Reviews from R'lyeh

Dungeons & Dragons & Middle-earth II

It seemed like it would never happen. Until the publication of Adventures in Middle-Earth by Cubicle Seven Entertainment in 2016, it seemed as if Hobbits and Dungeons & Dragons would ever be the twain. After all, Tolkien Enterprises, Saul Zaentz’s film merchandising company, had threatened TSR, Inc. in 1977 with legal action over the use of the term ‘hobbit’ in Dungeons & Dragons. Which led to the removal of the term and which is why there are Halflings in Dungeons & Dragons as opposed to Hobbits. However, Adventures in Middle-Earth adapted Cubicle Seven Entertainment’s critically acclaimed The One Ring: Adventures Over the Edge of the Wild for use with Dungeons & Dragons, Fifth Edition, and so, much to the surprise of everyone, brought the two together. They are reunited, once again, with the advent of The One Ring: Roleplaying in the World of Lord of the Rings, the second edition of the roleplaying game from Free League Publishing, with publisher following it up with The Lord of the Rings Roleplaying. This is adaptation of new edition of The One Ring for use with Dungeons & Dragons, Fifth Edition, which literally lets a gaming group explore the background and source material for The One Ring: Roleplaying in the World of Lord of the Rings through the means of the world’s most popular roleplaying game.

The setting for both The Lord of the Rings Roleplaying and The One Ring: Roleplaying in the World of Lord of the Rings is the year 2965, over twenty years since the Battle of the Five Armies and the death of Smaug in the east of Middle-earth. This places it between the events chronicled in the pages of The Hobbit and The Lord of the Rings, in the region to the west of the Misty Mountains, between the Last Homely House and the sea. This encompasses all of Eriador, from Rivendell in the east to the Lindon and the coast in the west, from the Ettin Moors in the north to Dunland in the south. At the heart of the region, astride the Great Eastern Road stand The Shire and Breeland, and these are likely starting point for any campaign of The Lord of the Rings Roleplaying. Unlike the landscape of Rhovanion to the east of the Misty Mountains, with its great forest of Mirkwood infested with goblins and spiders, its lengthy rivers and dreary swamps, Eriador feels more open and windswept. This does not mean that it is empty of dangers. Evil men can be found everywhere, and Orcs, Trolls, the Undead, Wolves of the Wild, and even Nameless Things lurk and hide throughout the region, often where secrets of the past ages may be found. Worse, the free peoples of the region may fall victim to their own weaknesses or Shadow Paths, such as the lure of power or the lure of secrets. The lingering effect of the Shadow can also be found in certain blighted, blasted locations, and then there is the reach of Mordor, when Sauron’s baleful gaze falls upon Eriador.
Thus The Lord of the Rings Roleplaying and The One Ring: Roleplaying in the World of Lord of the Rings do not differ in terms of background—including an adventure site or landmark detailed in the style of Forbidden Lands – Raiders & Rogues in a Cursed World. Located in the foothills of southern Ered Luin, ‘The Star of the Mist’ is not a full scenario in itself, but somewhere to be explored, full of dark secrets and factions that the Player-heroes can interact with. It should provide two or three session’s worth of play, but the Loremaster will need to develop a reason for the Player-heroes to be in the area and interact with it. Instead, where The Lord of the Rings Roleplaying and The One Ring: Roleplaying in the World of Lord of the Rings do differ is in terms of their mechanics, since the play of the roleplaying game remains the same with alternating Adventuring and Fellowship Phases, extensive rules for Journeys and for great social interactions called Councils, and the effects of the Shadow upon the hearts and minds of all. It should be made clear that although the The Lord of the Rings Roleplaying core rulebook contains everything that the Loremaster and her players need to roleplay in the setting of Middle-earth for Dungeons & Dragons, Fifth Edition, they will still a copy of The Player’s Handbook for Dungeons & Dragons, Fifth Edition for the core rules.

The Lord of the Rings Roleplaying like Dungeons & Dragons, Fifth Edition, is a Class and Level roleplaying game. Or rather, a Culture and Calling roleplaying game. Six Heroic Cultures are detailed—Bardings of Dale, Dwarves of Durin’s Folk, Elves of Lindon, Hobbits of the Shire, Men of Bree, and Rangers of the North. The inclusion of Bardings of Dale and Dwarves of Durin’s Folk shows how times have changed since the Battle of the Five Armies and the easing of the road east has opened up opportunities for travel and trade. Each Heroic Culture provides Ability score increases and details of cultural abilities, languages, skill and tool proficiencies, and so on, whilst associated Backgrounds add Ability score increases, skill and tool proficiencies, and Distinctive Features. Each Heroic Culture includes six Backgrounds, for example, the Hobbits of the Shire Heroic Culture has Bucklander, On Patrol, Restless Farmer, Too Many paths to tread, Tookish Blood, and Witty Gentlehobbit. Above all, a Background suggests why a Player-hero—as the Player Characters are called in The Lord of the Rings Roleplaying—might want to run off and do something as peculiar as go adventuring.

The Lord of the Rings Roleplaying has six Callings—Captain, Champion, Messenger, Scholar, Treasure Hunter, and Warden. Each Calling has a maximum of Tenth Level, but options allow a Player-hero to progress beyond that, though one aspect of The Lord of the Rings Roleplaying is that peoples of the Heroic Cultures only adventure during their youth, so age is also a limiting factor. The Captain and the Champion are both warrior types, the Captain a leader, the Champion a fierce soldier. The Messenger is a traveller and advisor, the Scholar a learned person who also knows healing and crafts, a Treasure Hunter someone who delves into dark places and secrets, and a Warden, a protector who uses knowledge of the land to help keep communities safe. There is some variation within the Callings, for example, the Scholar can specialise in Healing or Lore, and the Treasure Hunter in Burglary or Spying. All Callings include a Shadow Path, a narrative which a Player-hero might fall into should he fail to resist the influence of the Shadow. For example, the Champion has Curse of Vengeance and the Treasure Hunter has Dragon-Sickness.

Mechanically, if the changes between The One Ring: Roleplaying in the World of Lord of the Rings and The Lord of the Rings Roleplaying are major, those between The Lord of the Rings Roleplaying and Dungeons & Dragons, Fifth Edition are relatively minor. The Lord of the Rings Roleplaying adds several new skills—Explore, Hunting, Old Lore, Riddle, and Travel. Explore and Travel are similar, but Explore covers movement through unknown territory whereas Travel covers movement along familiar, though sometimes no less difficult routes. Together as a party—or Company—the Player-heroes have access to Fellowship, a group resource that can be spent to gain Advantage on all rolls and to trigger various benefits granted from the Company’s Patron. For example, Gandalf the Grey grants ‘Wisdom of the Grey Pilgrim’ which adds a bonus twenty-sided die to be rolled like Advantage for Saving Throws. The Lord of the Rings Roleplaying also allows for a Player-hero to achieve an automatic ‘Magical Success’, the equivalent of rolling a natural twenty on a skill check if he has a particular talent or an artefact. For example, the One Ring would provide a ‘Magical Success’ for a Stealth check. However, the rules for this focus more on the effect than the cause, so it is not immediately clear what talents enable this. As with The One Ring: Roleplaying in the World of Lord of the Rings, there are no spellcasting Callings in The Lord of the Rings Roleplaying, so the Medicine skill and herbalism kit is very useful, as might the Healing option for Scholar Traditions. In addition, resting also takes longer—a Long Rest can only be conducted in a safe haven, or a settlement or city, whilst a Short Rest takes a whole eight hours whilst out on a journey. In addition, The Lord of the Rings Roleplaying suggests ways in which the dice used in The One Ring: Roleplaying in the World of Lord of the Rings to enhance play and to give more of a hybrid feel between Dungeons & Dragons, Fifth Edition and The One Ring: Roleplaying in the World of Lord of the Rings. The result is a halfway house, neither one nor the other.

In comparison to Dungeons & Dragons, Fifth Edition, there is a distinct structure to the play of The Lord of the Rings Roleplaying. It consists of two phases—the Adventuring Phase and the Fellowship Phase. During the Adventuring Phase, the Player-heroes will form a Company and engage in Councils and Journeys. Councils are great social events when the Player-heroes might go before leaders or other notables, perhaps to deliver a message, ask for advice, or seek help. These are played out as a combination of roleplaying and social skill rolls to achieve successes and the Player-heroes can be rewarded Experience Points for the outcome. Whilst the Council mechanics model the Council of Elrond as depicted in The Fellowship of the Ring, the Journey mechanics model the great trips undertaken by Bilbo Baggins and his company in The Hobbit and the Fellowship of the Nine in The Lord of Rings. A Journey requires four Player-heroes—which really is the minimum required in The Lord of the Rings Roleplaying—to undertake one of four duties: Guide, Hunter, Look-Out, and Scout. Events on a Journey, such as a mishap, a chance-meeting, or joyful sight, can lead to a skill test being made by a Player-hero undertaking one of the four duties. Depending on the outcome of the skill test, the Company may end up with penalties or bonuses to the Fatigue Saving Throws made at the end of the Journey. Fail this Saving Throw and this can leave the Player-heroes suffering from Exhaustion. Again, much like the rules for Councils, the rules for Journeys consist of a mix of skill roles and in places roleplaying, although where Councils make use of skills based on the Player-heroes’ Charisma, Intelligence, and Wisdom Abilities, those for Journeys are all derived from the Wisdom Ability—Explore, Hunting, Perception, and Travel. The other activity during the Adventuring Phase is Combat, but this does not differ from Dungeons & Dragons, Fifth Edition.

The Fellowship Phase typically takes place in a safe haven for the Player-heroes. Depending upon the outcome of the Adventuring Phase, the Player-heroes can lose Shadow points gained during the Adventuring Phase, but in the main, individual Player-heroes will pursue a variety of undertakings during these periods of downtime. This can be to ‘Gather Rumours’, ‘Meet Patron’, ‘Strengthen Fellowship’, ‘Study Magical Items’, and ‘Write Song’. These can have effects on subsequent Adventuring Phases, for example, gathering rumours might garner the Company word of where its quarry might be, whilst a song can be sung during an Adventuring Phase to gain a benefit.

Throughout both the Adventuring Phase and Fellowship Phase, a Player-hero is expected to behave and act like their namesake to the best of their ability. That is, a hero. Player-heroes are not always perfect and they are susceptible to the effects of the Shadow, hence the Shadow Paths for each of the six Callings. Shadow points can be gained through the Dread of meeting some foul beast, Greed from discovering a great treasure hoard which turns out to be tainted, the Sorcery of the Dark Lord Sauron and his minions, and worse, Misdeeds by the Player-hero himself! Misdeeds, especially, if an act is intentional. The acquisition of Shadow points can be resisted with Saving Throws, but if a Player-hero’s equal half of the value for his Wisdom, he gains the condition of Miserable. He has an increased chance of failure on all rolls and the Fellowship rating is reduced. If a Player-hero’s Shadow points equal his Wisdom, he is instead Anguished, and he has Disadvantage on all rolls and can recover through a bout of madness. This also pushes the Player-hero along the Shadow Path for his Calling. Once the effects of Shadow do come into play, they can be devastating, but there is scope to overcome them through rest and good roleplaying.

The last part of The Lord of the Rings Roleplaying explores aspects of the setting that it shares with The One Ring: Roleplaying in the World of Lord of the Rings, including a decent guide to Eriador, the Landmark location, ‘The Star of the Mist’, and also more details on each of the possible Patrons for the Company, enabling the Loremaster to portray them and bring into play as characters in their own right. There is the bestiary too, which by the standards of Dungeons & Dragons, Fifth Edition and the Monster Manual, will feel woefully short. However, Middle-earth is not a setting with a wide array of monsters, rather lots of similar creatures. Thus, there are Evil Men, there are Orcs, there are Wolves of the Wild, all relatively common. Plus, there variations within each monster type, so Goblin Archers alongside Orc-Chieftains, Orc Guards, and Orc Soldiers. There is also solid advice for the Loremaster too and rules for treasure and treasure hoards, as well as precious objects and artefacts, including their creation. There is even a sidebar on what happens if the Player-heroes discover the One Ring!

If there was one single issue with The One Ring: Roleplaying in the World of Lord of the Rings, it was simply the lack of examples—play, combat, or sample Player-heroes. This is less of an issue with The Lord of the Rings Roleplaying, primarily because its rules are derived from Dungeons & Dragons, Fifth Edition, and not more familiar, but mechanically more straightforward.

Physically, The Lord of the Rings Roleplaying is also an of The One Ring: Roleplaying in the World of Lord of the Rings. So, it is very cleanly presented in a clear, open style, and the content itself is engaging to read. In particular, the maps are excellent, done in a style reminiscent of Tolkien and will satisfy any Tolkien fan. There are numerous quotes taken from his fiction throughout the book and these add to its feel and flavour. The artwork is also very good, a pen and ink style that captures the old-world rustic charm of the Shire and the region surrounding it. The style and look echoes that of the classic editions of The Lord of the Rings trilogy published by Allen & Unwin, and has a more scholarly feel as if Bilbo himself sat down to write it.

The Lord of the Rings Roleplaying sets out to provide a means for The Lord of the Rings fans who play Dungeons & Dragons, Fifth Edition to play in Middle-earth. It succeeds with a straightforward and attractive adaptation of The One Ring: Roleplaying in the World of Lord of the Rings that manages to bring the higher fantasy of Dungeons & Dragons into the grimmer, earthier world of Middle-earth. For the Dungeons & Dragons, Fifth Edition Dungeon Master and player who are fans of Tolkien, The Lord of the Rings Roleplaying everything that will need to set forth from Bree and explore the lands of Eriador.

Crow Recall

With Everyday Heroes, publisher Evil Genius Games did for Dungeons & Dragons, Fifth Edition in 2202 what d20 Modern did for Dungeons & Dragons, Third Edition in 2002. That is, facilitate and handle roleplaying in the here and now, in the world we see outside our windows, on our television screens, and at the cinema. It went even further though by doing something not actually included in the rulebook. This is providing access to a number of source and scenario supplements all based upon a surprising range of films. In fact, a range of films which nobody expected to see turned into roleplaying material despite their popularity in the hobby. These consist of The Crow™ Cinematic Adventure, Escape From New York™ Cinematic Adventure, Highlander Cinematic Adventure, Kong: Skull Island Cinematic Adventure, Pacific Rim Cinematic Adventure, and Total Recall Cinematic Adventure. These showcase at least, what Everyday Heroes can do and are, equally, six good reasons to play Everyday Heroes. Each entry in this Cinematic Adventure series draws on the core film it is based upon as well as extra source material, to provide background material for the setting, new options for Player Characters, advice for the Game Master, and a full-length adventure, ready to play.

The Crow™ Cinematic Adventure is the first cinematic adventure sourcebook for Everyday Heroes. This draws specifically upon the 1994 film, The Crow, starring Brandon Lee, and the 1989 comic series by James O’Barr, as well as the 1996 sequel, The Crow: City of Angels. The later sequels are lesser source material for the supplement. This does mean that together, the subject for two halves of the book, scenario and sourcebook, does carry a number of subject warnings and like the comic book and film, is intended for a mature audience, dealing as it does with death and loss, drug addiction, torture, suicide, and other adult subjects. The world of The Crow and thus The Crow™ Cinematic Adventure is one in which the spirits of the dead are real. Their task is to guide the souls of the recently dead to the afterlife that is the underworld, to guard the gates to the underworld, and also return with messages and omens. Yet there are some spirits who escape the Underworld and find a way back to the world of the living—they are the Reborn. If a Reborn has been returned by a Crow spirit, then he too is called ‘The Crow’, but there are many other spirits of the dead—the Butterfly, the Cat, the Moth, and others. Each type of spirit is drawn to particular types of deaths and brings those who suffer them back as Reborn and even bestows particular types of quests related to both the deaths and the types. Guided by their spirits, Reborn walk the Earth again, not as one of the living, but the living dead, tasked with enacting revenge upon those who caused their death and fulfilling the quests set by the spirit. The Reborn find the world as dark and as tragic as they left it, the strong thea desire for a better world no more than a fleeting hope...

The primary new options given in The Crow™ Cinematic Adventure are for the Player Characters. These Hero Options include a number of new Backgrounds, such as Abused, Cult Escapee, Near-Death Experience, and Suicide Survivor. Already, these showcase the dark side of the setting. The new Professions include those from the seamier and rougher side of life, including Charity worker, Chop Shop Jockey—someone who cuts up stolen vehicles for their parts, stage Magician, Occultist, and Snitch. Many of these are directly inspired by characters in the film, including the Kid and Pawn Shop Owner. Two Classes after given. The Reborn is a Wise Hero who begins with a Spirit Bond, a Reborn Body, and the ability to Vanish at will. The Reborn also has Powers, such as Death’s Power to substitute the Reborn’s Wisdom bonus for the Strength or Dexterity modifier, Share Experience of his past life with another or Force Experience on another. These require the Reborn’s player to spend Focus to activate. The Reborn also has a Mask of Death associated with his Spirit. The Spirit grants its Reborn with benefits such as skill proficiencies and enhancements to the powers it also grants. For example, the Butterfly Spirit has Charming Presence, which allows a reroll on a failed Charisma check, Glamour to change appearances, Serenity to calm someone, and Sweet Nectar to heal others. All of these powers require the expenditure of Focus and they are the gift of the Spirit that the Reborn can use. In some ways they are also the gift of the Game Master, since the Spirit is not under the control of the Reborn and his player, but is instead an NPC. This allows the Spirit to become a character in its own right rather than just an extension of the Reborn. In addition, each Spirit comes with full stats as a Tiny Monster, and a discussion of its character, the souls it is drawn to, and both the type of quests it gives and some sample quests. Eight Spirits are detailed in this fashion in The Crow™ Cinematic Adventure, including the Butterfly, the Cat, the Crow, the Mastiff, the Moth, the Owl, the Snake, and the Spider.
The other option is the Soothsayer, a Smart Hero. The Soothsayer has Talents and Plans. The Talents include ‘As Foretold’ which enables the Soothsayer to substitute one of two twenty-sided his player rolls at the start of each adventure, whilst ‘Blessing of Fortune’ lets him grant a four-sided die as a bonus to other Player Heroes. The Soothsayer’s Plans include Bend Fate, Clairvoyance, Read the Omens, Witness Your End, and more, all of which are enhanced as the Soothsayer rises in Level. In addition to the two new Hero types, The Crow™ Cinematic Adventure lists several new Feats, divided between General and Multiclass Feats. The former includes Knife Fighter, Pyro, and Ritual Lore, whilst the latter includes Soothsayer Training and Advanced Soothsayer Training letting a Player Hero with another Class gain its mystical abilities. Similarly, the Spirit Servant Multiclass Feat enables a Player Hero who is not a Reborn to acquire a Spirit companion.

The only new rules in The Crow™ Cinematic Adventure are for Ritual Magic. Although several sample rituals are included, the rules in the main are narrative-based. Mechanically, Ritual Magic consists of deciding upon the effects of the spell, researching it, learning it, and then casting the spell. The guidelines are nicely supported with a good example. Conversely, where the rules and advice on handling Ritual Magic in The Crow™ Cinematic Adventure are more than enough for the Game Master to include them in play, the advice for the Game Master for running a scenario or campaign in the style of The Crow comes up short at just two pages. There is advice here on setting the mood, having more than one Reborn—and thus more than one quest—is in play, on playing Spirit allies, and running Ritual Magic (again!), and handling prophetic dreams. However, what the advice does not cover is the setting for scenarios set in the world of The Crow or the types of villains that the Player Heroes might be attempting to enact revenge against. The advice is followed a handful of scenario hooks.

Approximately half of The Crow™ Cinematic Adventure is dedicated to its adventure, ‘Prayers of the Past’, which even comes with its own soundtrack! The scenario is intended for Player Heroes of Fifth and Sixth Level and can be adjusted to be played with just one player, although the ideal number is five. It can also be run with just the one Reborn Player Hero or multiple Reborn Player Heroes. The set-up involves a Zero Session where the Player Heroes decide upon and play out what happened to the Reborn they are either playing or their Player Heroes know, which can can take a single scene or be developed into a longer session, so that the prequel to the scenario proper plays out as a series of prequels rather the one. Hooks are provided if the players cannot come up their own.
Each of the multiple Session Zeroes takes place in a different city before ‘Prayers of the Past’ draws the Player Heroes back to Detroit and the events of The Crow, coming together at Club Trash in a bloody orgy of revenge and violence. It is a solidly grim affair which works as a one-shot or even a campaign starter, overall, effectively drawing from the source material to create a situation and story which fits within that source material. Safety tools are strongly recommended throughout, if necessary, as the scenario is very much intended for a mature audience. In addition, the staging advice for Game Master is also decent throughout, and in fact, actually better in places than the scant advice given for the Game Master in her own chapter.

Lastly, ‘The Cast’ chapter provides stats and details of a variety of NPCs and more. The NPCs are divided into three categories. The first are general, including ordinary characters as well as spiritual ones, and there are suggestions here too, as to which NPC types to use to portray various characters from both The Crow and The Crow: City of Angels. These NPC types are drawn from both the Everyday Heroes core rulebook and The Crow™ Cinematic Adventure. The second category consists of NPCs for the scenario, ‘Prayers of the Past’, whilst the third consists of protagonists from both The Crow and The Crow: City of Angels. This includes Eric Draven, Darryl Albrecht, Sarah, and others. The more consists of five pre-generated Player Heroes, including a Soothsayer, an Omen of Disaster (a Reborn with a Moth Spirit bond), an Omen of Vengeance (a Reborn with a Snake Spirit bond), an Omen of Love (a Reborn with a Butterfly Spirit bond), and an Omen of Pain (a Reborn with a Crow Spirit bond). These support the scenario being played with multiple Reborn,
Physically, The Crow™ Cinematic Adventure is cleanly, tidily presented. Unfortunately, the sourcebook is not illustrated with images from the films, but the artwork in their stead is decent. However, the book does need another edit in places.

The Crow™ Cinematic Adventure is not a sourcebook for the world of The Crow—either the comics or the films. There is some background, more sufficient to do what The Crow™ Cinematic Adventure is designed to do rather than be exhaustive. What The Crow™ Cinematic Adventure is designed to do is present the means and tools for a Game Master to run and her players to roleplay a scenario or campaign in the style of The Crow and within the world of The Crow—and this, bar the underwhelming advice for Game Master—it succeeds at. The Crow™ Cinematic Adventure is a solid first entry in the series of Cinematic Adventures for Everyday Heroes, expanding it into the realms of the mystical and with new Player Hero options and a good scenario, bringing world of The Crow to the gaming table.

Kaiju Crawl

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, is a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2023’, which takes place today on Saturday, July 22nd, 2023, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. Two of the scenarios, ‘The Rift of the Seeping Night’ and ‘Grave of the Gearwright’, are written for use with the Dungeon Crawl Classics Role Playing Game and appear in the duology, the DCC Day 2023 Adventure Pack. The third, Crash of the Titans, is a scenario for Mutant Crawl Classics notable for sharing the same cover as that for the limited edition printing of the rulebook. It is Crash of the Titans which is being reviewed here as a preview of ‘Dungeon Crawl Classics Day 2023’.

Crash of the Titans is designed for a party of between four and six Third Level Player Characters which takes them into a unique environment to face—well, actually, to not face—but dodge and work around a pair of kaiju-sized monsters! The Holy Medicinal Order asks the Player Characters to help find a replacement power source for its most precious device of the Ancients—a rejuv-chamber—which is capable of healing almost any injury or illness. It requires a Q-Pack, one of the rarest of power cells and the Order knows of only one source where another can be found—the City of Storms. This is located in a nearby city of the Ancients and is renowned for the electrical storms which play out above its skies. However, when the Player Characters arrive, they discover that the skies are clear and the area, buildings and all, sits in a swamp of acidic water. This though is the very least of their problems.

As the Player Characters explore the area, they disturb not one, but giant mutants, one an insectoid monstrosity, the other all tentacles, and both towering over the Player Characters and the area. Both monsters wander the area randomly, stomping on the Player Characters if they notice them, and battling each other when end up in the same location. The region consists of six hexes surrounding a central hex which is a lake. There are encounters to be had and locations to be explored and scavenged in each of the six surrounding hexes amongst the old industrial and residential buildings. In other adventures for Mutant Crawl Classics, the number of artefacts that the Player Characters can find and make use of does sometimes feel scanty, but here the number feels about right given the limited number of locations and size of the scenario. The progress of the Player Characters is both hampered and driven by the looming presence and threat of the giant mutants, but it is also helped by a much larger, but more of an environmental nature mutant, which literally whispers hints to them as they move around the area.

Eventually, the Player Characters will find a Q-Pack, but will be faced with another problem—how to charge it! Thus sets up the second half of the scenario as the Player Characters ascend the vine-entwined walls of the area’s only standing building. This is a power tower and once inside, they will need to find a way to restore it to full operation and charge the Q-Pack, setting up the climax of the scenario in true King Kong kaiju style!

Crash of the Titans is a short adventure, which can be played in a single session, but probably best plays out in two. There is a sense of openness to the scenario with its relatively flat, swamp location combined with the ominous presence of the two giant mutants wandering around the region, sometimes clashing and fighting each other, forcing the Player Characters to flee. All of this can be played out on the scenario’s map which is presented in full colour inside its wraparound card cover. The scenario even comes with a pair of standees, one for each giant mutant, which the Judge can cut out of the cover and then use to indicate where each giant mutant is on the map. Whilst this would give the scenario a sense of space, would a Judge really want to cut holes in Crash of the Titans’ fantastic cover?

Physically, Crash of the Titans is very nicely presented. The cover hints at the adventure to come and the map inside the wraparound cover is very nice. In fact, it is actually good to see a map for Mutant Crawl Classics done in full colour like this. The scenario is otherwise well written, easy to understand, and straightforward to run.

If perhaps Crash of the Titans is missing anything it is that the whispering ally that the Player Characters encounter during the scenario could have been developed further, perhaps as a Patron—an alternative to the Patron A.I.s usually encountered in the Mutant Crawl Classics? Otherwise, Crash of the Titans is a great little scenario for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, one which packs a lot of inventive adventure into its few pages. Overall, of the releases for ‘Dungeon Crawl Classics Day 2023’, Crash of the Titans is the best of the three scenarios released.

Friday Fantasy: DCC Day #3 Chanters in the Dark

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, is a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2022’, which took place on Saturday, July 16th, 2022, the publisher released not one, not two, but three items for the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. These included Dungeon Crawl Classics Day: The Book of Fallen Gods , a book of Patron ‘Un-gods’, gods who were, and whose worship has drastically dwindled, but were the Player Character Wizards and Clerics to find them, would accept worship once again; the DCC Day 2022 Adventure Pack, which contained two scenarios, one for the Dungeon Crawl Classics Role Playing Game and one for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic; and DCC Day #3 Chanters in the Dark, a separate scenario for the Dungeon Crawl Classics Role Playing Game. With ‘Dungeon Crawl Classics Day 2023’ taking place tomorrow on Saturday, July 22nd and with a preview of the DCC Day 2023 Adventure Pack, the Dungeon Crawl Classics Role Playing Game scenario for the event, having already been published, it is DCC Day #3 Chanters in the Dark which is being reviewed today.

DCC Day #3 Chanters in the Dark is bit special. Designed for a party of between four and eight Player Characters of First Level, it begins en media res, with their being aboard a boat that hurtling along an underground river before plunging deeper into the earth. This is exactly how Dungeon Crawl Classics #67: Sailors on the Starless Sea, the classic Character Funnel ended and although it can be run as a standalone adventure, DCC Day #3 Chanters in the Dark is actually designed as a sequel to Dungeon Crawl Classics #67: Sailors on the Starless Sea. To that end, it even includes advice on how the Player Characters can level up, from Zero Level to First Level within the confines of the scenario given that they are far away the surface and home. The most amusing of this advice is what to do with the animals that Zero Level Player Characters sometimes begin play with at the start of Character Funnels. Essentially, chickens and ducks will not be a problem per se, but if a Player Character former farmer and would be adventurer really wants to bring his pig or his cow along, there might be more of an issue. Otherwise, the leveling up advice covers the acquisition of spells for Clerics, Elves, and Wizards, as well both tools and skills for thieves.

The river dumps the Player Characters in the cave entrance to the Lost City of Quetat, an underground, alien city much in the mold of I1 Dwellers of the Forbidden City. The city is small, dominated by an arena and an entrance to a temple. It is primarily inhabited by beastmen of various types, many of which seem to be suffering from Anophthalmia. However, this does not seem to bother the transient beastmen who regularly move from one of the city’s simple, but ancient dwellings to another. Their lives are dominated by the worship of Yuzz and part of this involves the sacrifice of their eyes. This does not disturb them unduly and they see it as part of both worship and normal life. Plus, the eyes do grow back. However, the continued worship of Yuzz and the dominance of its priesthood has divided the Beastmen. Reformers seek change and want to overthrow the priests of the Temple of Yuzz and the beastmen’s dependence on the Great Fungal Mound which lies at the heart of their faith and their subsistence. Rebuilders want the Player Characters to stay and become part of the community, providing the Beastmen with new blood and possibly, new leadership. The Religious want continued worship of Yuzz and consumption of the Great Fungal Mound and acceptance of the sacrifice of their eyes and the narcotic effect of the Great Fungal Mound. The Religious will regard the Player Characters as interlopers and an evil threat to the city if they do not leave or conform.

The progress of the Player Characters will driven by three factors. One is the need to find a way out and a means to return to the surface world. The other is the three factions and interacting with one, two, or all three of them, even allying with one of them, which is likely to be the Reformers. Combining these is a series of events which will very likely influence the reactions and opinions of the Player Characters as they go about the city in pursuit of the other factors. There are some genuinely creepy moments in the scenario, such as stumbling upon one of the blind Beastmen for the first time, encountering the elephantine Caretaker with its proboscis that it uses to literally suck the eyeballs out of its victims—willing or unwilling, the weirdness of the temple and the priesthood, and the moment that that one of the Player Characters has the eyeballs sucked out of his head! There are rules included for this and the effects of being both partially and totally blind included, but rest assured that this is horribly disturbing and means that is DCC Day #3 Chanters in the Dark best suited for a mature audience and its genre is as much horror as it is fantasy. At best, most players are going find this aspect of the scenario ‘icky’, at best, at worst, ommetaphobia-inducing.
The emphasis in DCC Day #3 Chanters in the Dark veers towards exploration and interaction, but there is plenty of combat in the scenario as well, so that overall mix is fairly balanced. Although the actions of the Player Characters can alter the balance of power in the Quetat, they cannot solve the problem at the core of the situation as they are far too low Level. Ultimately, they will turn to attempting to escape that that presents a very physical challenge, which can end with the Player Characters successfully escaping to surface or being trapped in Lost City of Quetat...
Physically, DCC Day #3 Chanters in the Dark is decently done. It is lightly illustrated, but the artwork is okay. It it is a pity that the eye-sucking monster was not illustrated. The maps are clear and easy to read, although there is a disconnect between the main map and the internal map of a building in that the number for the main building is not in keeping with the numbering of its internal locations so that there is no location number ‘2’ on the main map, but its internal locations all start with ‘2’.
DCC Day #3 Chanters in the Dark details a low level, unworldly lost city in the tradition of classic scenarios of the past and classic pulp stories, but makes it creepier and weirder and even more claustrophobic. This is great little scenario for the Dungeon Crawl Classics Role Playing Game for First Level Player Characters which will challenge them to survive right to the very end.

[Free RPG Day 2023] Cobra/Con Fusion

Now in its sixteenth year, Free RPG Day for 2023 took place on Saturday, June 24th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Thanks to the generosity of David Salisbury of Fan Boy 3, Fil Baldowski at All Rolled Up, and others, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day, both in the USA and elsewhere.

—oOo—
Cobra/Con Fusion is a scenario not just for one roleplaying game, but two! It is published by Renegade Game Studios for use with its G.I. JOE Roleplaying Game and its Transformers Roleplaying Game. In bringing the two together, the theme of the adventure is team-ups. For when Cobra and the Decepticons begin working together, the operatives of G.I. Joe and the Autobots are forced to co-operate in order to thwart their iniquitous intrigues… This means that the players will take the roles of characters working for both—three from G.I. Joe and three of the Autobots. What this means is that Cobra/Con Fusion actually differs from other adventures for Essence20—the system that the G.I. JOE Roleplaying Game, the Transformers Roleplaying Game, and the Power Rangers Roleplaying Game use—in which the players use characters created of their own or pre-generated characters. Instead, Cobra/Con Fusion uses specific pre-generated Player Characters, which consist of A.W.E. Striker Bumblebee, Bulkhead, and Minerva of the Autobots and Cover Girl, Doc, and Mainframe from G.I. Joe. They are all of Tenth Level as required by the scenario and are available to download. The other notable aspect of Cobra/Con Fusion is that it is independent of the timeline for the comics for both G.I. Joe and The Transformers, so fans of either can expect some differences.

Cobra/Con Fusion opens with Part One, ‘Awestruck’, with the three G.I. Joe operatives arriving on La Grande Dune du Pilat on the south-west coast of France in the Bordeaux area for a briefing. Stalker, the G.I. Joe leader giving the briefing, reveals four things. The first is that The Baroness, the Cobra mastermind has been seen in the area. The second is the existence of the Autobots, Bumblebee, Bulkhead, and Minerva. Three, that the G.I. Joe operatives will be working with the Autobots. Four, one of the Autobots, Bumblebee, is badly damaged and needs to be repaired. This sets up the first challenge for the scenario, as members of the two diverse factions—G.I. Joe and the Autobots—are directed to co-operate in repairing Bumblebee. This scene is essentially an emergency room scene played out against a time limit, with each of the Player Characters being given tasks that they can perform to complete and speed the process. In actuality, there is no time limit, but rather that the quicker the Player Characters perform the repairs, the greater the benefits they can gain when facing the forces of Cobra and the Decepticons. At the end, Bumblebee is restored to full operating health, though with G.I. Joe technology rather than Autobot technology.

The action-proper begins in Part Two and ‘Street Hustle’, when the story moves south-east to the village of Saint-Bertrand-de-Comminges, close to the Pyrenees, where G.I. Joe has tracked the Decepticon and Combaticon Swindle. Oddly, the whole village has been bought out from underneath the residents by none other than The Baroness. The G.I. Joe operatives and the Autobots are sent to capture and interrogate Swindle in the hopes of discovering the location of The Baroness. This sets up a desperate car chase around the village which is hampered by the fact that the village is one of the most beautiful in France and has a heritage which dates back to before Christ! Which means that parts of it are very old and cannot be damaged by collateral damage. Full rules are provided for vehicle chases in The Field Guide to Action & Adventure Crossover Sourcebook, but sufficient details are provided here for the Game Master to run the scene. However, there is scope here for some expansion too, since like the earlier La Grande Dune du Pilat, Saint-Bertrand-de-Comminges is a real place, so the play through of the chase around the village could be enhanced with maps and photographs—none are given in the scenario—to give a greater sense of verisimilitude.

Part Two will climax with a battle between Swindle and the Player Characters, but they will be able to learn what Cobra and the Decepticons are planning together. This includes where the plans are being carried out, a secret base in the Pyrenees. In Part Three, ‘Break the Joint’, the Player Characters must break into the facility and destroy the fruition of Cobra-Decepticon co-operation—a prototype H.I.S.S. drone based on the leader of the Decepticons, Megatron, known as Fusion. Defeating both Fusion and the forces at the Cobra base brings the scenario to a successful end.

A full appendix gives the stats for all of the adversaries in Cobra/Con Fusion, including Fusion. In addition, there are notes for the Game Master throughout the scenario, giving advice on using other Player Character options, modifying the adventure up to Twentieth Level, and staging the adventure.

Physically, Cobra/Con Fusion is well presented. The artwork is good and the map of the Cobra facility is clear. The text in Cobra/Con Fusion is tight in places and a little busy, so the Game Master will need to pay careful attention to the checks and stats needed for each scene.

Cobra/Con Fusion is designed to highlight the supplement, The Field Guide to Action & Adventure Crossover Sourcebook. Not just mechanically with the chase rules, but also thematically, as Cobra/Con Fusion is a ‘layered crossover’, in which both settings of G.I. Joe and The Transformers exist in the same world, but rarely interact. Of course, in Cobra/Con Fusion, they do. The nature of scenario with three Player Characters from G.I. Joe and three Autobots does limit choice, as does the fact that the G.I. Joe operatives tend to be technical versus the Autobots who are more competitive in nature. But that is in the nature of scenarios with pre-generative Player Characters and Cobra/Con Fusion is a one-shot after all. Plus, it would be more difficult to run it as part of a campaign or with other Player Characters.

Cobra/Con Fusion is a fun, one-shot scenario, just about the right length to be run in a single session or at a convention. This makes it the best offering from Renegade Game Studios for Free RPG Day for both the G.I. JOE Roleplaying Game and the Transformers Roleplaying Game to date.

Miskatonic Monday #207: A Place Just For Us

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

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

—oOo—
Name: A Place Just For UsPublisher: Chaosium, Inc.
Author: Charles Huysman

Setting: Modern day Product: One-shot
What You Get: Eighteen page, 2.89 MB Full Colour PDF
Elevator Pitch: “When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” – C.S. Lewis.Plot Hook: Going home means coming home to play...
Plot Support: Staging advice, two NPCs, and one map.Production Values: Reasonable.
Pros# Bucolic horror# Non-Mythos horror scenario# Flexible storytelling elements# Suitable for small groups# Easy to adjust to other time periods# Fennecaphobia# Xylophobia# Ludophobia

Cons# No clear explanation of the plot# Underwritten set-up and town description# Non-Mythos horror scenario
Conclusion# Bucolic hometown horror which takes the Investigators back to their childhoods# Underwritten set-up leaves Keeper with development to make play easier

Miskatonic Monday #206: As the Stars Fall

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

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

—oOo—
Name: As the Stars FallPublisher: Chaosium, Inc.
Author: Jamie Burke

Setting: Modern day North American gaming conventionProduct: One-shot
What You Get: Thirty-three page, 18.06 MB Full Colour PDF
Elevator Pitch: Your mother warned you about the dangers of your hobby. She was right.Plot Hook: Some people think gaming conventions are odd. The attendees, even odder. This time, they’re right.
Plot Support: Staging advice, four/Five pre-generated Investigators, three NPCs, five handouts, and some monsters.Production Values: Reasonable.
Pros# Familiar setting for many gamers# Creepy tale of blood and possession# Scope to create the convention# Easy to adjust to the nineties, eighties, seventies, or sixties# Hemophobia# Demonophobia# Chapodiphobia

Cons# Could end in a bloodbath and possession
Conclusion# Unsettling tale of blood and possession which ends under the stars.# Short one-shot in a familiar setting

Fantasy Fixes

Godforsaken is one of several genre sourcebooks for the Cypher System published by Monte Cook Games. The others, such as The Stars Are Fire covers Science Fiction, Stay Alive! covers horror, and We Are All Mad Here covers fairy tales, but Godforsaken tackles that most ubiquitous of genres—at least when it comes to roleplaying—fantasy. In each case, these four genre supplements build on specific chapters in the Cypher System Rulebook providing a range of rules and rules tweaks, character ideas, options and modules, monsters and more, including settings and scenarios, that together help the Game Master and her players explore the genre and its many facets and aspects, create characters, and adventure in worlds inspired by a wide range of sources, including books, films, and even other roleplaying games. As a supplement, Godforsaken has to cover a wide array of subgenres, from high and low fantasy to dark fantasy and fairy tales, from the future of a dying Earth and historical fantasy to contemporary fantasy and paranormal romance, from whimsical fantasy and wuxia to Dungeons & Dragons-style fantasy.
Godforsaken is really a collection of questions and answers. Asking how one aspect or another of the genre can be done and then explaining or showing how. This is not just for the Cypher System, although that of course, is its focus, but with the genre in general. It starts with two options. The first is inspirations, touching upon classics such as Arthurian legend or the tales of Sinbad, but surprisingly suggesting a range of fantasy roleplaying games which could also serve as the basis for a Cypher System fantasy game. This complemented later in the book with more specific discussions and lists of possible inspirational works, covering fiction, film, and television, even fantasy artists, essentially a bibliography with suggestions. It feels odd having it placed further into the book when it could easily have followed the opening chapters. The other is creating a new setting and is more expansive, looking initially at the role of magic—knowledge, power levels, availability, history, and its interplay with technology and actual history—in broad strokes. It is a subject that the supplement will return to for obvious reasons. It also asks whether death will be permanent in the Game Master’s setting (similarly, this is expanded upon later in the book) and suggests ways to create maps and advise the players about the nature of the world that the Game Master has created. It is all fairly broad, as is the discussion and samples of fantasy.

The specifics really begin with character options which suggest ways in which various character types can be done using the Cypher System “I am an adjective noun who verbs.” format. For example, a Druidic character could be created in numerous ways depending upon what he does. For a druid with an animal companion, the Focus might be ‘Controls Beasts’ or ‘Masters the Swarm’ or who transforms, it might be ‘Takes Animal Shape’ or ‘Walks the Wild Woods’. Numerous options are suggested for the traditional fantasy roles like barbarian, the bard, priest, fighter, holy knight, warlock, and wizard, as well as for less traditional ones such as gunslinger and inquisitor. Several of the Foci are new, including ‘Takes Animal Shape’ and ‘Wields an Enchanted Weapon’, but in the main draws from the hundred or so given in the Cypher System Rulebook. However, not all of those are suitable for the fantasy genre and there is advice too on adjusting them to fit. For example, ‘Grows to Towering height’ could mean the character has giantish blood or be descended from a titan, ‘Licensed to Carry’ gives the character an unusual or magical weapon and applies the Focus’ bonuses to it, and ‘Talks to Machines’ could mean that the character instead communicates with golems or even the undead.

Equipment is handled in two ways in Godforsaken. First it gives descriptions and prices of a wide range of weapons, armour, tools, and adventuring gear. It will look familiar to anyone who has played a fantasy roleplaying game, but unlike in the Cypher System Rulebook, it gives prices in gold pieces rather than broad price categories. Second, it suggests ways in which Cyphers—the means by which the Cypher System awards Player Character one-time bonuses, whether potions or scrolls, software, luck, divine favour, or influence—can be brought into the fantasy genre. In the fantasy genre, these can obviously be potions, scrolls, talismans, and the like, which are relatively easy to make. Godforsaken gives complete rules for their creation as a series of step-by-step challenges, with higher level Cyphers requiring more time and more expensive ingredients. These are easy to use and nicely complement the main rules for crafting to be found in the Cypher System Rulebook. Crafting artefacts is also covered. Also discussed is why the Player Characters might craft Cyphers rather than expect to have them rewarded through play as is the norm, which might be preparation to overcome a foe or challenge, because the Player Character is a crafter, or it is thematically appropriate.

The rules for crafting Cyphers are one of several modules, divided between magical and fantasy rules, which Godforsaken provides and discusses that the Game Master can plug into her setting. The other modules for magical rules include antimagic, death and resurrection, ritual magic, magical technology, mind control, mystical martial arts, the power of names, and secrets. The modules for ritual magic and magic and technology include numerous examples too. There is specific advice about how to handle mind control in play, since not every player likes his character to be taken out of his control necessarily, suggesting that its parameters be set prior to play and reward a Player Character extra Experience Points when it does come into play, perhaps as a ‘GM Intrusion’. The module about using antimagic is more advice than mechanics, since the Cypher System does not actually define whether a Player Character’s abilities, Cyphers, and artefacts are magical or non-magical. If the former, antimagic effects remove them from play and that can be a problem from situation to situation, because they are integral to the Player Character. Ultimately the advice is to use antimagic in play sparingly. The fantasy rules modules cover the rewarding of treasure, including Cyphers and artefacts, and then the exploration of the dungeon environment. Walls, doors, traps—both as challenges and ‘GM Intrusions’, with numerous examples, are described here.

For running the Cypher System in a manner similar to Dungeons & Dragons, the chapter on fantasy species details several classic examples—Catfolk, Dragonfolk, Gnomes, Halflings, and Lizardfolk—in addition to those found in the Cypher System Rulebook. There is the suggestion too that they can be used as a Descriptor during Player Character creation, not once, but twice, so that Player Character could be an Inquisitive Halfling Explorer who Works the Back Alleys. Similarly, there are also suggestions on how to get near the Vancian style—that is, memorise, cast, and forget—which is challenging given that the Cypher System defaults a spontaneous style of casting. Godforsaken includes a trio of Cypher Shorts that can be used as single encounters or short scenarios, all of them classic fantasy situations. This is followed by a bestiary of forty or so monsters and NPCs to complement those in the Cypher System Rulebook and a selection of Cyphers and artefacts to add to a campaign.
Godforsaken is also the eponymous name of the setting described in the book. Comprising the second part of the supplement, it describes the ‘Godforsaken Setting’ and supports it with a pair of adventures. The ‘Godforsaken Setting’ is split into two realms. ‘Bontherre: The Blessed Lands’ are a green and pleasant land where nobody goes for want of anything, a pantheon of five revered gods known as the ‘Sacrante’, walk the lands and are worshipped by all, and for some, is a dull place to life. Beyond these lands of milk and honey lie the ‘Godforsaken Lands’ where the influence and power of the ‘Sacrante’ cannot reach and the sun and sky are different. As brave explorers, the Player Characters step through from ‘Bontherre: The Blessed Lands’ into the ‘Godforsaken Lands’ where they must survive radically dangerous environments, such as viciously biting weapons and acid rain, in search of resources valued by crafters. For example, Flevame, lies across the River of Souls and is easily accessible, and has a smaller sun and no moon, is colder, visitors from Bontherre suffer from a ‘weakening’, and visiting adventurers are often hunted by the forces of a necromancer called Crumellia Encomium. As well as being able to explore a new world, adventurers search for spirit threads which can be used to enhance artefacts. The other two lands detailed in the ‘Godforsaken Lands’ are different and there is scope too for the Game Master to add more. The setting is supported by two scenarios which introduce the ‘Godforsaken Setting’ and notes for the types of characters that the players can create and roleplay.

Physically, Godforsaken is very well presented, but that is what you would expect for a book from Monte Cook Games. It is well written, and both the artwork and the cartography are also good. Sidebars are used extensively throughout the book, adding detail, advice, stats, and references to the Cypher System Rulebook, and in the process, being very handy.

Godforsaken has two big hurdles that it has to overcome. One is that it has to encompass a wide swathe of subgenres and the second is Dungeons & Dragons. Although Godforsaken discusses numerous subgenres, it does not actually explore them in any great depth, its focus being broader and more generic. Further, it does not so much attempt to escape the influence of Dungeons & Dragons as in parts embrace it and show how a fantasy game in its style can be run using the Cypher System. By no means is this a bad thing, but rather it does leave less room for more detailed treatments of the other subgenres, which perhaps a supplement of their own.
Godforsaken presents a solid set of tools and advice for running the fantasy genre under the Cypher System, which altogether ask the Game Master numerous questions which will help her create and run her own fantasy setting. Ultimately though, Godforsaken cannot encompass everything in the fantasy genre and leaves a lot of subgenres waiting to be explored in greater depth for the Cypher System.

Fantasy Basics

First published in 2006, the Basic Fantasy Role-Playing Game reaches its fourth edition in 2023. The good news is that the latest edition of the Dungeons & Dragons-style roleplaying game is not guilty of a strange swerve into MMORPG-style play as was the case when the most famous of roleplaying games reached its fourth edition. Instead, the Basic Fantasy Role-Playing Game, Fourth Edition is compatible with each of the previous three editions of the roleplaying game and it is compatible with the rest of Old School Renaissance too. Which means that the Game Master can still use all of the content and supplements previously published for the Basic Fantasy Role-Playing Game for her game as well as supplements and content released by too many other publishers to mention. What the Basic Fantasy Role-Playing Game, Fourth Edition offers is Dungeons & Dragons-style roleplaying, dungeon-delving adventures, epic magic, and big battles against two hundred and more different monsters, the discovery and wielding of magical items—minor and major, and more. All supported with advice for the Game Master and packaged in a simple, even basic, volume that combines the equivalent of the Player’s Handbook, Monster Manual, and the Dungeon Master’s Guide, all without the need for the Open Game Licence.

The Basic Fantasy Role-Playing Game, Fourth Edition is published by The Basic Fantasy Project. It takes its cue from the Dungeons & Dragons of the early nineteen eighties, so is more akin to Basic Dungeons & Dragons than Advanced Dungeons & Dragons. There are differences though, but there is a great deal more that will be very familiar. It is a Class and Level roleplaying game, up to Twentieth Level, rather than a Class and Level and Class as Race and Level roleplaying game. It offers four Races—Elf, Dwarf, Halfling, and Human, and four Classes—Cleric, Fighter, Magic-User, and Thief. Only Elves and Humans can be Magic-Users. Other than that, there are no limits on the choice of Class and Race. The familiarity mean that Dwarves have a minimum Constitution, Darkvision, and know their way around worked stone; Elves have a minimum Intelligence, Darkvision, are immune to the paralyzing attack of ghouls, are less likely to be surprised, and are better at finding secret doors; Halflings have a bonus to ranged attacks and initiative as well as Armour Class when facing large creatures, and are naturally stealthy; and Humans gain a bonus to Experience Points earned. Clerics can wear any armour, must wield blunt weapons, can turn undead, and gain their first spell at Second Level. Fighters can wield any weapon, wear any armour, and are simply better in a fight. Magic-Users begin play knowing the spell Read Magic and another spell of the Game Master’s choice! Thieves cannot wear metal armour, can perform a sneak attack with a melee weapon, and have a range of Thief Abilities such as Open Locks, Remove Traps, Pick Pockets, and more, all rolled on percentile dice.

Mechanically, the Basic Fantasy Role-Playing Game, Fourth Edition is mish-mash of different mechanics. Attack rolls and Saving Throws are rolled with a twenty-sided die, the aim being to roll high. Thus, Armour Class is ascending, with just three types of armour in the roleplaying game—leather, chain, and plate, plus shield—and beyond bonuses from either a high Strength or Dexterity, a Player Character’s attack bonus being determined by his Class and Level. A roll of one is always a miss, whereas a roll of twenty is always a success, but there are no rules for critical successes or fumbles. However, Hit Points reduced to zero for both Player Characters and monsters means they are dead. Other tasks are rolled on different dice. Thus, an attempt to open a stuck door is rolled on a six-sided die, but a locked door on a ten-sided die, the aim being to roll low, modified by the Strength bonus. Similarly, all Player Characters have a very low—one-in-six—chance of detecting traps, though the Thief’s Ability supersedes this. Both Surprise and Initiative are rolled on a six-sided die, but low for determining the former and high for the latter. The Basic Fantasy Role-Playing Game, Fourth Edition is therefore highly idiosyncratic in its rules and their application, but no more so than many other Dungeons & Dragons-style retroclone and certainly no reason to be surprised given its origins and inspiration. However, this mechanical motley does have repercussions. Fundamentally, it makes the roleplaying game less easy to learn, even arcane by modern standards, because almost every rule is mechanically situational. This is not to say that the roleplaying game is impossible to learn, but it contributes towards the hurdle of doing so.

Conversely, any experience with a retroclone or Dungeons & Dragons, and the Basic Fantasy Role-Playing Game, Fourth Edition is easy to pick up and begin playing. The differences between the Basic Fantasy Role-Playing Game, Fourth Edition and any other retroclone dot the rules. Most notably, they include the use of ascending Armour Class, but other rules provide clear and easy rules for unarmed combat and brawling and subdual damage. Spellcasting is Vancian for Magic-Users and all spellcasters require a hand free to successfully cast a spell. Clerics pray for their spells, whilst Magic-Users prepare and memorise them from a spellbook, except for Read Magic, which is so ingrained, it does not require the spellbook. Dig into the spells, and there are small differences here and there. For example, Mind Reading replaces ESP, Magic Missile inflicts a six-sided die’s worth of damage rather than a four-sided die’s worth, and so on. Some of the spells are highly detailed, such as Teleport, which is given a description almost a page in length whereas Read Magic runs to just three sentences in length. There are some forty-eight spells for Clerics and some sixty-two spells for Magic-User, from First Level to Sixth Level.

Similarly, the chapter on monsters—which runs to some one hundred pages—contains a mix of the familiar and the unfamiliar. Instead of the Displacer Beast, there is the Deceiver (or Panther-Hydra); the Gelatinous Cube is classified as a Glass Jelly, the Black Pudding as the Black Jelly, and Gray Ooze as the Gray Jelly, and so on; and the Golem entry includes Amber, Bone, and Wood Golem as well as Clay, Flesh, and Iron Golem. New additions include the Ironbane, an armadillo-like creature with hare’s legs and anteater-like snout with a long flicking tongue which transforms iron into rust (this does not replace Rust Monster), the Trollwife is included alongside the Troll as well as the Trollkin, the latter a young Troll, and the Urgoblin is a mutant Hobgoblin capable of regenerating Hit Points!

As you would expect, the Basic Fantasy Role-Playing Game, Fourth Edition covers most situations and elements that could come up in a Dungeons & Dragons. Equipment includes everything from arms and armour to land and water transportation and siege engines, traps and secret doors, wilderness travel, retainers and specialists to hire, handling encounters—including combat, and treasure. There is a complete set of tables for generating treasure types and hoards, the best feature of which are the list of effects, such as Courage, Invisibility, Protection, Flames on Command, Locate Objects, and Obsession, which can be applied to any weapons—not necessarily swords, and miscellaneous items. This is alongside the usual range of magic items and even rare items like the Bag of Holding, Boots of Travelling and Leaping, Girdle of Giant Strength, and Rope of Climbing.

For the Game Master, there is advice on various Player Character options in terms of the creation process, learning spells, weapon and armour restrictions, and so on. Added here is guidance on handling one of the most difficult issues in Dungeons & Dragons—wishes. The aim here is game balance versus literal accuracy. A similarly difficult issue, that of Energy Drain, is handled in more mechanical fashion. This is handled as negative levels which inflict a semi-permanent loss of one Hit Die’s worth of Hit Points and a -1 penalty on all rolls, plus spellcasters lose a spell slot. The effect is more granular, though still potentially deadly. Optional rules cover raising the dead, saving throws versus death and poison, ability rolls, awarding Experience Points for treasure, and more. There are rules here too for magical research for the Magic-User Player Character or NPC, and of course, for the Game Master to create both dungeon and wilderness adventures. There is no adventure included in the Basic Fantasy Role-Playing Game, Fourth Edition, but the advice is a decent introduction to creating both.

Physically, the Basic Fantasy Role-Playing Game, Fourth Edition is cleanly presented. The book is well written and fairly liberally illustrated, much of which appears in the monster chapter. The quality of the artwork varies, some of it is quite scrappy, but some of it is decent.

There are no real issues with the Basic Fantasy Role-Playing Game, Fourth Edition, but one potential issue is that the roleplaying game does not work as an introductory roleplaying game as written. The Basic Fantasy Role-Playing Game is intended to be simple enough for the younger player to play, and that is true, although with the supervision of older or adult players. The roleplaying game is written for the latter rather than the former, for example, there being no example of play, though there is fiction at the start and a decent explanation of what a roleplaying game is, plus there is an example of character generation. However, the meat of the rules and their mishmash nature are not easy to grasp, but again, to be fair, this applies to numerous other retroclones as well. For the experienced player, this would not be an issue.

There are plenty of Dungeons & Dragons-style roleplaying games available to choose from. The Basic Fantasy Role-Playing Game, Fourth Edition offers a comprehensive set of rules in a cleanly presented rule book, covering just about any situation that might come up in play. There are also two major advantages to the Basic Fantasy Role-Playing Game, Fourth Edition. One, it is slightly cheaper—even free as a download—than most other Dungeons & Dragons-style roleplaying games available. Two, it gives access to a range of scenarios and mini-campaigns, such as JN1 The Chaotic Caves: A Basic Fantasy RPG Adventure Series For Characters of Levels 1-3. Overall, the Basic Fantasy Role-Playing Game, Fourth Edition is a serviceable fantasy roleplaying game.

Solitaire: A Set of Scrubs

Roleplaying games can have you portraying some strange characters. Not just elves or aliens inhibited by their emotions, but really strange characters. For example, in Marquee Press’ Khaotic, the characters’ minds are projected into the bodies of aliens on another world to fight a would-be invader, but end up all controlling the same alien body. In both Asmodee’s Bloodlust and John Wick’s WIELD: Chronicles of the Vatcha, the players portray the magical items and weapons being wielded, not the wielder. In the transhuman roleplaying game Eclipse Phase, the character is split between Ego and form, able to resleeve the Ego into a myriad of different body types, from cheap labour morphs and Olympian biomorphs to Uplifted species such as Chimpanzees and Octopuses and robotic flexbots and swarmoids. In the eponymously named A Set of Scrubs, you get to roleplay something that is perhaps the strangest, yet most ordinary item of all.
A Set of Scrubs is a journaling game which tells the story of a single set of scrubs at a hospital. Due to budget cuts, scrubs need to be worn multiple times, being deep cleaned between use, and handed back out as necessary. From the moment the scrubs are handed out for the first time, fresh and with a newness you just wish would never fade, to the time they have worn through and been stained with marks—both emotional and physical—that never truly shift, via being worn into something unremarkable, then perhaps a little scratchy, the scrubs will have been multiple times by numerous different people. Doctors, nurses, patients, porters, never management, visitors (yes, even them), security guards. Told over the course of three acts, A Set of Scrubs uses the Lost & Found system which is designed to produce solo games telling the story of an Object over a long stretch of time, typically from its creation to destruction. So it is with A Set of Scrubs.
A Set of Scrubs is published by Beyond Cataclysm Books and written by a medical doctor. To play—or rather to tell the story—of the single set of scrubs takes about an hour and requires pens, paper, a clock (or other means of tracking time), and a candle. The use of the latter and the subject matter of A Set of Scrubs, with dark and difficult themes since hospitals are places where life and death are decided, means that it is for mature audiences only.

A Set of Scrubs begins with the player establishing and describing the hospital, its age, management, and progress. Then it does the same for its staff and its patients. Is the hospital old or new, underfinanced or getting by, dirty or clean, the management honest or dishonest, and does the hospital have a motto? Do the staff want to do a good job or are they overworked and undermanned, professional or not, what are their opinions of the motto? Are the patients wealthy or poor, from all corners of society or one, what do they think of the hospital and does it have a good reputation, and how do they treat the staff? Is there a change in patient numbers, and if so, why? Penultimately, what does the set of scrubs look like? Cheap or well made, colourful or one tone, comfortable or uncomfortable, and so on? Lastly, the player draws the set of scrubs. There is even space in the book for this.

A Set of Scrubs is played in three acts. In each act, the scrubs will be worn by two or three Wearers. These change from act to act, each accompanied by a set of prompts which the player uses to tell the story going on around the scrubs. The prompts may also ask the player to roll on or choose from the ‘Illness’ Table or the ‘Clinical Procedure’ as appropriate. Doctor, Nurse, and Patient are consistent across all three acts, but the Porter appears in Act One, the Visitor in Act Two, and the Security Guard in Act Three.

The prompts for the Doctor, the Nurse, and the Patient vary slightly from act to act. For example, the prompts for the Patient in Act One ask the player to explain why the patient is in hospital, to choose and answer a question from the ‘Illness’ table, give an event that happens on the day which sticks with them for a long time, and lastly, how the patient Marks the scrubs. For a Patient in Act Two, the player must explain how the patient got to the hospital, choose and answer a question from the ‘Illness’ table, and both how the patient Marks the scrubs and whether or not the patient is marked in a similar way. A Mark is the effect that the encounter had on the scrubs. It can be as simple as a pulled thread or a spilled cup of coffee, as visceral as a string of bullet holes, swathes of blood and gore—or worse, or even a sleeve torn lose in an encounter with frightened Patient, or as ephemeral as an odour or a sound, a lingering presence, and so on. These are literally made on the scrubs, the player drawing them on the picture he drew of the set at the start of play.
In between wearers, the player rests, from a few seconds to a few minutes, before the scrubs are pulled on by the next wearer and both player and scrubs thrown back into the action—physical, emotional, or both—of hospital life. Longer rests means that when the scrubs return to duty, the hospital will also have changed somehow and that will have an effect on the wearer and the scrubs. For the player, the moments of rest take place with his eyes closed (or in the dark). The shorter the period, the less time the player has to contemplate what happened in that day’s encounter, to wonder how the scrubs were affected and the nature of the Mark. The ultimate period of reflection comes at the end after Act Three, when the scrubs have worn out and been incinerated. This is when the candle is lit and the player takes one last moment to consider the events and encounters that the scrubs have been witness to.

Physically, A Set of Scrubs is very well produced, a sturdy digest-size booklet with intentionally rough illustrations.

A Set of Scrubs is very much a contemplative writing experience rather than a roleplaying game. It prompts the player to consider events and encounters in a place dedicated to life and healing, but where death and even danger are a constant presence. The stories that result are peripatetic, flitting from wearer to wearer like a shared world, mostly ordinary, but influenced by the building around them and the care that the staff provide. Doubtlessly influenced by the numerous medical dramas we have seen, A Set of Scrubs nevertheless pushes us to explore something we know is there and something that we know at some point we will encounter, but from an unexpected emotional quarter.

Friday Fantasy: DCC Day 2023 Adventure Pack

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, is a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2023’, which takes place on Saturday, July 22nd, 2023, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. Two of the scenarios, ‘The Rift of the Seeping Night’ and ‘Grave of the Gearwright’, are written for use with the Dungeon Crawl Classics Role Playing Game and appear in the duology, the DCC Day 2023 Adventure Pack. The third, Crash of the Titans, is a scenario for Mutant Crawl Classics notable for sharing the same cover as that for the limited edition printing of the rulebook. It is the DCC Day 2023 Adventure Pack which is being reviewed here as a preview of ‘Dungeon Crawl Classics Day 2023’.

The first adventure in the DCC Day 2023 Adventure Pack is ‘The Rift of the Seeping Night’. Designed for a party of between five and seven First Level Player Characters, it is notable for being the winner of the of the ‘2022 Mystery Map Contest. The scenario begins with the Player Characters summoned to the normally sunlit city of Sphyre high in the Torrith Mountains. Here the people have worshipped the sun for centuries, but now the pattern of day and night has changed, the latter longer, the former shorter. Normally, the city is protected by the immortal wizard, Baltothume, but something must have happened to him for the light of the sun to have begun failing, so the Player Characters are expected to enter the and explore the outpost when he has lived for thousands of years. The outpost is quite small, consisting of just nineteen locations divided between two halves. The first half is where Baltothume lived and worked and feels quite tight and worked to be liveable, whereas the second half is darker and has rougher-hewn, natural feel to it, of a far wider space than the Player Characters can see.

To progress beyond the first half, the Player Characters will need to explore the facility and solve several puzzles, all possessing a solar nature, requiring either light or shadow. There are a few encounters here, but in the main they are just about enough of a threat to First Level Player Characters. The scenario is puzzle-orientated—so much so that they require their own notes—their being solved opens the way into the dungeon’s second half and then back again for its dénouement after that. Surprisingly, for a scenario of this size, it does includes more than the route between the two, preventing the scenario from stalling when the Player Characters cannot make any further progress. That said, the players and their characters may find themselves stalling when attempting to solve the scenario’s puzzles. Careful attention to detail is required and the Judge should definitely make notes as part of her preparation to run ‘The Rift of the Seeping Night’, both to help her understanding and to help her players and their characters come to understand how it works.

‘The Rift of the Seeping Night’ is a neat, nicely self-contained—of course, decently detailed, dungeon which can played through in a session or two. The detail extends to a pair of entertainingly memorable magical items that will help the Player Characters in the exploration of the dungeon. The combination of its puzzles and theme of night and day that split the dungeon should engage players who like to think their way through a situation and the Judge should definitely prepare for that.

The second adventure in the DCC Day 2023 Adventure Pack is ‘Grave of the Gearwright’. Designed for a party of between four and six Second Level Player Characters, it is actually inspired by DragonMech, the fantasy-steampunk-mecha setting published by Goodman Games in 2004. (Perhaps the scenario is a precursor to it being re-released, this time for use with the Dungeon Crawl Classics Role Playing Game? Who knows? Watch this space in 2024 on the roleplaying game’s twentieth anniversary.) That said, the scenario is not specifically designed to be run using that setting, but rather as an adventure for the Dungeon Crawl Classics Role Playing Game which combines magic and machinery. The scenario definitely requires a Thief, whilst Player Characters with a mechanical or engineering inclination will also be useful. Clerics or Wizards with mind or nature-affecting spells will find their spells to be less effective in the scenario given the nature of the dangers that the Player Characters will face.

Master Gearwright Alia Coppermantle has not been from in weeks. Perhaps they are tasked with checking on her well-being by a friend or stealing some of her secrets by a rival, but in whatever way they get involved, the Player Characters begin the scenario outside her tower, about to break in. That is quickly achieved and once inside, they will find the tower and its workshops below to be occupied by creatures that resemble weird balls of spiked tentacles and Dwarves very mechanically going about their work. If the Player Characters can defeat one of the constantly working Dwarves, they should learn some of what has been going on at the workshop (the Judge will need to prepare exactly what each Dwarf can remember as it will be different for each one), but not quite the true nature of the threat. That is invasion! From the Moon, no less! Ultimately, whether they sneak their way through the complex via its ventilation shafts—because ‘Grave of the Gearwright’ is as much Science Fiction as it is Fantasy and technological as much as it is magical, and therefore really, really needs ventilation shafts—the Player Characters can locate the missing Gearwright and learn what has happened in the workshop. Here the Judge will need to be a little inventive as Master Gearwright Alia Coppermantle has lost her voice. Nevertheless, that is not going to stop her and the scenario will climax with a battle for possession of the mecha that she was constructing.

‘Grave of the Gearwright’ is definitely more Science Fiction than fantasy in its feel and trappings. It does offer the opportunity for a Player Character to begin to learn engineering as a skill and even take the Great Machine as a Patron. What it does not do is let the Player Characters take control of the mecha, which would have been fun for the final scenes in the scenario. The fight up and down the giant robot, as well as atop it, is a great stage upon which to have a battle though. Otherwise, ‘Grave of the Gearwright’ is the more straightforward of the two scenarios in DCC Day 2023 Adventure Pack with an emphasis on combat and stealth. It also pushes the Dungeon Crawl Classics Role Playing Game slightly in a direction that the roleplaying game as a whole is not quite compatible with as written, but this will vary from one Judge to the next. Physically, the DCC Day 2023 Adventure Pack is decently done. The artwork is fun and the maps clear, and both scenarios are well written and easy to read.

Of the two scenarios in the DCC Day 2023 Adventure Pack, ‘The Rift of the Seeping Night’ is both more interesting and more challenging, as well as easier to add to campaign. Otherwise, with two different scenarios in terms of tone and mystery for the Dungeon Crawl Classics Role Playing Game, the DCC Day 2023 Adventure Pack contains two entertaining scenarios as you would expect from Goodman Games.

1998: Cranium

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

—oOo—
It is surprising to realise that Cranium is twenty-five years old. Originally published by Cranium, Inc. via Amazon and Starbucks—of all places!—‘The Game for Your Whole Brain’ was subsequently published by Hasbro, Inc. and sold everywhere. To celebrate its silver anniversary, its current publisher, Funko Games has released the Cranium 25th Anniversary Edition, which combines its sketching, acting, humming, sculpting, picture-puzzling, and word unscrambling game into a very attractive and sturdy package. Designed for four players aged twelve and up, it still is what it always was—a party package of games, which asks the players to guess answers based on an image drawn on a card, or from a sound or a song, answer trivia questions, solve word or picture puzzles, and infamously, sculpt an object which hopefully will be the clue to what is on the card. So, one part Pictionary, one-part Trivial Pursuit, one-part Scrabble, one-part Charades. The challenges in Cranium 25th Anniversary Edition can be divided into four categories—red Fact & Picture Challenges, yellow Word & Letter Puzzles, red Drawing & Sculpting, and green Acting & Sound Effects—and with a grand total of eighteen specific challenges divided between the four, there is always something new and interesting for the players to do. And given the silliness of some of the tasks, laugh at them as well.

What strikes you first about the Cranium 25th Anniversary Edition is how it is packaged. It comes as a fat disc or case. The top half is purple, the lower half white, and with an undulating edge to the top and bottom of the case, what the Cranium 25th Anniversary Edition actually looks like is a cake. In fact, a celebratory cake with purple icing on the top! What strikes you second about the Cranium 25th Anniversary Edition is the fact that everything is contained within the case. This includes challenge cards, the mini-white boards and their dry-erase pens, the timer, the team pawns, the counters, the movement die, and of course, the pot of ‘Cranium Clay’ used for the sculpture challenge. What strikes you third about the Cranium 25th Anniversary Edition is the movement die. It is a ten-sided die, but marked with five colours—twice. If you are an experienced gamer, then you will have seen this in the last twenty-five years, but for the casual gamer, it could be a first.
At the start of the game, the players divide into two teams. The blue team and the orange team. Each team has a mover in a corresponding colour. Everything is removed from the case in readiness for play and one of the game’s two decks is shuffled and placed in the slot in the middle of the case. This is where the cards are drawn from, turn to turn. Each team receives a reference sheet, which explains all eighteen categories, and a set of four Bonus Coins. There are two ‘Reroll’ coins, a ‘Move +1’ coin, and a ‘Move +2’ coin. The first two allow the die to be rerolled, whereas the other two grant a bonus to movement if a challenge is successful. All four can only be used once per game and are dropped into the slot atop the case when used. On a turn, each team will roll the die. This determines the category or colour of challenge they will perform. The opposing team will draw a card and set the challenge for the team based on the colour on the die. If the current team rolled purple, it can choose any colour. The team can also choose whether or not to use a ‘Bonus Coin’. Once the challenge is set and the timer readied, the player doing the challenge has two minutes to complete it and for the rest of the team to get it right from the clues provided by the player. Some challenges given are marked as ‘ALL PLAY’ in which case a player on both teams attempts it and the first team to get it right wins. When a team gets a challenge right, its Mover is moved round the track on the case to the next space matching the colour of the challenge it just completed. The game is won by the team which gets its Lover back round the track to the starting space.
In terms of game play then, the Cranium 25th Anniversary Edition is all about the challenges. Each card has one challenge from each category—Fact & Picture Challenges, Word & Letter Puzzles, Drawing & Sculpting, and Acting & Sound Effects—with corresponding answers on the back. For example, a card could have the ‘Soundstage’ challenge of the player having to perform ‘Glassblowing’ using sounds and gestures the rest of the team identify it correctly; identity the ‘Odd Couple’ or two items which do not belong on a list from ‘Chupacabra/Seattle Kraken/Jersey Devil/Beast of Exmoor/Cleveland Monsters’; ‘Jargonaut’ or choose the word which matches the definition for ‘The vapour line behind a high-flying plane’ from ‘Contrail, Delta wave, Phytoplasma, or Gasconade’; and in ‘Sensosketch’, the player must draw a ‘Katana’ with his eyes closed and the rest of the team identify it correctly from the drawing.
The fun of the game is in these challenges. And the fun in the challenges is in getting them wrong as much as you do right. Especially the more physical challenges, whether that is drawing or sculpting or performing. This is what will make everyone laugh as much as groan with frustration. The range of challenges provides lots of variety and that variety will appeal to a wider age group, young and old. Unfortunately, there is a problem with the Fact & Picture Challenges category in that the trivia questions are based on American knowledge rather than general knowledge. So, anyone outside of the USA is going to have a harder time with the category.
Physically, the Cranium 25th Anniversary Edition is very sturdily and attractively presented. Everything packs into the solid, very cake-like case, which looks good on the table. The cards are on thick stock, the Cranium Clay is malleable, and both the case and the Mover pieces are solid plastic.
All right, so the Cranium 25th Anniversary Edition is not a gamer’s game. It is too random, too simple, no real game play, no real rules or tactics or strategy. Which is true. In fact, the only tactic might be to use the purple result on the die to choose a colour and thus a category of challenge the team thinks it has a chance of succeeding at and move further than a random roll might have allowed. Yet despite these issues, every gamer needs a party game, a game that he can bring out and play with friends or family who do not ordinarily play games, especially at certain times of the year. Cranium is challenging in ways that friends and family will understand and silly and fun that they can enjoy playing it. Even a gamer can enjoy it for those reasons. Think of it as a palette cleanser, played very, very occasionally between more complex and demanding games.
The Cranium 25th Anniversary Edition is a great version of the classic party game. It looks good on the table, its team play encourages co-operation, and it plays well with family and friends, offering them a wide variety of tasks and challenges that are often fun and silly. Every gaming collection needs a party game and if that party game is Cranium, then the Cranium 25th Anniversary Edition is the version to have.

Miskatonic Monday #205: The Colour of Cattle

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

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

—oOo—
Name: The Colour of CattlePublisher: Chaosium, Inc.
Author: John LeMaire

Setting: Illinois, 1885
Product: Scenario for Down Darker Trails: Terrors of the Mythos
What You Get: Sixty-three page, 142.09 MB Full Colour PDF
Elevator Pitch: Colour Out of Space drains the colour out of cattle!Plot Hook: A cattle drive takes a short cut to death
Plot Support: Staging advice, three handouts, six pre-generated Cowpokes, four maps, twelve NPCs, one creature, one bad bear, and one Mythos monster.Production Values: Unworldly.
Pros# Scenario for Down Darker Trails: Terrors of the Mythos
# Can make use of Get Along, Little Dogies
# The snake oil turns out to be the balm needed# Mostly a physical and combative investigation# Plenty of extra background material provided# Includes bonus encounter# Chromophobia# Arkoudaphobia# Bovinophobia
Cons# Needs a slight edit# More a change of genre than a change of story# Can make use of Get Along, Little Dogies
Conclusion# Solid, slowpoke of a scenario as the cowpokes try to drive the Colour from the region in order to drive their cattle through # Brings a fresh approach to dealing with a Mythos threat which really cannot be dealt with and offers limited story use.

Miskatonic Monday #204: To The Tolling of The Bell

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

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

—oOo—
Name: To The Tolling of The BellPublisher: Chaosium, Inc.
Author: J. Michael Arons

Setting: United KingdomProduct: Scenario
What You Get: Nine page, 3.13 MB Full Colour PDF
Elevator Pitch: For Whom the Grounded Bell TollsPlot Hook: When an unmounted bell rings, ghosts walk the streets
Plot Support: Staging advice, one handout, two NPCs, and one Mythos monster.Production Values: Plain.
Pros# Underplayed, but decent small village mystery# Potential priests in peril# One-session investigation# Leans towards Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Needs development, but can be slotted into an ongoing campaign# Could work with one or two Investigators# More Hammer Horror than Cosmic Horror# Easy to adjust to Cthulhu by Gaslight or the modern day# Kampanaphobia# Ecclesiophobia# Religiophobia

Cons# Needs a slight edit# Undeveloped set-up for the Investigators# The NPC has his own Investigator sheet?# Unclear if the NPC is an NPC or an Investigator# No pre-generated Investigators# No maps# More Hammer Horror than Cosmic Horror# Leans towards Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
Conclusion# Underdeveloped, but promising ecumenical horror, which with work, would slot easily into a campaign# More Hammer Horror than Cosmic Horror

Universal Hammer Horror

The city of Spireholm stands at the southern tip of Karanthia, a country on the coast of the Balkans known as Europe’s Fang. Its isolation and its surrounding savage landscape has made it a feared target for any would-be conqueror, but that is not the only reason. In an age of modernity, industrialisation, and enlightenment, Spireholm and Karanthia are the last refuge of monsters and horrors, cast out from the rest of the continent. In Spireholm and Karanthia, myth and legend are real, and monsters walk the streets, let alone stalk the night, some welcome, others not. Constructs and creations given form and life. Shapeshifters and werewolves and the invisible. The Mad Genius. Vampires and warriors cursed with immortality. The Lucky fools who have made Faustian pacts and deals with dark patrons. The undead and those who would deal with the undead. The Monster Hunter as well as the biologist more concerned with cataloguing such creatures rather than killing them. Yet there are those in the city who do look to the outside world and trade has begun to flow readily through Spireholm’s harbour as the city’s four great families vie for power, influence, and money, the watch and the militia keep the temporal peace, the Divine Order the ecumenical and moral peace, and the Ragged Lords run crime and protect the poor in the city’s worst districts. All of which takes place behind Mayor Blumquist, who despite his wheedling and grovelling, keeps all of the city’s factions happy. As social and economic change comes to Spireholm, there is another faction, one that dates all the way back to the city’s foundation and has remained hidden since, which plots to reclaim what once belonged to it. If this faction succeeds, it will turn the clock back centuries and unleash monsters the likes of which not even the good folk of Spireholm have seen on their streets!

This is the set-up for SHIVER Gothic: Secrets of Spireholm, a supplement for Shiver – Role-playing Tales in the Strange & the Unknown. Published by Parable Games, Shiver is a generic horror roleplaying game, designed to do a variety of subgenres, from modern slasher and cosmic horror to zombie outbreaks and Hammer Horror melodramas, using easy to build Player Characters archetypes and the Doom Clock as a device to ratchet up tension and push the story to a horrifying climax combined with its own dice mechanics. It is great for one-shots, especially ones inspired by horror films. If that seems limiting, SHIVER Gothic: Secrets of Spireholm shows how Shiver can do more—a lot more. SHIVER Gothic: Secrets of Spireholm is a guide to the Gothic for Shiver, highlighting the subgenre’s sense of isolation, decaying old order versus the new, hidden secrets, and transgressive urges. SHIVER Gothic: Secrets of Spireholm is a guide to roleplaying the monsters of the Gothic subgenre. SHIVER Gothic: Secrets of Spireholm is a guide to the city of Spireholm. SHIVER Gothic: Secrets of Spireholm is a complete campaign within the city of Spireholm. SHIVER Gothic: Secrets of Spireholm introduces a new mechanic that tracks Doom, not in hours, but days. Thus, SHIVER Gothic: Secrets of Spireholm provides an array of new Player Character archetypes, city where they are accepted—for the most part, and a complete ten-part campaign for them to explore the city, its politics and its secrets.

To be fair, SHIVER Gothic: Secrets of Spireholm does not dwell on the nature of the Gothic for very long and nor does it provide an extensive guide to the city, but it is sufficient in both cases. Arguably then, its main focus is on playing as monsters and the campaign. The idea behind playing as monsters is that it grants the Player Characters access to supernatural powers that they will in turn use to fight the supernatural, but at the same time, they must constantly struggle with the light and the dark within themselves as well as their inner demons, and they must always be societal outcasts. What makes them monsters makes them untrustworthy. This will come into play through role playing rather than a given mechanic. If there is a disappointing aspect to SHIVER Gothic: Secrets of Spireholm, it is this lack of mechanical means of handling the monstrous side to roleplaying these monsters. Their inclusion would have at least supported the players’ portrayal of their characters and their characters’ darker side.

SHIVER Gothic: Secrets of Spireholm provides seven Archetypes. These are Construct, the Changed, the Mad Genius, the Immortal, the Lucky Devil, the Oddly Undead, and the Slayer. For example, the Construct has the Paths of Flesh, Machine, and Stone; the Mad Genius, the Paths of the Creator and the Alchemist; and the Immortal, the Paths of the Endless and the Vampyr. Each Archetype also has access to ten abilities, from Tier One to Tier Ten. Some of these are common to each of the Paths within an Archetype, but others are specific to a Path. Then there are over twenty Backgrounds particular to the subgenre, including Sentient Machine, Coach Driver, Regal Beast, Taxidermist, Gourmet, and more. Each provides an Ability and a Flaw. For example, the ‘Person in the Portrait’ has the Ability of Cumulative Inheritance, which provides the Player Character with plenty of wealth and an opulent home that serves as a Sanctuary to hide his secret, whilst the Flaw is ‘The Aging Artifact’, which the Player Character cannot look at, lest he be Slowed, lose Hit Points, and become Cursed. He can recover, but if ‘The Aging Artifact’ is destroyed, the Player Character dies.

With seven Archetypes, fourteen Paths, and twenty-one Backgrounds, SHIVER Gothic: Secrets of Spireholm provides the players with a wide array of build options and choices enabling them to create some classic monster types. Most of these are reinforced by the Archetypes and Paths, with the Backgrounds being used to emphasise or tweak the combination of Archetype and Path. For example, the Endless Path from the Immortal Archetype would work with the ‘Person in the Portrait’, ‘The Holy Knight’, or ‘The Regal Beast’. The end result is that the players can create characters in the style of The League of Extraordinary Gentlemen, Penny Dreadful, or Hellboy.

The second part of SHIVER Gothic: Secrets of Spireholm is dedicated to the city and its associated campaign. It details the city itself, its history, factions, and districts in broad detail, dedicating roughly a page to each of its twelve districts. It does describe the world beyond the walls of Spireholm, if only a little, revealing that it is an alternative nineteenth century not too dissimilar to the Victorian era. It suggests ways of getting the Player Characters together, whether as members of the city watch or local militia, members or servants to the Four Families, monster hunters, or even ambassadors from abroad! Of course, the Director can just as easily mix and match these too to add further variety to the backgrounds of each of the Player Characters. SHIVER Gothic: Secrets of Spireholm also introduces the Doom Calendar. In Shiver, the Doom Clock starts at eleven o’clock at night and counts up minute by minute to Midnight and the Player Characters’ inevitable Doooommm(!), with events triggered at ‘Quarter Past’, ‘Half Past’, ‘Quarter To’, and ‘Midnight’. The Doom Calendar instead tracks this over a month rather than an hour. Each chapter in the campaign in SHIVER Gothic: Secrets of Spireholm has its Doom Calendar and as the days pass, the events—or ‘Doom Tolls’—on certain days will be triggered. This though, is on a day-to-day basis, but if in the course of a chapter, the Player Characters trigger the Midnight Doom Event on the Doom Clock, two days pass instead of one, hurrying the Doom Calendar towards the next ‘Doom Toll’. A Doom Calendar can be turned back, though this is challenging and done by performing certain deeds within the story. There are notes too for the Director to create her own Doom Calendar.

Almost three-quarters of SHIVER Gothic: Secrets of Spireholm is dedicated to a ten-part campaign. Each of the ten chapters is bookended by ‘What the Director Knows’ at the beginning and at the finish, ‘Exploring the Wider Mystery’ which suggests how the Director might expand the campaign and ‘Doom Events’ which are triggered on the Doom Chapter for the chapter. Between the start and the end is the meat of the scenario, which varies from one chapter to the next, but between the chapters are a series of interludes. Initially, they cover setting up a sanctuary for the Player Characters and dealing with an NPC who can prove to be a useful ally to the Player Characters if they remain on his good side. Later, they explore the backgrounds and details of the numerous factions within the threat facing Spireholm that the Player Characters will fight and investigate.

The opening two chapters of the campaign involve the city’s major families. First, the aristocratic and influential Pontwhistles, whose fortunes are on the decline, and then the extremely wealthy and surprisingly technocratic Silvarri. In ‘A Mournful Howl’, the heir to the Pontwhistle is found dead. Investigating with the help of the city’s leading information broker, the trail leads into an abandoned library and a nest of ghouls before turning back to where it all started. The Player Characters may cheated at its end, but at least learn there are dangerous foes abroad in the city. The head of the Silvarri family, a noted inventor, engages the Player Characters to test the security of ‘The Clockwork Vault’ by breaking into the clockwork maze. This presents the Player Characters with a series of technical puzzles and traps to overcome, but once in the vault gives them access, at least temporarily, to a number of artefacts and devices. In fact, the campaign is littered with these, ready to be found and used by the Player Characters, some of the most fun being suitable for a masked ball that they will attend later in the campaign. However, none of those in the Clockwork Vault can be removed unless the Player Characters are very careful. One is integral to the plot and reveals the first hints as to the nature of the threat the city faces.

The various factions threatening the city make their first moves in ‘On Strange Tides’ when rumours of disappearances and strangers draw the Player Characters to the city’s docks. Investigating one of the ships leads to a confrontation with vampires, but there are too many and the Player Characters are forced to escape from the docks in what should be an exciting carriage chase. A local detective from the Watch guides the Player Characters into the Stacks, the behest of one of the Ragged Lords, the city’s poorest district, which has been beset by a rash of murders and disappearances. Investigating again sends them to the docks, but not the official docks. These are the Smuggler’s Dock and beyond lies the Flooded District where the Player Characters will find themselves chased by pirates, before descending upon a nest, not of vampires or spiders, but spider vampires! This is a big creepy battle with another vampiric faction. It is followed by ‘The House on the Harrowed Hill’ when the Ragged Lords invite the Player Characters to a symposium to reward them and to discuss further action, but when another guest, Archbishop Orcini of the Divine Order, is found dead, they are perfectly placed to investigate. This is the most traditional of the chapters to date, but includes advice on the order of events and how to link the clues together.

The city begins to react in ‘Quarantine’. The Divine Order, in response to the monsters kept at Madame Mordeaux’s Arena being released to run wild in the Stacks, places the city in lockdown. This takes place whilst the Player Characters are solving the murder the house on Harrowed Hill, which of course, sits atop the Stacks. Somehow the Player Characters must get across the district and escape back into the city. Before them lies a district in which monsters are running amok and cultists dedicated to the vampires are moving openly on the streets. The Player Characters may be able to rest and resupply at their sanctuary, but ultimately, they are going to have to fight their way out. More paranoia is sewn in ‘The Reaper’s Letters’ as some of the city’s most powerful figures receive notes and promptly die afterwards. At the bequest of the wheedling Mayor Blumquist, the Player Characters investigate, a process made all the more difficult by the Divine Order’s patrols. Much of the action takes place in one of Spireholm’s few green spaces, first in the woods, then in exotic gardens and wetlands, before climaxing in a poison garden. The different environment is a radical change from the campaign to date, enabling the authors to present the Player Characters with a new range of challenges.

By the end of ‘The Masquerade Falls’, the Player Characters should have learned that every reward comes with two sides, though at least they get to dress up and go to the ball. The highlight is an auction for the benefit of the city’s poor, and the highlight of the auction is another artefact the vampires want. So, the Player Characters are not just going to the ball, they are going to a heist. This chapter switches the action so that the Player Characters are more active than reactive, but whether they succeed or fail, the vampires now make their move to remove what they regard as the real threat to their plans—the Divine Order. They strike in ‘The Divine District’, turning the Divine Order’s sacrament upon itself and thus making part of it a threat rather than an obstacle. Defeating the suborned members of the Divine Order potentially gives the Player Characters access to items that will help them in the final confrontation in ‘The Sunken Spire’. The campaign comes to a climax as the Player Characters descend below, discovering Spireholm’s darkest secrets and hopefully putting an end to the plans that the vampires have for the city.

In addition, SHIVER Gothic: Secrets of Spireholm includes the bonus Spireholm tale, ‘It Lives!’, which can be run early in the campaign. It does not actually relate to the campaign directly, but the scenario’s major NPC is the author of some of the background content given in the interludes. Playing this scenario would introduce her to the Player Characters and thus possibly give them access to this information.

SHIVER Gothic: Secrets of Spireholm is a big pulpy campaign built on a trough of archetypes. It is a horror campaign with vampires, so there are vampires on a ship, there is a masked ball, there is subversion of the blood, there is a murder mystery, there is a poison garden. The setting of Spireholm is a weird clash of archetypes too, that of Transylvania meets the fog-bound streets of London. On paper, it should not work, it is too much. Yet given that the starting point for the Player Characters is archetypal monsters and associated characters—Dorian Gray, Dracula, Doctor Jekyll and Mister Hyde, the Invisible Man, the Werewolf, Allan Quartermain—the players will already have accepted the premise for both setting and campaign by the time they have created their characters. However, the campaign is rough around the edges and as much as the players and their characters are expected to accept all of its archetypal elements, they should also expect some clichés when it comes to the storytelling. It is literally the nature of the beast.

Physically, SHIVER Gothic: Secrets of Spireholm is a decent looking book. The illustrations feel very much like the style of Mike Mignola and Hellboy, much like the core rulebook, so have a comic book look. The book does look busy in places with some pages feeling cluttered with various stats and details which need to be highlighted and placed in boxes of their own. Lastly, the book does need an edit as there is missing text and other errors in places.

SHIVER Gothic: Secrets of Spireholm showcases how Shiver – Role-playing Tales in the Strange & the Unknown can do more than one-shots, that with the introduction of the Doom Calendar, it can do longer stories and campaigns. Which is very welcome. Above all though, SHIVER Gothic: Secrets of Spireholm is a chance to play out a grand pulpy campaign of Gothic action in a horrifying alternate nineteenth century. It lets the players create characters like those of the Universal Monsters—and others, and then roleplay them in the style of Hammer Horror. Which is a delicious combination.

Quick-Start Saturday: Cohors Cthulhu

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


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

—oOo—

What is it?The Cohors Cthulhu Quickstart Guide is the quick-start for Cohors Cthulhu, the roleplaying game of Lovecraftian pulp investigative horror and action set at the height of the Roman Empire. It is published by Modiphius Entertainment, which also publishes Achtung! Cthulhu, set during World War II.

It includes a basic explanation of the setting, its factions, rules for actions and combat, magic in the setting, weapon qualities, the mission, ‘Rude Awakening’, six ready-to-play, Player Characters, and a Quick Reference Sheet for Tests.

It is an eighty-three page, full colour 48.20 MB PDF.

It needs a slight edit in places.

The quick-start is illustrated with some excellent, full colour, painted artwork. The rules do need to be carefully read through as they are moderately complex, especially when it comes to both magic and mêlée combat. The Cohors Cthulhu Quickstart Guide and thus Cohors Cthulhu place an emphasis on mêlée combat over ranged combat.

The scenario, ‘Rude Awakening’, and of course, Cohors Cthulhu, do involve horror. They are suited for a mature audience. There is some safety advice included to take account of this.

It should be noted that Cohors Cthulhu is not the first roleplaying game or supplement to explore Ancient Rome through the lens of Lovecraftian investigative roleplaying. The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome does that for Call of Cthulhu, Seventh Edition, but the tone of Cohors Cthulhu is Pulpier and more action orientated.

How long will it take to play?
The Cohors Cthulhu Quick Start and its adventure, ‘Rude Awakening’, is designed to be played through in one or two sessions.

What else do you need to play?
The Cohors Cthulhu Quick Start requires five twenty-sided dice per player, several six-sided dice, and twelve tokens, divided into two colours. The tokens will be used to represent Momentum and Threat throughout the scenario.

Who do you play?
The four Player Characters include a Germanic priest of Tiwaz (or Tyr)—he is the only Player Character who can cast magic, an Aegyptus scholar and occultist, a North African legionary, a Germanic archer and scout, a Greek courier, and a Gaulish smuggler and bandit. The priest is capable of casting traditional magic.

How is a Player Character defined?
A Player Character has seven stats—Agility, Brawn, Coordination, Gravitas, Insight, Reason, and Will. Stats are rated between seven and twelve, whilst the twelve skills in the roleplaying game are rated between zero and five. He has one or more Foci, each Focus being attached to a skill and representing greater specialisation, and one or more Truths. These are facts which when applied to a situation, can make a task easier or harder, or even possible, depending on the Truth and situation. Each Player Character also has a Fortune point. This is used to let a Player Character perform a heroic action or gain an advantage in a life or death situation.

How do the mechanics work?
Mechanically, the Cohors Cthulhu Quick Start uses the 2d20 System used 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 Cohors Cthulhu, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill. Each roll under this total counts as a success, an average task requiring two successes. Rolls of one count as two successes and if a character has an appropriate Focus, rolls under the value of the Skill also count as two successes. In the main, because a typical difficulty will only be a Target Number of one, players will find themselves rolling excess Successes which becomes Momentum. This is a resource shared between all of the players which can be spent to create an Opportunity and so add more dice to a roll—typically needed because more than two successes are required to succeed, to create an advantage in a situation or remove a complication, create a problem for the opposition, and to obtain information. It is a finite ever-decreasing resource, so the players need to roll well and keep generating it, especially if they want to save some for the big scene or climatic battle in an adventure.

Where the players and their characters have access to Momentum, the Game Master has Threat. This can be used for similar functions as Momentum, but also to trigger NPC special abilities. She begins each session with a pool of Threat, but can gain more through various circumstances. These include a player purchasing extra dice to roll on a test, a player rolling a natural twenty and so adding two Threat (instead of the usual Complication), the situation itself being threatening, or NPCs rolling well and generating Momentum and so adding that to Threat pool. In return, the Game Master can spend it on minor inconveniences, complications, and serious complications to inflict upon the player characters, as well as triggering NPC special abilities, having NPCs seize the initiative, and bringing the environment dramatically into play.

Each Agent has a point of Fortune. It can be spent to perform cinematic feats such as ‘Critical Success’, ‘Re-Roll’, ‘Additional Major Action’, ‘Avoid Defeat’, and ‘Make It Happen’.

How does combat work?
Combat in Cohors Cthulhu uses the same mechanics, but offers more options in terms of what Momentum can be spent on. This includes doing extra damage, disarming an opponent, keeping the initiative—initiative works by alternating between the player characters and the NPCs and keeping it allows two player characters to act before an NPC does, avoid an injury, and so on. Damage in combat is rolled on the Challenge dice, the number of Achtung! Cthulhu symbols rolled determining how much damage is inflicted. A similar roll is made to resist the damage, and any leftover is deducted from a Player Character’s Stress. If a character’s Stress is reduced to zero or five or more damage is inflicted, then a Player Character is injured. Any Cohors Cthulhu symbols rolled indicate an effect as well as the damage. Damage can be deadly, but can be offset by the use of armour and shields.

How does magic work?
Magic in Cohors Cthulhu is divided into two disciplines—battlefield magic and ritualistic magic. The former consists of spells, curses, hexes, charms, and blessings, which are primarily used in combat. The latter is more complex and takes longer to cast, and is used to contact or summon the entities of the Mythos, travel to other planes of existence, and make lasting changes. Magic is also split into traditions, such as Runic and Oracular, or can be learned via Research. Spells are first bound into a spellcaster’s ‘mantle’, such as a staff or wand, and then can be cast from the mantle. Casting a spell has a cost in terms of mental damage to the spellcaster, whether successful or not, and if a damage spell, inflicts stress damage on the target. Momentum can be spent on ‘Cost Resistance’ for the spellcaster, ‘Bonus Damage’, and ‘Duration Increase’.

What do you play?
The setting for Cohors Cthulhu is the Second Century CE. A Hidden War is taking place behind Rome’s politicking and border expansion. The acolytes of the malign gods of the Mythos—Nyarlathotep, the God of a Thousand Forms, Sarthothus, the Shattered God, who infected the relics of lost Atlantis, and Mormo, Lord of the Woods—work in secret to subvert the temples and cults of the empire and beyond. Athena herself lends her wisdom in directing the activities of ‘The Temperari’, whilst an inner cabal within the temple to the Aurora, the Goddess of Dawn, called the ‘Fingers of Dawn’ dedicate themselves to defeating the forces of Mythos.

The scenario, ‘Rude Awakening’ begins en media res. The Player Characters are travelling with a caravan on the border with Germania which has just been attacked by bandits. The caravan master suggests travelling to a nearby village where help might be acquired. However, not all is well in the village, including a number of strange deaths. Investigation reveals the source might be a local farm on the outskirts of the village, and when the Player Characters go to look, they discover dark, horrific secrets. Overall, the scenario has the feel of a traditional fantasy adventure, but infused with the Mythos.

Is there anything missing?
The Cohors Cthulhu Quick Start is complete.

Is it easy to prepare?
The core rules presented in the Cohors Cthulhu Quick Start are relatively straightforward, but the Game Master will need to pay close attention to how both combat and magic works in the roleplaying game as they are more complex. The scenario, ‘Rude Awakening’, also requires a similar degree of attention and preparation.
Is it worth it?
Yes. The Cohors Cthulhu Quick Start introduces the Cohors Cthulhu roleplaying game and setting, which combines pulp with Lovecraftian investigative roleplaying. The result is more action orientated and more muscular in its approach to investigating the Mythos.
Where can you get it?
The Cohors Cthulhu Quick Start is available to download here.

Solitaire: Rad Zone Totality

The apocalypse was as sudden as it was unexpected. The sun, whose light and radiation, had been the source of life and energy for time immemorial, changed. Its radiation spiked. Within days, billions were dying of radiation poisoning. Ecologies collapsed as flora and fauna perished. Governments rushed to impose martial law and ration clean food and water. It was too late. The world’s electronic infrastructure was fried, rendered useless, and with it, communication and so many devices that humanity had come to rely on. The lucky found refuge in underground fortified Rad Bunkers or heavy concrete buildings, leaving anyone outside to a life of irradiated banditry and lawlessness. Yet even those inside the bunkers needed more to survive. Materials, food, water, medical supplies, fuel, equipment, raw materials, and more. Ideally, survivors who can help ensure the long-term survival of everyone in the bunker, and maybe, even beyond. It means going out into the irradiated world on the other side of the bunker door. Always at night, and never longer than twenty-four hours, lest a bad dose of radiation is suffered. And for the same reason, never more than two excursions in a row. This is the future of Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game.

Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game is a post-apocalyptic, solo game of exploration and survival in which the player will direct the movement and action of his character across a series of maps. For each excursion, this is divided into three maps. The first shows the terrain to be covered on the journey to the city, the second a building in the city which the character will explore, and the third, the journey home to the Rad Bunker. Each of the three maps is marked with a square grid on which there are symbols for Low Levels and High Levels of radiation, Bandits, Car Wrecks, Survivors, and Peril. Some of these are worth investigating—Car Wrecks, Perils, and definitely Survivors, and some are definitely worth avoiding—the Low Levels and High Levels of radiation, and the Bandits. In fact, combat in Rad Zone Totality favours evasion rather than fighting. All of the maps come as print and play. The player chooses the three maps for his character’s excursion, whereas the various encounters and Missions are all randomly generated.

To play Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game, a player will need some colour pencils—red, green, and yellow work best, and three six-sided dice. Ideally, the dice should match the colours of the pencils. He will also need to be able to print out the various sheets required to play.

When play begins, a player has a team of ten characters who will go out on the Missions. He also has ten Survivors, who do not go out on Missions. A complete game of Rad Zone Totality is ten Missions. The player wins by surviving the whole campaign of ten Missions and preventing the Rad Bunker’s Survivor count from falling to zero or by increasing the Survivor count to twenty. If the Survivor count is reduced to zero, the player definitely loses. Although initially designed as a solo game, Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game includes rules for two players who work together rather than against each other. The solo roleplaying game is published by DR Games, following a successful Kickstarter campaign.

Rad Zone Totality begins with character creation. The base character is simply defined with just a name, a Trait, and four Fable Dice. A Trait is rolled randomly. For example, ‘Patient Watcher’ enables a player to re-roll three Radiation Scan dice per location or ‘Sprinting Burst’, which lets him run past an NPC before an encounter is triggered. Further Traits are gained for completing Missions. Fable Dice are used for rerolls of any die roll, but are a finite resource and do not regenerate. Essentially, when a character runs out of Fable Dice, he is out of luck. A character can have an animal Companion, such as a fox or a horse. An animal Companion provides an extra Fable Die and an extra ability. For example, the fox is particularly good at sensing radiation hotspots and so the character being accompanied by the fox ignores a Radiation Icon on a Journey Map, whilst the horse speeds up travel between the Rad Bunker and the city. A character can also have an Affliction, which might be a ‘Busted Foot’, which slows travel by hour, or ‘Scaly Skin’, which gives the benefit of long leather gloves (which prevent hand damage), but appear too scary to keep or gain an animal Companion.

A Mission is played out on an Episode Sheet. This has spaces for the Character Sheet in the middle, plus spaces for the ‘Journey To’ and ‘Journey From’ Charts as well as the ‘Mission’, ‘Equipment’, and ‘Gathered Resources’. There are tracks for the ‘Time Line’, twenty-four hours long and a ‘Radiation Slide’ to track the amount of radiation damage suffered. There is also space for the ‘Extra Vigilant Doubles’. These are four numbers, decided upon by the player, which if all four numbers are rolled as doubles during the Mission, will grant the character a bonus at the end of the Mission. To begin an episode, the player places the Character Sheet on the Episode Sheet and rolls for a Mission on the Mission Inbound Table. For example, ‘Water Leak’ states that the Rad Bunker’s water tank has a crack in it and water is running empty. The character has to gather six Water, but if the character fails, four Survivors flee! To this, a player can add a Side Mission, which makes the overall Mission more challenging and whilst out on the Mission, can also locate ‘Rumours to Confirm’. Doing so reduces the resources the characters need to scavenge on the Mission.

An Episode of Rad Zone Totality is played out over three stages. The ‘Journey To’ and ‘Journey From’ stages each have their Journey Chart. These are marked with the various Event Icons. Each hour is spent moving across the terrain, interacting with or avoiding the Event Icons as best they can, but if a character gets too close, he can trigger an Event Icon. These can be positive or negative, with the Survivor, Peril, and Bandit all necessitating further rolls on their own tables. Specifically for the Bandit encounter, is the ‘Combat Evasion Table’, which lists various means of dealing with the Bandit, such as using an animal Companion or the ‘Sacrifice Loot’ option. Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game includes some twenty small for the travel to and from the Rad Bunker.

The second of the three stages is the Locations stage when the character will explore one or more buildings. Some thirty or so floorplans include a church, factory, gym, large house, office, police station, retail centre, school, and more. These are done in an isometric view as opposed to the flat view of the Journey Charts, and are marked with doors, individual rooms, and radiation hotspots. Every location is different, including what can be found there, and is accompanied in an earlier section by the ‘Search Matrix’, which provides loot and encounter tables specific to the various locations. Before a character begins exploring a location, his player checks on the number of NPCs—and potential Survivors—that the character might encounter. From turn to turn, the character scans for radiation, his player rolling randomly to determine the radiation in the squares ahead of him. He then attempts to plot his way forward via the safest path possible. Sometimes he will find radiation hotspots, sometimes low spots. Naturally, he wants to find the latter, not the former. Eventually, either because he has explored sufficient locations or he has run out of time, a character will want to return home. Once the character is back at the Rad Bunker, the player can check to see if the mission was a success or a failure, whether or not Survivors were gained or lost, and so on, before preparing the next Mission and the next Episode.

The two-player option for Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game adds a new set of more challenging Missions and provides twenty large grids for the Journey Charts for the travel to and from the Rad Bunker to account for the two characters rather than the one. These are played separately in that Encounters are handled individually, rather than both characters dealing with them. The larger Journey Charts add an extra Encounter, the ‘Manhole Cover’, which enables a character to travel more safely underground. Similarly, the larger Locations are included for the two-player option, but there is nothing to stop both characters exploring a smaller Location. Other than this, the play of the game remains mostly the same. What it means is that the characters are not working directly together, although they can still communicate and pass information back and forth to enable them to progress together. So, this is more playing in tandem than together and whilst the option is perfectly playable, there is a slight disconnect between the two characters.

Playing Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game is very much a procedural game, but it balances the need to roll on its various tables, for everything from the nature of the Encounters on a Journey To and Journey From the Location to the radiation levels at a Location and the Resources found in a Location, with decisions as what direction to move in, what Encounters to have or avoid, and so on being entirely in the player’s hands. Similarly, the player is free to select what Journey Charts he wants to use on his Journey To and Journey From the Location, as well as the Location. It needs adjusting to upon first play, a player working through the procedure at the heart of the game and book itself, but actually learning to play as he goes. Once learned, there are enough Journey Charts and more than enough Locations with Resources and Survivors to be found, which together create enough variation for Playing Rad Zone Totality to be repayable.

There are other options too, Playing Rad Zone Totality, though these are not explored within its pages. Since it is primarily a solo game, it lends itself to Journalling, a player creating his Characters’ attempts to survive on their excursions from the Rad Bunker. This is helped by background information about the setting, including how the apocalypse came about and the irradiated threats the characters will face. Similarly, these elements could inform the basis of a more traditional roleplaying game, the Locations and their associated content in the Search Matrix forming the basis of places that a group of Player Characters can explore and scavenge. The tone of Rad Zone Totality is far less fantastic than the settings for most post-apocalyptic roleplaying games, but that means its content is easy to slip into the setting or the setting’s more fantastical elements be layered on that content.

Physically, Rad Zone Totality is cluttered, with a lot of tables and elements that at first, makes it a daunting prospect to read through. However, it takes the player through the game step-by-step on a learning curve that is actually far from difficult. It just looks more difficult than it is. Otherwise, the artwork, mostly black and white, is decent, and both the tables and maps are clear and easy to read.

Playing Rad Zone Totality – The Print and Play, Roll and Write, 1-2 Player Game is a challenging game in which the player can explore a world radically altered from what it was just a few months ago and work—rather than fight—for the future of the Survivors in his Rad Bunker. It is grimmer than most post-apocalyptic settings, but the use of maps and floorplans gives the game a real sense of exploration, of what might be found, and what has been lost.

Friday Fantasy: Violence for Votishal

Dungeon Crawl Classics Lankhmar #4: Violence for Votishal is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the third scenario for the Dungeon Crawl Classics Lankhmar Boxed Set. Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #4: Violence for Votishal, small time crooks trying to make a living and a name for themselves, but without attracting the attention of either the city constabulary or worse, the Thieves’ Guild! The job in this scenario is a night spent prowling around a temple on a murder investigation.
Dungeon Crawl Classics Lankhmar #4: Violence for Votishal is a longer, location-based scenario which should take between two and three sessions to play. Designed for two to three Player Characters of Fourth Level, it opens with them being approached by a gagged priest. The priest passes them a message to go to the temple of Votishal the Silent—a god dedicated to silence, self-improvement, discipline, and getting what one deserves—on the Street of the Gods. Worship of the god has been on the increase of late and so it has come to occupy the second-best temple on the street. However, its priests and worshippers have been driven out of the building due to their high priest having been murdered, followed by other priests on subsequent nights. The Player Characters are hired to enter the temple and catch and deal with the murderer when he returns that night. The priest—who only has a few minutes to speak according to the tenets of his faith—promises to pay well, but not before presenting the Player Characters with their first problem. The temple is now locked to prevent robberies with it now being vacant and non-priests cannot have a key. So, the Player Characters will have to break into the building in order to investigate and stop the murderer. This being Lankhmar and the Player Characters being thieves, this is not really a problem, but it must be a first, being paid by a client to break into his own building!

Dungeon Crawl Classics Lankhmar #4: Violence for Votishal is all about the temple to Votishal. This is a large, two-storey building with connected sewers and catacombs below. Over half of the scenario is dedicated to describing the building and its contents, including the floorplans for each storey. Numerous means are given for the Player Characters gaining access to the building, including via the sewers, and once inside, they find a baroque building dedicated to silence. They will also find that someone has got their before them and like them, is taking advantage of the quiet and the fact that nobody else is meant to be in the temple. There are thieves and assassins—and given that is the City of the Black Toga, their presence should be anything other than a surprise—skulking in the halls and rooms of the temple in their search for valuables and victims respectively. Yet, there is also something else, something whose presence suggests that the temple and worship of Votishal is more fractious than their gagged and silent façade suggests. It all lends itself to an eerie atmosphere, the hallowed silence inside the temple walls contrasting with the hubbub that the Player Characters are used to out on the streets outside.

As the Player Characters explore and investigate the temple, the Judge is provided with some great set pieces that she will definitely want to include if she can. For example, an attempt to garrote a Player Character from the floor above, which is not intended to kill the Player Character, but provide a fraught cinematic scene. There is also an encounter with the main threat in the scenario where breaking the silence will get the Player Characters into deadly danger and lastly with the ratfolk of Lankhmar, also seen in previous scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set. Primarily an exploration and investigation scenario, there is relatively little roleplaying in Dungeon Crawl Classics Lankhmar #4: Violence for Votishal in comparison to earlier scenarios, such as Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar and Dungeon Crawl Classics Lankhmar #3: Acting Up In Lankhmar. Thieves will be in their element, especially as the Player Characters explore the building and begin to discover some of the secrets that the priests of Votishal have been hiding within the walls of the temple.
Unfortunately, Dungeon Crawl Classics Lankhmar #4: Violence for Votishal does have a quite complex background, not all of which may become apparent during the scenario. However, for the Judge, the back story becomes more apparent as she reads deeper into the scenario. The description of the temple of Votishal is quite detailed, so the Judge will need to pay careful attention to these details as part of her preparation. There is advice for the Judge in terms of hooks for getting the Player Characters involved, roleplaying the primary antagonist for the scenario, and adjusting the scenario to be run with four or five players rather then two to three. The scenario ends with an epilogue listing possible adventure ideas based on the discoveries that the Player Characters might have made in their exploration of the temple and expulsion of the various intruders.
Physically, Dungeon Crawl Classics Lankhmar #4: Violence for Votishal is as decently presented as you would expect from Goodman Games. It is well written, the handouts nice and clear, and the cartography decent. The floorplans of the temple would work very well on a virtual tabletop with their secrets and numbers excised.

Dungeon Crawl Classics Lankhmar #4: Violence for Votishal is a solid edition to the Dungeon Crawl Classics Lankhmar Boxed Set. It is not as exciting or as fun as the earlier Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar and Dungeon Crawl Classics Lankhmar #3: Acting Up In Lankhmar, instead a situation that owes much to the traditional style of play of Dungeon Crawl Classics Role Playing Game. However, mix in the religious and criminal elements of Lankhmar—and Votishal, in particular—and what you have in Dungeon Crawl Classics Lankhmar #4: Violence for Votishal is an eerie, even creepy ‘temple crawl’.

Friday Filler: Scout

You have been put in charge of the circus and are determined to put on the best series of acts and performers possible in order to wow the audience and make your circus the best. However, the running order has already been set, but you might be able to pull the performers you have out of that order knowing that they will outperform the previous act directed by a rival circus. If that is not possible, then you can scout the previous act and hire its best performer to join your circus, slotting into the running order you already have. Sometimes, you can even scout the previous act, hire its best performer, slot them into your running order, and have them perform immediately to really outdo the previous act. Do all of that enough times, and your circus will undoubtedly be the best!

This is the set-up for Scout, a quick-playing card game from Oink Games. Like nearly all of the Japanese publisher’s games, the game is small, tightly packaged, and comes with simple rules, but delivers terrific game play. The game was a Spiel des Jahres nominee in 2022 and won the Origins Award for Best Card Game in 2023. It is designed for two to five players, aged nine and up, and can be played in about twenty minutes. It is also easy to teach, plays quickly, and it can be enjoyed by the casual gamer as much as the veteran. In fact, its simplicity makes it a good family game whilst still providing a challenge for the experienced gamer. Plus, it is incredibly portable. That said, its theme is about as thick as the canvas on a worn circus tent, but then every card is named, such as ‘Anthony the Clown’ or ‘Jennifer the Bicyclist’. So, there is a personal touch to the game—just about.

Scout consists of forty-five cards, twenty-three Scout Tokens, thirty Score Tokens, five ‘Scout & Show’ Tokens, a Starting Player Marker, and a Game Manual. The forty-five, brightly coloured cards are numbered from one to ten, not once, but twice—at the top or bottom of the cards. In fact, the cards do not have a top or a bottom as such, because they are intended to be played with one number at the top. Notably, the numbers at either end of a card are never the same. This is important because a player can choose which way a card is orientated and thus which number is on display at certain points in the game. The game consists of a number of rounds equal to the number of players. Once the round have been completed, the player with the highest score is the winner.

The game’s key mechanics are ‘Hand Management’ and ‘Ladder Climbing’. Unlike other card games, Scout limits the degree of hand management a player can conduct—adding or playing cards in his hand, but not arranging the order of the card. ‘Ladder Climbing’ has the players attempting to play better cards or sets of cards than those currently on the table. In Scout, this is sets of the same value or runs of sequential number.

At the start of the round, adjustments are made for the number of players and the cards are shuffled and dealt out so that everyone has a hand the same size. A player also receives a ‘Scout & Show’ Token. Here appears the first wrinkle in the play of Scout. When a player receives his hand, he looks at it in order to see the numbers at the top or the bottom. Having done so, he choses one or the other. What he cannot do is change the order of the cards in his hand. The order will not change throughout the whole of the round unless he either plays cards or adds a card to his hand. This has two effects. It constrains what he can play, but it also gives him the foundation of something he can build upon to create a better hand and hopefully outscore his rivals.

On a turn, a player has a choice of three actions— ‘Show’, ‘Scout’, or ‘Scout & Show’—of which he must do one. To ‘Show’, he plays a set or run of cards. A set is multiple cards of the same number, whilst a run is a sequential series, but when played that set or run must be better than the cards in play on the table. If this replaces the current set or run of cards on the table, the player picks them up and adds them to his score pile. To ‘Scout’, the player takes one card from those on the table, which come from either end rather than the middle and adds it to his hand. When he does so, it can be added to anywhere in his hand and with either number. With careful or lucky choice of a card from a ‘Scout’ action, a player can begin to build a bigger set or run of cards in his hand that will hopefully be better than that on the table in another turn. A ‘Scout’ action also scores a ‘Scout Token’ for the player who played the current set or run of cards on the table. The ‘Scout & Show’ combines both actions and is the most powerful action in the game. Each player begins a round with a ‘Scout & Show Token’ which is turned in once a player decides to do a ‘Scout & Show’ action. Once handed in, a player cannot do another ‘Scout & Show’ action, so it is a one-use action.

Play continues until either a player has played all of the cards in his hand or a player plays a high enough set or run that no-one else can do anything else except the ‘Scout’ action and play passes back to the player who played that set or run. Each player determines his score for the round. This is equal to the number of cards in his score pile and ‘Scout Tokens’ he earned in the round, minus the number of cards in his hand. The player who played the last set or run does not have to deduct points for the cards in his hand. Play continues like this until a number of rounds equal to the number of players have been completed.

Scout is simple to play, but it has a surprising amount of depth and requires a bit more thought than at first glance. The inability to rearrange a player’s hand is frustrating, but it presents a player with a challenge as he is forced to ‘Scout’ over and over in search of the right cards that will enable him to create the best set or run that he can. The double and differently numbered cards make this less of a challenge and add some flexibility in the choices available to the players. Also, as a round progresses and better and higher sets and runs are played, the players will potentially—as long as they are on the end of a set or run—have access to the better and higher cards that they need and can acquire via a ‘Scout’ action. Playing a good set or run early on in the game can be devastating as the other players are likely to be unable to outdo it with the hands they have, forcing them to ‘Scout’, and if they all ‘Scout’, the round is over, forcing them to score negative points because they have been unable to play cards from their hands. However, the right card from a ‘Scout’ action or the right card and then cards played with the ‘Scout & Show’ action can be devastating when done at the right time. Plus, a player can benefit when it is not his turn, because if another player does the ‘Scout’ action and takes from the set or run of cards he played, he scores points for doing nothing. So, there is balance between the luck of the cards a player begins a round with and the choices he makes as round progresses.

Where Scout suffers is in the number of players. It is designed for two to five players, but at two players, the players do very little more than ‘Scout & Show’ actions most of the time. It is not as engrossing or as challenging as games played with more participants. It is thus better with three players, but with four or five, it becomes a great game. Then there is the theme, which is really neither here nor there.

Physically, Scout is, for the most part, well presented. The card quality is decent, but it is definitely worth sleeving the cards for repeated play. The Scout Tokens, Score Tokens, and ‘Scout & Show’ Tokens, plus the Starting Player Marker are all bright and cheerful and on good stock cardboard. The rulebook though, is a bit small and a bit flimsy.

Scout is great game. It would be an almost perfect game were it good to play with two players. It is not, so it is merely great. Easy to learn, easy to play, challenging enough to win at its play length, and easy to transport, Scout is a great addition to any games collection and a great go to filler game.

Miskatonic Monday #203: Camp Hollow Lake

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

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

—oOo—
Name: Camp Hollow LakePublisher: Chaosium, Inc.
Author: Daniel Stephens

Setting: Modern day New EnglandProduct: One-shot
What You Get: Twenty-Eight page, 2.15 MB Full Colour PDF
Elevator Pitch: Summer camp clichéPlot Hook: Sometimes the best thing to do is buy into the clichés and run with them.
Plot Support: Four pre-generated Investigators, seven handouts, two floorplans, one map, and two monsters.Production Values: Reasonable.
Pros# Fully embraces the Summer camp clichés# Multiple inventive mini-scenes of unnamed students getting slashed# Easy to adjust to the nineties, eighties, seventies, or sixties# Scopophobia# Phonophobia# Aichmophobia

Cons# Needs a strong edit# Another summer camp slasher stalker horror# Non-Mythos scenario# Unlikeable pre-generated Investigators# Fully embraces the Summer camp clichés# A runaround until the solution can be found
Conclusion# Another summer camp slasher stalker horror with all the clichés# Unlikeable pre-generated Investigators who deserve to die, but sadly the scenario drags their time to die out until the climax

Pages