fresh corpse back to life, but reduces his total Hit Points. The spell list is not extensive and includes three spells—Spectral Skeletons, Raise the Dead, and Death Glare—that can only be learned from Gothel, the Mistress of Twilight. A mishap will occur if the Witch’s player rolls a one on the spell casting roll.

For the Game Master there is revelations about the setting and some decent advice on running the game and creating scenarios. The former includes applying ‘Yes and…’ and ‘No, but…’, using failed rolls to make something happen rather negate the action, and the use of countdown clocks, all very modern for an Old School Renaissance-style roleplaying. The latter is backed up with some short frameworks around which the Game Master can build a plot, some sample plot hooks, and a set of tables to generate adventures, locations—and inns in particular, and even dungeons. There is also quite a large bestiary, of which mutants, bandits, free company mercenaries, and puritan martials are the most mundane. More outré monsters include the Grave Colossus, walking graveyards with a hatred of grave robbers, Dryads, and a host of demons. There is even a weird swerve into Science Fiction in the form of the Watchers, cowardly aliens which conduct experiments in secret. There is also a full gallery of villains, friends, and adversaries, some of which more than a little tongue in cheek, like the world-renowned thief, Carmen San Dominira, and Lord Flash, a British mercenary with a silver tongue and a lot of luck, unlike those he leads into battle.

Rounding out Black Powder and Brimstone is a short scenario, ‘The House of Pain and Loss’. The Player Characters arrive in the town of Koch. It is rundown due to the war and the higher taxes, but the town noticeboard has several notices nailed to it asking about the whereabouts of several missing women. There is little to learn in the town except that the local nobleman, Count Lethgar, has not been seen since the death of his wife and that the wife of the innkeeper is missing. The inference is that there might be a creature of the night abroad and it might be the count. It is an easy assumption to come to since the plot to the scenario is underwhelmingly straightforward, ending in an investigation of the count’s manse and discovering his secrets. Annoyingly, the Game Master has to ‘read to find out’ what the plot is as there is no explanation at the start of the scenario, which can played in the same session as the players create their characters.

Physically, Black Powder and Brimstone is stunning. The artwork has a cartoonishly grim and gothic style that is really eye-catching and pivotal in conveying the sense of the game and its world, enticing the viewer to look, find out, and want to play. Black Powder and Brimstone really is a cool looking book. However, it does need an edit.

There is a lot to like about Black Powder and Brimstone. The setting—and the artwork are enthralling, since this is one of the few roleplaying games to specifically draw upon the Thirty Years’ War for its key inspiration. There have been other roleplaying games to do the same, most notably Warhammer Fantasy Roleplay, but that does not draw so directly upon the religious schism and the resulting war. Indeed, it could be argued that Black Powder and Brimstone is the Old School Renaissance answer to Warhammer Fantasy Roleplay, but the historical parallels between the setting of Black Powder and Brimstone and the Thirty Years’ War and the emphasis upon horror rather than fantasy in Black Powder and Brimstone suggests otherwise. (In fact, it could be said that the parallels between the setting of Black Powder and Brimstone and the Thirty Years’ War are a bit too on the nose, such as naming the instigator of the Reformation, ‘Luther Martin’.) Yet Black Powder and Brimstone is not a wholly satisfying design. Mechanically, it is underdeveloped, in the main, the ‘Position’ and ‘Impact’ mechanic feeling bolted on and being more narrative in play, at odds with the Old School sensibility of Mörk Borg. As an extension of that, the social mechanics are best described as a statement of intent rather than a set of rules. Other issues are more minor, but Black Powder and Brimstone seems to be trying to be modern, yet old and not quite right as either.

The other issue is the setting and what to do with it. That the included scenario is so uninspiring is the coda to the issue of what the Player Characters are going to be doing in setting. There are some plot hooks and advice, but there is no discussion of long term or campaign play.

Black Powder and Brimstone is a really fantastic looking book with what looks to be a very gameable setting, but unfortunately it does not deliver that setting or that game as easily as it should have done. Its lack of development is going to leave the Game Master with some work to do and a lot of rulings during play to successfully run it. Hopefully a companion volume or some scenarios will go a long way to fixing that.

—oOo—

Free League Publishing will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.


The Beasts Between Light and Dark

Darklands – A Dark Sourcebook For: Soulmist expands the divided world of Fyera. ‘The Ruination’ divided it into three when it ceased to spin on its access. The ‘Lands of the Old Days’ faced the sun, waters and rivers boiled away to leave only sand and heat. ‘The Darklands’ will never face the sun, frozen and withered, now home to beasts and beings of the darkness unknown before The Ruination. Between them runs a narrow band around the world, the ‘Penumbra’, where the survivors have to live with no diurnal cycle, no night and day, always at the mercy of attacks from deep within The Darklands. From the Penumbra, the peoples of Freya launched expeditions into The Darklands and once there, constructed Cressets of Vigil, towering portable beacons of light that revealed once again the lands and secrets lost to the darkness and advanced warnings of attacks upon Penumbra. These attacks bare cease, as if the very darkness would reach out and swallow the last of the light. Many of the survivors of The Ruination would find themselves changed, granted ‘The Gifts of Fyera’ that enabled them to hold back the Darkness, yet facing the ever-present danger of falling into the Darkness as a result of committing or witnessing sins done in the name of the Light, of their souls being scarred by both the Light and the Dark. Darklands – A Dark Sourcebook For: Soulmist is the first supplement for Soulmist: A Journey from Darkness to Light, a dark fantasy setting compatible with Dungeons & Dragons, Fifth Edition. Published by Black Lantern following a successful Kickstarter campaign, this is the first roleplaying game and setting to be published by a Greek publisher and reach the English-speaking market.
Darklands – A Dark Sourcebook For: Soulmist leaps straight into the world of Fyera with introductions by the authors of the ‘Tenebris Cordis’—the ‘dark heart’—a treatise that presents some of the threats emerging from The Darklands. These are scholars and participants in reclamation expeditions into the Darklands whose voices give an engaging verisimilitude to the supplement, one that continues throughout the supplement with marginalia that annotates and adds commentary to its content. Yet it does leave the reader slightly adrift to quite wonder what the supplement is and what its content consists since there is no introduction from its designer. Once past the introductions—which actually could be used as handouts for the players—and the Game Master will discover that Darklands – A Dark Sourcebook For: Soulmist is a grimoire of monsters and demons supported by new rules and advice for creating memorable antagonists and stories suited to the pitch-black half of Soulmist’s world and the shadows that the Player Characters’ light can cast upon it.
The Dark Saints are the natural and spiritual leaders of the forces of The Darkness, some ancient, some new, some native to the world, some foreign. Some were martyrs of the Light who fell to Darkness, others struck down previous Dark Saints, but they all wear the legendary ‘Black Halos’, the ‘Dark Crowns’ that are the symbols of their authority and power. Fortunately, only ten Dark Saints are known, each embodying a different aspect of the Darkness and each perusing their own agenda. Each of the ten is accorded a description that includes a lengthy history, details of its lair, the Dark Endowments—major and minor—that it can bestow on its followers, and the lair actions it can take within its domain. Full stats are also given. These include not just its standard actions, but also bonus actions, legendary actions, and abilities. The least of the Dark Saints is Sixteenth Level, the highest Nineteenth Level, whilst one is listed as its Level being unknown.
For example, Nycta, the Dark Saint of Voracity was once an inquisitive young noble woman who paid to be taken on an expedition into The Darklands. Unfortunately, her naivety and poor choice of expedition led to everyone being captured by a dark raid and imprisoned. Refusing to be left to starve, she horrified the other survivors by consuming the flesh of one of their number who had died. This attracted the attention of the demon lord, who, enraptured by her beauty took her as his wife and on their wedding night, literally offered his bride his heart of magma. In seducing and taking him to the heights of ecstasy, she took his power and his ‘Black Halo’. Since then, despite many suitors and many rivals, she has seduced and consumed them in order to protect her position and make herself more powerful. There remains though, a void in her that she cannot fill, even as she continues to slake her desires. Although scholars have identified who the young noble woman who became Nycta was, an injunction has been placed by the Judiciary Order on the Legislative Order to prevent it from becoming public knowledge.

Mechanically, Nycta is a Seventeenth Level Undead Demonoid. She has a Charisma of 26 and her standard include include using Heartrender, a whip that inflicts more damage on those she has Charmed; blowing a ‘Kiss of Surrender’, that if the recipient fails the saving throw, forces him to drop his weapons and divest himself of both armour and all combat gear, before going on in subsequent rounds to extoll his allies to do the same; and with ‘Insatiable Hunger’, drain the Hit Points from the willing and the Charmed to keep for herself or her allies. Her ‘Damsel in Distress’ Reaction calls on a Charmed ally to rush to her defence. Her Abilities consist of ‘Thief of Hearts’, which makes it harder for those charmed by her to break that charm and ferociously compete for her attention; as the ‘Foil of Hearts’, appear as an innocent maiden to the pure of heart, making it hard for them to attack her; ‘Destiny Consumed’ turns her followers into zealots who gain attacks of opportunity if anyone attacks her; her ‘Innate Spellcasting means that amongst other spells, she can cast Charm Person at will; and her Crown of Voracity hungers for what desires lie in the hearts of men, forcing those nearby to attempt to fulfil them and even forces those who fight near it to swap their allegiances!
Nycta also has the Legendary Actions of Charm Person (though she can already cast this at will, so…), ‘Foerender’, which enables her to swing her whip, Heartrender, in a thirty foot radius, and ‘Voracious Command’ that gives her allies an extra action or move. As her lair actions, her very presence can drive the residents of the city to her location, drunk on desire and impulsiveness, call ruination black warriors and then an alastor knight to her, and raise a cloud of the ethereal dust that covers the city into the air causing any charmed creature in the cloud to randomly attack someone else! Last she has Dark Endowments. The Major Endowments grant advantage on saving throws against being charmed—except by Nycta, the ability to cast Charm Person three times a day, and the temporary ability to steal the appearance of someone they have charmed. The Minor Endowments make them permanently charmed by Nycta, increase two attribute scores, and grants them a Dark Spark when they complete one of her commands.
All ten of the Dark Saints are given a similar and as powerful a treatment, from Acheron, the Dark Saint of Corruption and Asmodae, the Dark Saint of Void to Sagha, the Dark Saint of Fear, and Varna, the Dark Saint of Madness. These are all major NPCs and thus significant challenges for the Player Characters to overcome and Darklands – A Dark Sourcebook For: Soulmist makes clear that they sit atop a very simple hierarchy in the realm of Darkness—might makes right. And that percolates all the way down to the bottom. The supplement provides several ways in which to populate this hierarchy. One is to add a template like ‘Hollows’ or ‘Umbrus’ to an existing creature, another to use the extra creatures given in the supplement. These range from the ‘Yormoth’, the most common creature, known as ‘flesh hunters’, in the Darklands to the ‘Wandering Qualms’, former ordinary men and creatures whose regrets and shame ate them from within and turned into masses of stings and tentacles bound in iron. They also include the Guardians of the 2nd Legion, a unit so brave and so stubborn, that when they were recognised by the Dark Saint of Vengeance, they had to be resurrected through their armour, so worn were their bodies. With the legs of a carnivorous bird, the body of a wolf, and wings of bats, the Septigore is the major flying predator in the Darklands, flying in packs form buildings and caves big enough to accommodate their flock. They are often fielded as aerial guards or scouts. The Ruinetarians are the natives of the Darklands, the descendants of those who did not flee to the Penumbra in the wake of the Ruination, but survived enslavement and subjugation. They have advantage on Stealth rolls and can see in darkness as if it were daylight, but are sensitive to sunlight. None of the monsters in Darklands – A Dark Sourcebook For: Soulmist is below Tenth Level and all of them are challenging opponents.
Lastly, Darklands – A Dark Sourcebook For: Soulmist discusses a means in which any one of its Dark Saints could be in a campaign. This is as a nemesis for one or more the Player Characters, who can be introduced at the start of a campaign, as part of the ongoing play, through the nemesis itself deciding that the Player Characters are his enemy—either from their actions or their fame, or simply player choice. Once introduced, they can be used to enhance the theme of a campaign and develop drama via the ‘Nemesis System’. The relationship between the Player Characters and a nemesis is measured in Edge and who has it. Effectively, this is the narrative advantage that one side has over the other, gained through scoring victories, learning information, and so on, that will push the story on to the next Challenge or episode in the campaign. Only one side can have the Edge and it can only be used once before the turn of events might mean that the Player Characters overcome a Challenge and regain the Edge over their nemesis, or they fail and the nemesis gains it. In play, it is spent by the players to advance the narrative, for example, finding a map showing all of the entrances to a fortress where the nemesis is holding some of the Player Characters family hostage or a captured prisoner is willing to reveal information in return for help. The players take it in turn to spend their characters’ Edge and the Game Master then incorporates their suggestions, if not necessarily their desired outcome of those suggestions, into the campaign.
What the nemesis can do when it has the Edge is less clearly defined, but what it can do is overcome minor challenges in going after the Player Characters. If the Player Character take too long in using their Edge, they can lose it to their nemesis. Ultimately, both sides are working towards a confrontation with each other, and whilst the campaign can progress to this narratively, it is possible to initiate a confrontation using Edge. The side which has used the most Edge will be at advantage in the ensuing confrontation. The confrontation need not be campaign-ending or result in the final defeat of one side or the other, so that it is possible to go through several cycles of Edge swapping back and forth, a confrontation taking place, and then starting again before the final, final battle. The Nemesis System is slightly lose and woolly, though far from unworkable, adding a narrative element that is not always found in Dungeons & Dragons-style roleplaying games.

Physically, Darklands – A Dark Sourcebook For: Soulmist is a dark, grim-looking book as befits the setting. The artwork is decent, but the book does need another edit.

Soulmist: A Journey from Darkness to Light introduced an interesting setting that really did not detail the nature of the threat at the heart of the game. Darklands – A Dark Sourcebook For: Soulmist does that, showcasing the monsters and other horrors, including their vile leaders, to be found within the Darklands. Any one of the Dark Saints would be a grand threat or nemesis in a Soulmist campaign—or indeed in any other grim dark roleplaying game—and Darklands – A Dark Sourcebook For: Soulmist supports that too with the Nemesis System. Ultimately, Darklands – A Dark Sourcebook For: Soulmist is the bestiary—the horridly dark bestiary—that Soulmist: A Journey from Darkness to Light needed.
—oOo—

Black Lantern will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.








From Beyond

In the mile-high tower of the Spire, the Aelfir—the High Elves—enjoy lives of extreme luxury, waited upon by the Destra—the Drow—whom they have subjugated and continue to oppress the criminal revolutionaries that would rise up and overthrow them. In the City Beneath, where heretical churches have found the freedom to worship their forbidden gods and organised crime to operate the drug farms that supply the needs of the Spire above, the Aelfir find themselves free of conformity, the Destra free of repression. They are joined by Gnolls and Humans. Some simply live free of the stifling Aelfir control, whether by means lawful or unlawful, others are driven to beyond the Undercity, delving ever deeper into the bowels of the world in search of the fabled Heart, or perhaps their heart’s desire. There are also those who use the Undercity as a sanctuary, as a base of operations, from which they lead the rebellion against the Aelfir. They are members of the Ministry of Our Hidden Mistress, both a faith and a revolutionary movement, and outlawed for both reasons. As the Ministry of Our Hidden Mistress foments and funds rebellion and unrest in the Spire above, it sends cells of its black ops paramilitary wing, Throne Division, scurrying up the Spire to conduct assassinations, acts of sabotage and blackmail, abductions, extractions, and more. The City Beneath then, is a home to many, sanctuary to some, a base of operations to others, a stepping stone to elsewhere for a few, and a thorn in the side for even fewer. What though, would happen if the City Underneath was threatened from somewhere else, perhaps a means of escape?
Doors to Elsewhere is a supplement for Heart: The City Beneath, a roleplaying game that explores the horror, tragedies, and consequences of delving too deep into dungeons. Published by Rowan, Rook, and Decard Ltd., like the other supplements for Heart: The City BeneathSanctum, Vermissian Black Ops, and Burned and Broken—it explores other ways in which to roleplay in its world underneath. Where it differs is that it actually takes the Player Characters away from the City to explore another place and from there, potentially, whole new dimensions. This opportunity comes when dozens of doors that were not there before suddenly appear and open. On the other side is a strange land between the dimensions. This is the City Elsewhere, home to untold numbers of people, who live in buildings that reach four or five storeys into the sky, the upper levels connected by wrought iron bridges, their homes connected to markets and workshops by warrens of alleys and streets. By day, the vast city is a blaze of colour, noise, and light, but at night, only the light remains, fizzing and fizzling in the streetlights that provide sanctuaries against the dark. And such sanctuaries are needed, for no one walks the streets voluntarily now. Between the light of the lamps and darkness beyond, there is no shadow, there is only a darkness that is home to the Interstitials, pools of liquid darkness that smell of curdled milk whose mandibles click at locks to unpick them, whose claws clack on the cobbles and so make you realise that your companions number more than you can count, and who want to eat you and spread the darkness. They abhor the light and something or someone is stealing the Power Crystals that fuel the lights of the City Elsewhere. Citizens of Elsewhere remain inside and lock their doors at night, but many have begun fleeing the city, leaving via the many passageways that lead to doors to other dimensions—and that includes the City Beneath. Can the City Beneath provide them with sanctuary as it does others, or now that the doors are open, will the Interstitials follow and bring their eternal death and darkness with them?

This is a campaign framework which begins in the City Beneath rather than away from it as do the other supplements for Heart: The City Beneath. Its set-up presents an immediately intriguing mystery, one almost on the Player Characters’ doorstep. The framework really consists of that beginning and its possible endings, leaving what happens in between in the hands of the Game Master and her players. This includes the culprits behind the theft of the Power Crystals, Doors to Elsewhere suggesting multiple options, some of whom might be surprisingly close to home for the Player Characters. After that, it explores the nature of the City Elsewhere, the main factions in the city and their notable personalities, various locations or landmarks that the Player Characters might visit, the dimensions that the Player Characters might find themselves in if they take a wrong turn, and a set of tables for bringing the City Elsewhere and its inhabitants to life.
Some of the flavour of the difference of the City Elsewhere comes through in the small details. For example, one possible door from the City Beneath to the City Elsewhere is described as a corpse, slumped over, through coral has blossomed to form a doorway, whilst potential means of overcoming the language barrier is solved by everyone smoking from the same hookah to temporarily understand each other or a book, when handed to the Player Characters by an NPC, reveals in exact detail, the conversation they would have if they spoke the same language. At the Crowdswallow Market—where the bustling crowds over seven streets never quite seem to buy anything, the Player Characters might want to buy a Fighting-Rope, since bloodshed is forbidden in the City Elsewhere or a Light Bomb, as it is one of the few things that harms the Interstitials. Other locations include the Café De L’Autre Monde, which always remains a café no what happens in the City Elsewhere and serves a delightful menu of cakes; the Desert Maiden, a ship lost at sea that crash-landed atop an artist’s workshop and become a bar; and the Street of Doors, the City Elsewhere’s central street lined with stable doors to other dimensions, allowing travel to and from Approved Realms—if the toll is paid, of course.
The City Elsewhere’s major factions include the City itself and only the one guild, the Guild of Cartographers, which seeks to catalogue and control every portal. Surprisingly, the Vermissian Collective has a presence in the City Elsewhere. The group of scholars and explorers who map and examine the transport network which runs up and down the Spire to the City Beneath and beyond, maintains an embassy in the City Elsewhere. It has become much busier since the doors to the City Elsewhere began opening. Not all of the factions are happy to see the Doors open. The Hounds—or the Glorious 33rd—are dedicated to finding every door, closing the ones they can, and boobytrapping the ones they cannot.
Doors to Elsewhere also has discussion on ‘Dimensional Theory’ and descriptions of some of the major dimensions that have multiple, stable links to the City Elsewhere, along with several minor ones that are harder to reach. A favourite from the latter is ‘The Place Where Cats Go When No-One’s Watching’, a constant twilight labyrinth of rooftops, alleys, airing cupboards, bins with fish in, and more, that all cats can access if nobody is watching. Sadly, non-cats are not allowed and to them it is anything other than a feline paradise. The SS Freebird is ship that sails on the aether between dimensions, the collective of shamans, magi, fringe scientists, de-frocked priests, and occult oddities that make up its crew working to maintain and improve their vessel when not docking at other dimensions and partying hard—really hard!
Rounding out Doors to Elsewhere is a list of the (story) beats—minor, major, and zenith—that the Player Characters can hit whilst in the City Elsewhere and the advances available. There is some advice on how running as different a campaign in the City Elsewhere compared to the City Beneath, but it is relatively light. It is backed up with a set of random tables for creating details in play at the table.

Physically, Doors to Elsewhere is a slim, very well-presented book. It is lightly illustrated, but the artwork is excellent and the book is easy to read and understand.

Much as with Sanctum, Vermissian Black Ops, and Burned and Broken before it, Doors to Elsewhere presents a different campaign focus and set-up for Heart: The City Beneath. In fact, a very different campaign focus and set-up for Heart: The City Beneath, one with an external rather than an internal focus. It enables to the Player Characters to explore and contrast their existence in the City Beneath with the City Elsewhere and beyond, but as much as it is filled with lovely little details and intriguing secrets as you would expect for a supplement for Heart: The City Beneath, ultimately, Doors to Elsewhere does feel like an outlier.

—oOo—
Rowan, Rook, and Decard Ltd. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.




The Horror of the Hum

The Hum has been heard for weeks now, a near-constant source of pain that has been affecting the tribe’s hearing-sensitive mutants and manimals and impeding their ability to invoke their divine gifts. The leaders of the tribe sent out parties of its young Seekers to locate the source and whilst they failed to find it, what one Seeker learned revealed an even bigger threat to the tribe. Her party was ambushed by a gang of Ascended Ones—a violent sect of three-eyed mutants who believe that Pure strain humans were responsible for the destruction of the planet and bringing about Terra A.D. She learned from them that the Ascended Ones were on a quest of their own, to find The Temple of Mutant Alpha: the first known mutant on Terra A.D. or ‘Terra After Disaster’. Does The Temple of Mutant Alpha really exist? If so, if the Ascended Ones find it, there can be no doubt that they will turn it into a site of holy pilgrimage that will further their aims. In response, a stronger and more experienced party of Seekers is to follow up on the information. This is the set-up for Mutant Crawl Classics #15: The Mutant Menace of Lab 47, the fifteenth release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. It is designed for Third Level Player Characters and will take deep into the history of Terra A.D. to reveal some of its secrets with a big dose of Area 51-style ufology thrown in.

Mutant Crawl Classics #15: The Mutant Menace of Lab 47 begins with Player Characters near the source of the Hum in the glow desert, an oasis of the Ancients. After some exploration of what are nearby tourist facilities a la Rachel, Nevada (the nearest settlement to Area 51), the Player Characters can break into the facility, which reveals itself through notices and announcements to be the Trevino Research Base. There is some knowing fun to be had here, since the adventure assumes that any Player Characters of the Shaman Class or of sufficient Intelligence will know the Ancient Tongue. This means that the players will quickly grasp what is going on at the facility, but their characters will not, effectively adding an element of metaplay as the players have their characters explore the facility in search of conformation of what they know and their characters can understand. The adventure also emphasises classic Gamma World-style play in which obtaining the correctly collared com-badges will allow the Player Characters access to different areas of the facility. Alternatively, the Player Characters can use brute force or Security Systems checks of various difficulties, but the simplest and easiest method of exploring the facilities is to find and use the com-badges.

What the Player Characters find in the Trevino Research Base are clear signs that the Ancients obtained—from a place called ‘Glossop’—alien technology and survivors that scientists were conducting research on, including gene research. Plus, the results of the research may well indeed, have led to the creation of the first Mutant. This research was kept well hidden from the outside world, although of course, conspiracy theorists and UFOlogists thought otherwise, hence the UFO-themed tourist facilities outside of the base. The Player Characters do have plenty of opportunity to learn about this research and even conduct a little of it themselves, but perhaps the most entertaining part of the scenario is the fact that they discover living results of that research begun long ago that will trigger their parental instincts. Consequently, the latter half of the scenario is likely to consist of the Player Characters exploring the rest of the Trevino Research Base whilst caring for squalling, wailing, defecating babies! Although their players will have been alerted much earlier in the scenario, eventually their characters will discover that the base’s self-destruct system has been triggered and they will need to find a way to deactivate it. The scenario ends in a genre classic showdown t the bottom of a missile silo!

In addition, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 suggests some possible sequels if the Player Characters survive the scenario and three appendices. One details the various artefacts that the Player Characters can find in the scenario and make use of, such as the Biomesh Com-Badge Jumpsuit—colour-coded, of course, Illuma-Drones for lighting, and NuEarz, jaunty, animal-shaped hearing devices with various modes, some of them useful. The others describe the new monsters in the scenario and the new Mutation, ‘Binary Voice’, similar to Achroma’s Artificial Intelligence Hack, but without the need to bond with the A.I.

Physically, behind a very suggestive cover, complete with a metallic logo, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is cleanly and tidily laid out, clearly written, and decently illustrated. The maps are decent too, although a little scratchy towards the end.

Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is a short adventure with an emphasis on exploration and combat. As with other scenarios for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, it is self-contained, but with plot strands to develop, and so is easy to add to a Judge’s campaign. Overall, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is solid and entertaining.
—oOo—

Goodman Games will be at UK Games Expofrom Friday 30th May to Sunday June 1st, 2025.

[Fanzine Focus XXXVIII] Legends of Uganda Issue #2

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they 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. 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 Legends of Uganda.
Legends of Uganda Issue #2 was published in August 2024 for Gen Con. Published by Sanctum Media, this a collection of lore and legends from the Republic of Uganda following on from Legends of Uganda Issue #1 the previous year. Written by Ugandan game designer Ashraf Braden, it expands upon the content of the first issue with more patrons, magic, and more. The patrons begin with ‘Bihogo, Patron of Cattle’, the Queen of Cattle associated with the fall of Ankole, the second largest of Uganda’s kingdoms. Her adherents are sworn to protect their herds and eat no beef, and when invoking her, her gifts include Horns of the Ankole, which gives an adherent nasty horns that can be used in combat, or the Milk of Bihogo, which the adherent weeps and has healing properties. The second of the Patrons is ‘Musoke, Worm of the Rains’. It is important to the Baganda tribe which favours small gods and spirits, and so Musoke appears as a humble-sized caterpillar who can be called upon at the end of a drought to bring rain. When this happens, he will often appear as a rainbow. His patron effects are all rain related. The description of also includes the Children of Musoke, a ‘Rain Elemental’, and a Third Level Patron Spell, Kaharas Deluge, which transforms the caster’s body into a living rainstorm. The third Patron is ‘Lubowa’, the master of the land and the way in which people live upon, who is so powerful that he is only called upon crimes such as murder, witchcraft, and similar need to be adjudicated and settled. His patron effects enhance investigation, find hidden truths, and so on. Lubowa often manifests as soot, so his ‘Soot Elementals’ embody his swift judgement and consuming wrath.

The ‘Ndyamuhaki’ is the primary monster detailed in the fanzine. It is a trickster spirit, that can be turned by the Cleric, but is primarily known for its ability to shapeshift—including beast, bird, humanoid, mist, and shadow, and its curses. These are nasty. They include ‘Curse of Half-Sight’, which affects several victims, forcing them to pluck one of their eyes out! The other is ‘Curse of the Wandering Fool’, which is not cast by the Ndyamuhaki, but parents or elders upon their wayward children, imposing a penalty to both Luck and all navigation checks until they return home, apologise, and admit the error of their ways.
In comparison to Legends of Uganda Issue #1, there is less content in Legends of Uganda Issue #2. The content is not only decent, but interesting. The backgrounds to all of the entries are very good, but the case of the three Patrons, they do feel as if there should be more to them. Some do have spells and associated monsters, but not all. There is no discussion or development of how the Player Characters might relate to them, or as a Wizard or a Cleric, what spells they take to adhere to the strictures of their patron. This is the core problem with the issue, the lack of game development in terms of application. So, no hooks or adventure seeds, no suggested spell lists, and so on. It means that the content of Legends of Uganda Issue #2 is harder to use.
Physically, Legends of Uganda Issue #2 is a plain, simple affair. The artwork is black and white, consisting of what looks like traditional depictions of the various entities described in its pages.
Like its predecessor, Legends of Uganda Issue #2 really is a fascinating read, an opportunity to read about the monsters and legends of another country and not only that, but have them translated into game terms—and all that by an indigenous author. Yet the content, as interesting as it is, it is not as developed or as supported as it could have been to best help the Judge—who will really have her work cut out to get the best out of Legends of Uganda Issue #2.

[Fanzine Focus XXXVIII] ShadowFolk Issue One

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. A more recent Old School Renaissance-style roleplaying game which right from the start of its appearance started being supported by fanzines, is ShadowDark, published by The Arcane LibraryShadowFolk is one such fanzine.

ShadowFolk Issue One was published by This Is The Weird in April, 2025. It describes itself as an ‘Obscure Folklore Toolbox’ and the first issue is inspired both Ukrainian and Slavic Myth, but has the feel of cosmic horror. It is broken down into three sections, ‘Player Tools’, ‘GM Tools’, and ‘Hex Tools’, but much of the content in ShadowFolk Issue One is actually connected.

The ‘Player Tools’ offers two new Classes. The ‘Kazhennik’ is a member of a species that originated on a strange world of crystallized wood and strange cosmic winds, now lost to them. They have crystalised skin for slightly higher Armour Class, wield a weapon of crystalised wood that inflicts greater damage, and can summon a strange bluish-purple wind that works as a Feather Fall spell. Their strangeness affects others and themselves, such that they avoid civilisation in favour of nature. They give a Close ally a bonus to any roll, but the Kazhennik suffers a penalty when this happens. The other Class is the ‘Netlenne’, a survivalist who can use some nature magic. They have been blessed by nature deities and by teenagers eyes of white orbs and amber colored hair. They loathe reptiles of any kind and at advantage when attacking them, and also have advantage for all nature-related rolls. Their major ability is that they can cast the Shapechange spell to change into any non-reptile creature. They can learn nature-related spells, but not often.

These are odd Classes, outsiders and suitable for campaigns away from urban areas. Mechanically though, what marks them out as different is that they are not Classes that can be taken in addition to an Ancestry. Instead, what they do, much like Basic Dungeons & Dragons did ‘Race as Class’ rather than ‘Race and Class’, is ‘Ancestry as Class’. ShadowFolk Issue One suggests two ways in which this can be done with the Ancestries presented in ShadowDark. One is a hybrid between the Ancestry and the Class in which the Player Characters gains the benefits of another selected every other Level, whilst the other is more of a hodgepodge method that needs some adjustment to the Talent Charts to work with any ease. Both are detailed in ‘Ancestry As Class (AAC)’ in the appendix at the end of the issue.

The ‘GM Tools’ consist of several connected monsters. ‘The Gentleman’ is a dapper demon who who helps forge alliances and agreements between the unlikeliest of groups and deadliest of enemies that always looks so good on paper—and prove to be in the short term. Invariably they go wrong, one side—or both—is betrayed, and so on, so that the chaos of before, is even worse. The Gentleman is always accompanied by two ‘Vyrovik-apes’, undead-like, pony-sized apes that protect their master by being able to teleport between shadows and uttering soul-wrenching howls. They are also unerringly able to track any mortal who gives up his soul to their master. Such souls are transformed into ‘Vyrovik-ki’, short, pig-faced undead chaos fiends that undertake simple tasks because otherwise they can get distracted. Their entry includes a nice table of what they might do when distracted! The other servants of The Gentleman are the ‘Vyrovik-pel’, semi-corporeal winged demons that understand all languages and lurk on rooftops and in allies, collecting all manner of gossip and rumour. What the Game Master has here is suite of demons that can lurk in a city, collect rumours and information that The Gentleman can use to his advantage. The monsters could have done with a few hooks or ideas on how to implement them in a campaign, but these are reasonable tools to start with.

The ‘Hex Tools’ continue the support for the earlier content in the fanzine. ‘Korrine Village’ provides a settlement for the Kazhennik, grown from the forest floor from dead wood turned into a crystalline substance. It is more an overview, but in a page it manages to pack in a quick description of Kazhennik culture, three personalities, and a couple of hooks. There is not a great deal of detail, but it could serve as a rest stop or the home of a Kazhennik Player Character. More attention is paid to the ‘Isle of Mt. Smersh’, the home of The Gentleman from one world to the next. It is heavily mountainous, The Gentleman’s sanctuary, a castle of white obsidian sits atop the island’s highest peak and is marked with endless mazes and tunnels, the whole complex guarded by clockwork machinations and chaos fiends. It is littered with the remains and sometimes devolved descendants of civilisations that The Gentleman has manipulated into their destruction. The remainder of the island consists of thick jungle broken by standing stones, temple of the rain gods, and a silent statue that appears different to everyone who looks upon it. The Game Master will need to develop the specific sites herself to really make full use of them, although the two included monsters—the Mayan Warrior and Child of Zorro—give the island more of a Pulp action Central American feel rather than an ancient island of Chaos.

Physically, ShadowFolk Issue One is a good looking first issue. The very nice artwork contributes towards that appearance, the issue does need an edit.

ShadowFolk Issue One is an ambitious first issue, providing an interesting pair of Classes that do not fit the pattern of traditional Classes in ShadowDark, as well as a setting and a great villain that the Game Master can add to her campaign. However, it is not apparent until quite a way into the fanzine that the various articles are connected and designed to be used together. Perhaps some time could have been spent explaining this at the start? Similarly, ‘The Gentleman’ feels underwritten in terms of actions and motivations and again, more time could have been devoted to developing that for the benefit of the Game Master. Overall, ShadowFolk Issue One does show promise, but the content needs a little more development.

[Fanzine Focus XXXVIII] Book of Misery Vol. 2

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed 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. A more recent Old School Renaissance-style roleplaying game that fanzines are being based upon and inspired by is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing.

Book of Misery Vol. 2 is a fanzine for Mörk Borg written and published by Gizmo in February, 2023. It contains a mix of options for both players and the Game Master. This includes new Classes, weapons, monsters, and a dungeon that can be easily brought into play and all done in the artpunk style that Mörk Borg is notorious for. It opens with the first of four Classes. The ‘Wise Zealot’ ardently spreads the word of the two-head basilisks, driven by a key belief such as ‘The End is near. Nothing can stop it. However, it is needed for the vitality of the world.’ or ‘Any written word that doesn’t see the basilisks in a positive light in heresy.’ With him, he carries a holy relic, such as a gem-encrusted drinking cup that turns any liquid placed in it turns into pure drinking water, or a terrible amulet that mocks passersby mercilessly, but lets the ‘Wise Zealot’ cast powers at an advantage. The ‘Witch Hunter’ is a version of the classic Puritan figure, agile and with good reason to hunt witches like, “At the age of ten, a witch named Hela, killed your dog in your ritual. He was your best friend. You took up arms to hunt and kill, her easiest way to find her? Kill every witch.” He is armed with such things as a crossbow or silver stakes and flashpowder or a silver sword, the latter good versus hags and witches.

More monstrous is the ‘Renegade Sanguine’, essentially a vampire for Mörk Borg. The Class has higher Toughness and Presence and also a Renegade Sanguine ability. This includes fangs as natural weapons that inflict a six-sided die’s worth of damage or with ‘Raise Thrall’, which grants the ‘Renegade Sanguine’ the ability to raise a corpse for several hours per day. The oddest of the four Classes is the ‘Reborn Fungus’, a mushroom given human form, perhaps created by a witch in a ritual gone wrong and abandoned or sacrificed by the cult his family belonged to. ‘Reborn Fungus’ might emit an ‘Ominous Glow’ of faint blue light or commit ‘Mind Theft’ by releasing spores to temporarily control others. The four Classes offer a mix of the ordinary and the outré. The weirdness of the ‘Reborn Fungus’ and the creepiness of the ‘Renegade Sanguine’ are in keeping with the styles of Mörk Borg, whilst the ‘Wise Zealot’ and ‘Witch Hunter’ are more direct in how they are likely to be played.

‘Monsters and Beasts’ describes thirteen entries, but gets off to an underwhelming start with the Amphiptere, a simple flying lizard. Fortunately, the other entries are more interesting. The ‘Runner’ has the body of a dog, demon’s claws, and a misshapen human skull for a head, that stalk the land and have to be killed in blow of their screams will summon more! ‘The Flail King’ is arrogance personified, accidently summoned by an egocentric scholar, which then killed him. ‘The Flail King’ always attempts to persuade everyone that they are the evil ones. Besides a flail attack, it also has a disorientating eye beam and a nasty bite. The ‘Lamia’ is a creature of legend that poses as a malformed building and fires magic missiles. Why? This is a question never answered in too many of these monster entries, and so they are only slightly more interesting though and feel like they are monsters simply for being monsters’ sake, with little to them to really warrant the Game Master using them in her game. The collective ‘Creatures of the Woods’, which include the ‘Will-O-The Wisp’, ‘Bark-eating arachnid’, and ‘Scorned Spirit’ are simple and easy to use. More detailed and thus actually more interesting are the ‘Rot Mana Drinker’ is an obese, lich-like creature obsessed with magic to the point that they eat it—and those that carry it, and the ‘Demön Lörd of Törture’ (or is it pain, the entry is not quite clear), who descends upon towns and villages and divides them into cultists who worship him and then torture those who refuse to. Overall, a disappointing selection.

‘Places To Go, People To See’ is more useful. ‘Sheila the Crafter’ is a combined trader and quest giver who will buy all manner of bodily remains and can upgrade black powder weapons and other interesting things. The problem is that the description is all about the sales, but not about the quests. So the Game Master will need to extract them from what she has on sale as best see can, such as goblin blood for the goblin blood poison. ‘Rurik IV’ is a warrior for hire, Kash a ‘Pirate Demon’ who has given up her piratical ways and come travelling inland to look for something, although the description does not say what. Unfortunately, and again, these suffer from being underwritten and will need some development upon the part of the Game Master.

The ’Magic Items’ include the ‘Book of Fungus’, a dangerously compelling book that grants the user the ability to cast a fungal spell each time they read it, but fail to cast the casting once too often and they have to eat the book. The ‘Flail of the Great Devil Lord’ was created and wielded by a forgotten warrior, who defeated a demon and attached its head to a chain. It is incredibly heavy, so harder to hit with, but it can do a lot more damage. These are all decent enough.

Rounding out Book of Misery Vol. 2 is ‘The Slaughter Tunnels of Pumpkin Valley’. It details of band of wildfolk who have devolved after years of being cut off in a dungeon below a pumpkin swamp. The Player Characters wake up to find themselves prisoners and have to escape, so this is an easy one to add to a campaign, even to the point of their waking up first thing to discover themselves in this predicament! Effectively ‘dungeon of the cannibals’, this is a serviceable affair.

Physically, Book of Misery Vol. 2 adheres to the artpunk style of Mörk Borg. For the most part it works, but some of the founts selected do make the titles difficult to read.

Book of Misery Vol. 2 is even more of a mixed bag than Book of Misery Vol. 1. The Classes are decent enough, but rest is too underdeveloped and too underwritten to be of immediate use to the Game Master. If she puts some work into the content, then it might be another matter, but why should she have to?

[Fanzine Focus XXXVIII] Crawling Under A Broken Moon Issue No. 8

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

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

Crawling Under A Broken Moon Fanzine Issue No. 8 was published in in July, 2015 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe, whilst Crawling Under A Broken Moon Fanzine Issue No. 6 and Crawling Under A Broken Moon Fanzine Issue No. 7 continued that trend with another inspiration, Mad Max, with a look at vehicles of all types. Crawling Under A Broken Moon Fanzine Issue No. 8 marks a radical shift in content and style, but one that will be familiar to the Old School Renaissance.

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, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 8 contains the first part of an A to Z for the post-apocalyptic setting of Umerica and Urth, the second part appearing in Crawling Under A Broken Moon Fanzine Issue No. 9. There was a phase of producing to A to Z guides, such as The Dungeon Alphabet from Goodman Games and The Wilderness Alphabet: A Collection of Random Charts, Tables, and Ideas for use with various Games of Imagination. In each case, the entries in these supplements were not simple guides or descriptions of their subjects, but as the subtitle of the latter book suggests, were instead tables that the Game Master or Judge could roll on—sometimes more than one—to randomly determine elements of the setting such as the description of a door or an altar, the look of an NPC, the contents of a chest, and so on. These tables can be used in play, at the table, the Game Master rolling on them as needed or she can consult them as part of her preparation. This particular issue runs from ‘A is for Aliens’ to ‘M for Mutants with every table being accompanied by a short description and instructions as to what dice to roll.

The entries begin with the most complex of the tables, ‘A is for Aliens’ and ‘B is for Barter Goods’, requiring more than a single roll in each case, but most require only a single roll. Most entries consist of items and locations that can be found and added in the moment, such as “T-shirts with offensive language, pants with ‘Sassy’ written on the backside, and something called “Capri’s”. It’s no wonder the world ended. Moth-eaten clothes. 1d100 buttons, 2d30 zippers, and 2d24 pieces of cloth.” in ‘G is for Garbage’ or “Hunter’s Stew - An old standby of whatever was caught, captured, foraged, or found thrown into a pot with water, ground grain, and maybe a seasoning or two. Only a 1-in-20 chance of choking on a bit of bone, talon, or button. Value: 4cp per bowl the first day, 2cp per bowl after that.” under ‘E is for Edibles’.

Other tables lend themselves to a longer and greater effect upon a campaign. For example, “When the world fell apart, select government officials retreated into underground bunkers to wait out the cataclysm. With no end in sight, life in the bunker broke down into barbarism. After 1000 years, a new force has emerged from the bunkers. Calling themselves the “Shadow Government”, this faction uses ancient technology and robotic soldiers to subjugate the surrounding communities.” from ‘F is for Factions’ and “A former weapons factory, this lab has been converted into a makeshift ammo factory. There are weird and slightly radioactive powders around the place. There is a 20% chance of moving any of the highly valuable firearm parts that a minor radiation hazard will be stirred up. Make a mutation check after 1d10 hours of checking through this location.” for ‘L is for Laboratories’. There are entries where the authors are having some fun with us, as the “A small mainframe computer that is already running. The screen shows obscure coordinate information and an alert box will pop up requesting “CONFIRM TARGET [YES/NO?]”.” entry for ‘C is for Computers’.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 8 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 8 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. 8 is by nature bitty and disparate with its numerous different entries and writeups. It is not an issue to read through from end to end, but to consult from time to time in search of something that will make a Judge’s game just that little bit more interesting and more exciting, which all of its entries have the ability to do. Further, because there really is no specific setting detail given in its various tables, the contents of Crawling Under A Broken Moon Fanzine Issue No. 8 will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Companion Chronicles #14: The Adventure of the Thunder Knight

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for use with Pendragon, Sixth Edition. This can be original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

—oOo—
What is the Nature of the Quest?
The Adventure of the Thunder Knight is an adventure supplement for use with Pendragon, Sixth Edition.

It is a full colour, nine page, 1.32 MB PDF.

The layout is a little untidy and it is not illustrated.

Where is the Quest Set?The Adventure of the Thunder Knight is suitable to run with any campaign for Pendragon, Sixth Edition. It begins with the Player-knights urgently on their way back to court, the default being Salisbury, but it can be set anywhere to suit the Game Master’s campaign.
Who should go on this Quest?
The Adventure of the Thunder Knight is suitable for knights of all types.
What does the Quest require?
The Adventure of the Thunder Knight requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. If the expanded content is sued, then the Pendragon Gamemaster’s Handbook will also be useful, but not essential.
Where will the Quest take the Knights?The Adventure of the Thunder Knight begins in classic fashion, with the Player-knights being challenged by a knight to joust before he can let any one of them cross a bridge which lies on their route back to court. He explains that he is bound to challenge everyone crossing this bridge until he has atoned for his sins, although he will not explain why he is bound to this task, what his sins were, and what exactly he has to do to achieve atonement.

The second half of the scenario involves discovering the curse that the Thunder Knight is under and how it came to befall him. Unfortunately, the scenario provides the background, an explanation of the cause and the solution to the curse, as well as what might happen if the Player-knights attempt to lift the curse in a nicely atmospheric scene, but what it does not do is provide the means for the Player-knights to get to the point in the scenario where they can discern that background, determine the cause, and discover the solution. Such means are suggested, but the Game Master is expected to create this aspect of the scenario herself.

One of the default suggestions as to why the Player-knights are rushing back to court is that they have come to alert their liege lord that a Saxon raid is imminent and reinforcements are needed. The scenario includes details of this battle, should the Game Master want to run it.
Should the Knights ride out on this Quest?The Adventure of the Thunder Knight is a short, straightforward adventure, or would be, were it actually complete. The Game Master can detail the scenes that the author omits, but should she really have to? The Adventure of the Thunder Knight is a solid, one-session scenario that is easy to add to a campaign, but essentially, the scenario is rushed and the author skips over the middle and less interesting bits of the scenario, leaving the Game Master with more work to do do than the scenario really should.

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