Reviews from R'lyeh

Unseasonal Festivities: Dungeons & Dragons Annual 2022

The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2022, the format is very much a British one—puzzles and games, yes, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.

Published by Harper Collins Publishers, the Dungeons & Dragons Annual 2022 moves on from the Dungeons & Dragons Annual 2021. It is not so much an introduction to Dungeons & Dragons itself, but rather an introduction to Faerûn and the Forgotten Realms, the principal setting for the current iteration of the roleplaying game. The slim volume begins with the first of several entries in the ‘Peoples of the Realm’ series. This is ‘Exploring Elves’, which highlights the various different types of Elves to be found in the Forgotten Realms, noting their special skills and key Classes, as well as some background and some trivia. Included here are the Drow and the Eladrin as well as the High Elves and the Wood Elves. Also mentioned here are the various types of Gnomes, Dwarves, and Halflings, the latter with the comment, “Overlook these diminutive folk at your own risk!”, which the entry and the Dungeons & Dragons Annual 2022 promptly does by consigning all three peoples to a sidebar rather than their own entry in the ‘Peoples of the Realm’ series. It is continued with ‘Think Big’ which suggests with Goliaths, Firbolgs, Orcs, and more as other character options, refencing Volo’s Guide to Monsters and Xanathar’s Guide to Everything. ‘Plane-Touched’ does a similar with races such as the Tritons, Genasi, Tabaxi, and more.

The first of the two ‘Campaign Spotlight’ entries in the Dungeons & Dragons Annual 2022 is on Icewind Dale: Rime of the Frostmaiden, the 2020 campaign published by Wizards of the Coast. This covers the campaign’s key features—its entry points, secrets, new rules, locations, and of course, stats for ‘Three Kobolds in a Trenchcoat’. None of it in any detail, but enough to intrigue the reader. Further, this ‘Campaign Spotlight’ is supported by other articles in the annual. The first of the ‘Across Faerûn’ entries looks at Icewind Dale, which of course is the setting for the campaign, and provides more details such as typical monsters—snowy owlbears and frost giants being the most obvious, along with a gorgeous map of the region. The theme of Faerûn and Icewind Dale even continues in ‘Beyond the Tabletop’, the series which looks at Dungeons & Dragons beyond it being just a roleplaying game. The first of these gives attention to Dark Alliance, the Dungeons & Dragons computer in which the Drow Ranger, Drizzt Do’Urden leads his companions into Icewind Dale in search of the magical shard, the Crenshinibon. Drizzt Do’Urden himself is given the spotlight in the next two articles. First in ‘Heroes & Villains’ which introduces him, his companions, and enemies, and second, in ‘Talking D&D: R.A. Salvatore’, an interview with the author of The Crystal Shard and its many sequels which feature Drizzt Do’Urden. Of course, much of this will already be familiar to fans of Dungeons & Dragons—as is the case for the whole of the Dungeons & Dragons Annual 2022—but from the ‘Across Faerûn’ entry on Icewind Dale through the spotlight on Icewind Dale: Rime of the Frostmaiden to the spotlight on Drizzt Do’Urden and interview with his creator, there is a lovely sense of a theme or thread running through the initial handful of articles in Dungeons & Dragons Annual 2022 and it feels much more thought out.

Whilst ‘Explaining the Planes’ takes the reader beyond the Forgotten Realms to look at the Elemental Planes and the Outer Planes, the Dungeons & Dragons Annual 2022 quickly returns to ‘Across Faerûn’ and ‘The Feywild’ in particular. There is a connection between the two in that the Feywild is a reflection of the Prime Material Plane and also back to the ‘Exploring Elves’ article for Eladrin who come from the Feywild. However, ‘Beyond the Tabletop’ continues the journey away from the Elemental Planes and the Outer Planes by looking at the computer game, Baldur’s Gate III, which mentions Avernus, the first layer of the Nine Hells. The other connection to Baldur’s Gate is a two-page spread dedicated to Minsc (and Boo) in ‘Heroes & Villains’ (his counterpart in the annual, is the villain ‘Xanathar’, whilst if not the Forgotten Realms, but still in the annual, is ‘Vecna’), but the connected ‘Campaign Spotlight’ is Baldur’s Gate: Descent into Avernus. This does as good a job as that devoted to Icewind Dale: Rime of the Frostmaiden.

The ‘Bestiary’ first highlights ‘Common Foes’, so the lowly Kobold at Challenge Rating of 1/8 up to the Manitcore at Challenge Rating of 3, and then ‘Boss Fights’, which includes the Lich, the Tarrasque, and the Kraken, all with a Challenge Rating of twenty or more. ‘Oddities’ add a mix of the different and the weird, like the Gelatinous Cube, the Flumph, and the Modron. Dragons’, the last of these is devoted to iconic monsters and their minions.

There is very little about the play or rules of Dungeons & Dragons, Fifth Edition in Dungeons & Dragons Annual 2022, especially in comparison to the Dungeons & Dragons Annual 2022. ‘Roll for Inspiration’ though focuses on advice and help. First with ‘Combat 101’, which explains the basics of that aspect of the game, whilst ‘Where To Start?’ looks at ways of starting a campaign for the Dungeon Master and ‘Learn From The Dungeon Masters’ gives advice from several Dungeon Masters on how to run Dungeons & Dragons. It is solid, if basic advice. The last entry in ‘Roll for Inspiration’ is ‘Creating NPCs’, which like the others contains solid, if basic advice.

‘Podcasts’ gives time to just the two long running series—How We Roll and Adventure Zone. The former again has a nice callback to Icewind Dale: Rime of the Frostmaiden, but both are given good introductions here. Again, just the two are covered, High Rollers and Acquisitions Incorporated, but ‘Live Streams’ reflects the move from the podcast as a means of presenting actual play to Twitch streams, from audio to visual. The look at the hobby comes up to date with ‘Find Your People’, which give two community groups—No More Damsels and Three Black Halflings—which work to build communities which are more inclusive and welcome greater representation in the hobby. 

Elsewhere in Dungeons & Dragons Annual 2022, ‘Where It Began: First Edition’ looks back at Dungeons & Dragons from 1974. It is a very basic examination, with Advanced Dungeons & Dragons given only a paragraph. ‘Classic Campaigns’ similarly looks older scenarios, again in thumbnail fashion, but the tie into Dungeons & Dragons, Fifth Edition is definitely highlighted here.  ‘Tasha’s Cauldron of Everything’ looks at everything from character options, magic items, and spells, whilst ‘It Spells Trouble’ examines a variety of spells, from Magic Missile to Wish. Rounding out Dungeons & Dragons Annual 2022 is a quiz and a glossary.

Of course, Dungeons & Dragons Annual 2022 being a British annual, it is not without its puzzles. So there are mazes, word searches, spot the difference, and more. All themed around Dungeons & Dragons. The maze for example, has you attempt to escape from Count Strahd von Zarovich’s clutches, whilst ‘Volo’s (Scrambled) Guide to Monsters’ is an anagram

Physically, the Dungeons & Dragons Annual 2022 is snappily presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience. It would have been nice to seen a little more artwork from the earlier versions of the roleplaying where they are mentioned.

Over the years, there have been plenty of introductions to Dungeons & Dragons, some of them decent, some them of utterly pointless and useless, such as the Dungeon Survival Guide and the ‘What exactly were you thinking, Wizards of the Coast?!’ Wizards Presents: Races and Classes and Wizards Presents: Worlds and Monsters books that heralded the arrival of the Dungeons & Dragons, Fourth Edition. Fortunately, like the Dungeons & Dragons Annual 2021, its predecessor, the Dungeons & Dragons Annual 2022 is far superior to any of those.

The Dungeons & Dragons Annual 2022 is not so much an introduction to Dungeons & Dragons, Fifth Edition, as Faerûn and the Forgotten Realms. There is much less of a focus on the rules and mechanics in the Dungeons & Dragons Annual 2022, but in terms of background and setting is genuinely an interesting and informative read. To be fair, this is not a book or supplement that a dedicated player or Dungeon Master is going to need, or even want, to read. After all, much of this will be familiar to either. The Dungeons & Dragons Annual 2022 is very much a step on from Dungeons & Dragons Annual 2021, and that does mean that some of the introductory elements of the roleplaying game as it is played have been lost, but still as some to receive at Christmas (or not) in your Christmas stocking (or not), Dungeons & Dragons Annual 2022 is a good into Dungeons & Dragons, Fifth Edition, and especially, Faerûn and the Forgotten Realms.

Friday Filler: The Fighting Fantasy Science Fiction Co-op III

Escape the Dark Sector: The Game of Deep Space Adventure brought the brutality of the Fighting Fantasy solo adventure books of the eighties to both Science Fiction and co-operative game play for up to four players in which their characters begin incarcerated in the detention block of a vast space station and must work together to ensure their escape. Published by Themeborne, with its multiple encounters, traps, aliens, robots, objects, and more as well as a different end of game Boss every time, Escape the Dark Sector offered a high replay value, especially as a game never lasted longer than thirty minutes. Now, like its predecessor, Escape the Dark Castle: The Game of Atmospheric Adventure, the game has not one, but three expansions! Funded via a Kickstarter campaign, each of the three expansions—Escape the Dark Sector – Mission Pack 1: Twisted TechEscape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift—adds a new Boss, new Chapters, new Items, and more, taking the path of the escapees off in a new direction to face new encounters and new dangers. Each expansion can be played on its own with the base game, or mixed and matched to add one, two, or three mission packs that increase the replay value of the core game.
Escape the Dark Sector – Mission Pack 2: Mutant Syndrome exposes the escapees to the further secrets of the Dark Sector. Whether caused by cosmic radiation or proximity to toxic waste, the whole of the Dark Sector is plagued by a mutagen which alters and distorts the bodies of the inhabitants of the giant space station. Some the effects of the mutagen simply kills, but others it leaves with extra limbs and appendages, endowing them with abilities beyond the mere human. The result is that the Dark Sector has a growing population of mutants, which the escapees will likely encounter as well as the possibility that they too will be exposed to the mutagen and changed...

As with Escape the Dark Sector – Mission Pack 1: Twisted Tech before it, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome includes twelve new Chapter cards which represent the encounters the escapees will have as they flee. They may run into raging mutant prisoners, dumping grounds for radioactive waste, hideously mutated guards, three-headed security dogs, gain medical assistance from a hologram, and even a mutant testing station! The single Boss card is for The Mutanoid, a mutant so twisted that his body consistently emit mutagenic spores that inflict damage on the escapees—or mutate them. It makes use of the new core mechanic in the expansion, the ‘Mutation Die’.

The ‘Mutation Die’ is not only rolled for The Mutanoid Boss at the end of the game but also for certain Chapter cards and Item cards—or rather Mutation cards which are added to the Item deck. When drawn, these can force an escapee to discard Item cards from his Inventory as they prevent him carrying anything, but their most immediate effect to prevent an escapee from using his Cybernetic Implant. However, a Mutation can have a greater effect. Depending upon the symbol rolled on the ‘Mutation Die’, an escapee might lose Hit Points, but he might suffer another effect all together. For example, a Mutation to the Arm can add a single Might result to an action or allow a Block in Close Combat, a Mutation to the Leg can add a single Cunning result to an action or prevent the loss of Hit Points from a single die roll, and so on. These are all one use mutations, but others change a roll of the Crew Die to a Wisdom result and reduce Hip Point loss by one, and are ongoing effects. Between Chapters, an escapee can excise a Mutation and permanently lose its effect, whether positive or negative. This is dangerous and painful and means that the escapee again loses Hit Points. Other items in the expansion include the ‘Stun Baton’ which on the successful inflicting of a wound, stuns the enemy and prevents them from attacking that round, whilst the ‘Life Serum’ either restores two Hit Points or removes a mutation.

Escape the Dark Sector – Mission Pack 2: Mutant Syndrome also adds three new escapees. Lieutenants Grib, Parvon, and Xaree are new alien crewmembers and each comes with their Crew die. This introduces the ‘Mixed Double’ consisting of two symbols within a shield, which even though they are different, they count as a double of either symbol as required. This gives the three new Lieutenants some flexibility in terms of their die results. 
Physically, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome is as well produced as the core game. The new Chapter and Boss Cards are large and in general easy to read and understand. Each one is illustrated in Black and White, in a style which echoes that of the Fighting Fantasy series and Warhammer 40K last seen in the nineteen eighties. The Item and Drone cards are also easy to use and the dice are clear and simple. The rule book requires a careful read, if only to grasp how the different new mechanics work.

Escape the Dark Sector – Mission Pack 2: Mutant Syndrome adds new subsystems as well as new encounters with the Chapter and Boss Cards. They add both elements of complexity and luck, though more of the latter than the former. Design wise, this expansion is again thematically strong rather than narratively strong, but the Mutation is only strong when it comes to the Chapter cards and the encounters the escapees can have. In comparison, the potential mutations they might suffer during their escape attempt are underwhelming, in terms of both number in the expansion and theme. Anyone expecting a rioting of weird and wonderful powers and defects will be disappointed. Even so, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome is still easy enough to add to the core game. Overall, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome is not quite as interesting as it could have been, but still a decent expansion which adds more Sci-Fi theme to Escape the Dark Sector: The Game of Deep Space Adventure.

Jonstown Jottings #63: The Lifethief

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, th Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Lifethief is a scenario for use with RuneQuest: Roleplaying in Glorantha in which the adventurers come to the aid of a shaman of the Impala tribe in a highly testing location.

It is a possible sequel to the earlier Stone and Bone and The Gifts of Prax scenarios.

It is a forty-seven page, full colour 112.04 MB PDF.

It is cleanly and tidily presented and some of the artwork is excellent.

Where is it set?The Lifethief: An Adventure for RuneQuest Glorantha is set in the Dead Place in Prax, northeast of Pimper’s Block.
Who do you play?
There are no specific roles necessary to play The Lifethief, but martial characters will be needed as combat is involved. In addition, a Shaman should prove useful, though will be greatly challenged.
What do you need?
The Lifethief: An Adventure for RuneQuest Glorantha requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary will be useful for details of some of the encounters.
What do you get?The Lifethief: An Adventure for RuneQuest Glorantha is a short, simple adventure which takes place in the barren, Chaos wastelands of the Dead Place where the dust itself forms angry spirits and is injurious to the health of anyone who breaths it in. Here, Maserelt, a shaman of the Impala tribe, has set up camp and been monitoring a thing of horror coming out of the Dead Place—something that lived and actually had a spirit, but twisted and warped by Chaos. She cannot face it alone and has reached out for help. In answer, Erhehta, her rival from the Bison Riders, the shaman previously met by the Player Characters in the scenarios, Stone and Bone and The Gifts of Prax, sends them out to render her the assistance she needs. (If the Player Characters have not met with Erhehta or played through either of the earlier scenarios, The Lifethief includes advice and plot hooks to involve them in this scenario.)
The most obvious challenge that the Player Characters will face in the Dead Place beyond the extremely barren nature of its environment is the fact that magic does not work. There is simply not the connection to the spirit world for it to work and the likelihood is that there is no connection to the gods either, so Rune magic may or may not work. Chaos features are another matter. The combination means that The Lifethief is a physically grueling affair which will force the Player Characters to rely upon their innate skills.
Fortunately, the Player Characters have a chance to learn about they are going and gain some skill bonuses in the process in a pleasing little social scene which contrasts with the desolation they will later face. The Lifethief is not the only encounter that the Player Characters will encounter in the Dead Place, being tested by a band of Broo—inventively and vilely designed as you would want with a band of Broo, but it is the main one. Its actions and abilities are decently described, but the illustration of it is bland and uninteresting, especially given the fantastic pieces of the Broo a few pages earlier.
Notes are included as what happens if the Player Characters fail or need to retreat and come back again, along with several plot hooks which can be run after it. Full stats are given for both Maserelt and Erhehta as well as of the latter’s Straw Weaver clan of the Bison riders, which is useful if the Game Master has not run either of the previous scenarios. Beyond the details of the adventure, The Lifethief includes two sets of encounters—Praxian and Dead Place encounters. These take up almost a third of the scenario and range from the mundane to the weird, but are all nicely done and never less than interesting. They include a trapped and angry rhino, an ancient ghost with a hatred of beast riders, Morokanth traders, lost spirits, and more. The Dead Place encounters can of course be used to supplement the scenario and the Praxian encounters used to supplement other adventures on the plains of Prax. Overall, they are a nice edition with the Praxian encounters otherwise could have formed the basis of a supplement of their own.
Is it worth your time?YesThe Lifethief: An Adventure for RuneQuest Glorantha is a useful and easy addition for any campaign set on the plains of Prax, especially if the Game Master has run Stone and Bone and The Gifts of Prax, and wants an extra set of encounters.NoThe Lifethief: An Adventure for RuneQuest Glorantha is setting specific to the plains of Prax and even if the Game Master is running a campaign there, it may be too challenging a scenario for some players as it takes away their characters’ magic.MaybeThe Lifethief: An Adventure for RuneQuest Glorantha is a short but useful filler combat focused adventure, but not much more than that. The extra encounters are inventive and easy to add to a Prax set campaign.

The universe is damned, and you do care

The Big Crunch has begun. The constant expansion of the universe has halted and gone into reverse. The universe is shrinking, grinding down into an inevitable nothingness. It came at a point where civilisation neared a great revolution, but destroyed its potential in a flurry of greed and conflict. In the bleak and dreary Tenebris system, explorers had discovered gemstones which grew naturally cyst-like in the soils of the system’s barren moons and planets. The refractive qualities of these gemstones led to technological advancements such as the giant bridger ships which tore through the fabric of spacetime, as well as a Gem Rush. Individual prospectors and corporations raced into the system searching for gems to mine, the inevitable tensions and confrontations escalating into the Gem War which lasted decades, spread beyond the Tenebris system, disrupting central control and leading the isolation of system after system as the war ended. That was a decade ago. In the Tenebris system, survivors cling to life aboard the outposts and spacestations, aligned with one faction another, trying to get by even as technology breaks down and is recycled again and again… Static seems to emanate from any and all electronics. From the Void between the stars come strange and portentous whispers of things to come, even as it reaches out and corrupts and mutates those it touches.

This is the set-up to Death in Space, the blue-collar Science Fiction survival roleplaying game published through Free League Publishing following a successful Kickstarter campaign. It is from the same design team as Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. Inspired by 2001: A Space Odyssey, A Fistful of Dollars, Alien, Blade Runner, Escape from New York, The Expanse, Firefly, IO, Moon, Outland, Prospect, Sunshine, Total Recall, and The Warriors, it is a game of desperate survival and building and relying upon the your reputation, of creating a home or refuge in the face of an unknown future as the universe winds down…

A Player Character in Death in Space has four abilities—Body, Dexterity, Savvy, and Tech. He has an Origin, and details such as a Background, Trait, Drive, Looks, Past Allegiance, and Hit Points and Defence Rating. He also has some starting gear and starting bonus as well as a personal trinket. Each ability is determined by rolling a four-sided die and then subtracting the result of another four-sided die roll from the first. This gives a value between +3 and -3, which is used as the modifier for Player Character actions and dice rolls. The six Origins include four humans—Punk, SolPod, Velocity Cursed, and Void. The Punk is a rebellious non-conformist; the SolPod spends years in hibernation; Velocity Cursed, who have begun to lose their connection with reality and shift and flicker and glitch; and Void are berobed and mask-wearing nihility shamans who visions at the edge of the universe. The other two are artificial, the Carbon being short-lived exo-womb grown androids who prefer to live in an EVA suit, and the Chrome is an ancient A.I. turned cyborg. Each Origin has two benefits. To create a character, a player rolls the dice for his character’s abilities, chooses or rolls for an Origin, picks one of its benefits, and then rolls for Background, Trait, Drive, Looks, and Past Allegiance as well as starting gear and bonus plus the personal trinket. He also determines Hit Points and Defence Rating. He also has some starting gear, and possibly a starting bonus if the Player Character’s abilities are all negative, as well as a personal trinket.

Jameson
Body +2 Dexterity +1 Savvy+0 Tech +2
Origin: Punk
Benefit: Green Thumb
Background: Moon Outlaw
Trait: Cynical
Drive: To never show weakness
Looks: Trucker Cap with Patch
Past Allegiance: The Winning Side
Hit Points: 3
Defence Rating: 13
Holos: 16
Equipment: Nomad Starting Kit

Once the players have their characters, they jointly create a Hub, their home and base of operations which can be a small outpost on a moon, a module attached to a larger space station, or a small spacecraft. Each has a power source and a set of core functions, the latter consisting of a command centre, crew quarters, life support, and a mess. This Hub has a Background and a Quirk, both of which are rolled for. During play, the Player Characters can add further modules, but need to maintain both power and oxygen supplies, and this is a major drive within the game.

XR-3A-29 Hab Bloc
Defense Rating: 11
Max. Condition: 5
Fuel Capacity: 4
Power Source: Standard Industrial Generator (OP 3)
Background: Site of a Holy Pilgrimage. Pilgrims still show up.
Quirk: Interior is painted in luminous colours, charged by UV light.

Mechanically, Death in Space is simple. If a player wants his character to act, he rolls a twenty-sided die and applies the appropriate ability to the result. If the total is twelve or more, the character succeeds. If the situation is combat, the target number is the target’s Defence Rating. If the Player Character is at an Advantage or Disadvantage, his player rolls two twenty-sided dice and applies the higher or lower result respectively.

However, a failed roll grants a Player Character gains a Void Point, to a maximum of four. These can be expended to gain Advantage on an ability check or attack roll, or to activate a Cosmic Mutation. A Cosmic Mutation can be a ‘Code Generator’ which converts part of the brain into a computer that can write programs—encoded with the character’s DNA—and then be transferred by skin contact or ‘Feedback Loop’, which enables them to leap back in time ten seconds at the cost of an important memory. (A Cosmic Mutation can be gained at character creation, though this is unlikely, and instead is usually gained through advancement and then randomly.)

Further, if a Void Point is spent to gain Advantage on roll and that roll is still failed, there is the possibility of the Player Character gaining Void Corruption. This can include suffering daymares and nightmares about a suffocating darkness, a part of the body being surrounded by cloud of darkness, seeing through someone else’s eyes when you sleep, and so on… They are in the main weird or odd and personalise the strangeness of the Big Crunch.

One aspect missing from the rules in Death in Space is anything covering fear or sanity. This is because it is not a blue-collar Science Fiction horror roleplaying game. It is a blue-collar Science Fiction survival roleplaying game, its focus is so much on this that you barely notice the absence of any sanity or fear rules. Then when you do notice, it feels refreshing, to not have to roll for either, to leave that entirely in the hands of the players and their roleplaying as needed.

The technical aspects of Death in Space being a Science Fiction roleplaying game are kept relatively simple in keeping with the lightness of the mechanics. They highlight how everything is wearing out and that repairs are often a necessity. They also highlight how important it is to maintain or obtain supplies of both oxygen and power. Similarly, the rules for combat are kept short and brutal, even those for spacecraft combat.

In terms of a setting, Death in Space begins with a number of principles—that nothing is new, communication is limited, that the scars of the war remain and have not been forgotten, travel takes time and little is known about places or stations at the edge of or beyond the Tenebris System, and whilst it is possible to live beyond the normal human lifespan, typically through cryo-sleep, the result is often a life of loneliness and loss. The actual given setting is the Tenebris System, the focal point of the Gem War, home to seekers, scoundrels, and miners, as well as various cults, all doing their best (or perhaps their worst) to survive. Several planets and moons across the system are described, but the starting point is the Iron Ring, a dilapidated structure consisting of thousands of old space stations and spacecraft shackled together and surrounding the yellow moon, Inauro. The ramshackle structure is divided into numerous irregularly sized sectors, connected to each other, but not always easily accessible, some inhabited, some not. Life is harsh, the inhabitants typically needing to ally themselves with or join one faction or another to get by, often relying upon their word and their reputation as the ultimate currency.

The Iron Ring is the setting for the starting scenario, ‘Welcome to the Ring’. The Player Characters have arrived with their Hub, towed into place and attached at a convenient docking port at Aurum 80 in the Aurum sector. They are low on supplies, and they owe a debt for the docking fees. How they pay this off is up to them, but perhaps they can involve themselves in the growing feud between two gangs which between control the subsector’s main resources. Both the set-up and the areas of Aurum 80 are described in some detail, but there is no one solution to the situation given. How their characters become involved in the situation and how they resolve it is entirely open and up to the players. What is notable about this is that perhaps the most obvious solution—the application of violence—is not immediately available. Player Characters in Death in Space rarely enter play armed, and whilst it is certainly possible for them to obtain weapons, initially it will be down to their wits and their persuasiveness to make any progress. This is indicative of the roleplaying game’s genre, the blue-collar Science Fiction of space as a working environment.

Beyond ‘Welcome to the Ring’, Death in Space provides the Game Master with table after table of ideas and inspiration. These include tables for Iron Ring locations, but deep space nightmares, obstacles, and space encounters, as well lists of modules and spacecraft and more. The Game Master is free to refer to these, but also encouraged to accept player suggestions too. Notable amongst these table are the only mention of aliens in Death in Space. These are a mixture of tools and threats and oddities that add to the unknown of the end of the universe. Their inclusion here also moves them away from being the focus of the game, and they could even be ignored all together if the Game Master wants to keep her Tenebris System wholly humanocentric.

Physically, Death in Space is black, a lot of black. Or rather, rather it is primarily white text or line art on black, with the occasional spot of colour as contrast. It is stark and elegant, befitting the vast loneliness of space and the Tenebris System. At first glance, it does look like the layout of Mörk Borg, but it is far more subtle and less in your face upon further examination, and therefore, may be easier to read. At least visually, the only connection between the two might be the coloured cross motif used on the chapter pages. The artwork is excellent, and the book is well written and engaging.

Death in Space is a roleplaying game about survival in the face of nihilism and an uncaring universe. It is a roleplaying game about hope and co-operation in the face of nihilism and an uncaring universe. Where in Mörk Borg, the Player Characters can be darkly and often humorously adversarial, this is not the case in Death in Space. The Player Characters have come together and need to work together to survive what is a starkly brutal and often unknown future, a future which can see them radically altered, and ultimately, this is what sets Death in Space apart from other blue collar Science Fiction roleplaying games.

Ineffably Alien

What We Give To Alien Gods starts in an odd fashion. It starts with advice as to how to use the module, introduces a new optional rule for Conviction—a Player Character’s belief in an idea or concept; discusses the nature of the Triathal language, its trifold glyphs which combine into layers to form sentences and concepts and used by an alien species which did not vocalise; the Xenoconstellations of star patterns used by a cosmic entity as a form of communication; and examples of both the Triathal language and the Xenoconstellations. Certainly, both are brilliantly alien and both will hopefully help the challenge of the Warden imparting the stellar strangeness of What We Give To Alien Gods to her players and their characters. Yet nearly a quarter of the way into the module and the Warden has no idea as what is going on, what the module is about, and what the significance of anything she has just read is.

Which means that What We Give To Alien Gods breaks one of the cardinal rules of a roleplaying scenario. Which is…

Tell the Game Master what the scenario is about upfront.

What We Give To Alien Gods is a scenario for the MOTHERSHIP Sci-Fi Horror Roleplaying Game, the roleplaying game of blue collar Science Fiction Horror, inspired by films such as Outland, Dark Star, Silent Running, and Event Horizon, as well as Alien and Aliens. Hyperspace anomalies, reports of an alien structure, a missing contact, a seemingly telepathic cry for help, or even an inexplicable urge all hook the Player Characters into travelling Gaelar XII, a distant magellanic nebula. Once inside, they must negotiate dense pockets of cosmic dust, ionised gas storms, ship debris, thermal spikes, and more before alighting before a strange structure. Consisting of three immense pillars with a massive cube suspended between the three, which all together rotate as one, this is Maerkithelth, an unfathomably ancient temple to alien god. The Crew can enter any one of the pillars and begin to explore, finding signs of an alien civilisation—tools and devices left lying about, as well as extensive patterns of glyphs. They will also find indications that someone has already beaten them to the temple.

Discovering both the temple and the existence of aliens can have a profound effect upon a MOTHERSHIP Sci-Fi Horror Roleplaying Game, depending on whether or not they exist in the Warden’s campaign. However, even if they already exist, the presence of the Triathals and what they have left behind—especially the Triathal language, will have a profound upon the members of the Crew. This is intentional since the Scientist in the Crew, in particular, one with the Xenoesotericism, Xenomysticism, and Xenolinguitsics, will be translating the Triathal language and learning more and more of just what Maerkithelth contains and is protecting the universe from. Or even protecting the universe from which the Triathal came. There is such an emphasis upon the Triathal language and upon the role of the Scientist in the scenario that it is not like other MOTHERSHIP Sci-Fi Horror Roleplaying Game scenarios, and whilst the author describes it as a “A dungeon-crawl through an alien temple”, it is not that either. Rather, What We Give To Alien Gods is a puzzle crawl, an exploration of an environment that requires elements of a language to be learned in combination with skill rolls and the clues left behind by other explorers. Which obviously places a great deal of emphasis upon the player with the Scientist role. This is not say that the other roles in MOTHERSHIP Sci-Fi Horror Roleplaying Game do not figure in the scenario—and What We Give To Alien Gods does advice to that end—but the Scientist predominates.

Much of What We Give To Alien Gods is devoted to describing the interior of the three pillars of Maerkithelth and the almighty cube which hangs between them. It is only after this that we read of a major threat to both the Crew and possibly the universe. Doctor Aislin Grahm has an obsession with the cosmos and Xenomysticism and is driven—or possibly pulled—by whatever Maerkithelth actually contains (or keeps contained). However much like the explanation of what the plot to What We Give To Alien Gods, this does not really become obvious to very later in the book, over two thirds of the book in the listing of the NPCs, and it applies to her as much as it does the other, often very alien NPCs the Crew is likely to encounter.

Which means that What We Give To Alien Gods breaks one of the cardinal rules of a roleplaying scenario. Again. Which is…

Tell the Game Master what the scenario is about upfront.

Yet these are not the only issues with What We Give To Alien Gods and to be fair, they can be overcome as part of the Warden’s preparation. The real issue is with the extra element of preparation. For not only does the Warden have to prepare the scenario, she also has to learn how its puzzles work and learn the Triathal language, enough to be able understand and if not teach it to her players, then guide them through their learning process. In effect, the Warden has to play through aspects of What We Give To Alien Gods in order to really grasp what is going on. Then once prepared, the scenario—as the author advises—requires a lot of buy in upon the part of the players and their characters.

Physically, What We Give To Alien Gods is a solid little book. It has a sense of the ineffable and the alien in its look and use of art, of a place that is not quite like ours, and it is lovely booklet to look at. However, the writing is often succinct and there are no maps of Maerkithelth which might make it easier for the Warden to visualise and then impart that to her players.

Inspired by films and television such as Event Horizon, The Expanse, Interstellar, and Arrival, there is no denying that What We Give To Alien Gods is an ambitious treatment of Cosmic Horror for the MOTHERSHIP Sci-Fi Horror Roleplaying Game. It is conceptually brilliant and the result is fantastically weird and creepy and unsettling, but the effort to get that to the table, that is where What We Give To Alien Gods does not quite deliver.

Conflicts & Clearings

The Woodland is a world is one of strife and conflict in the wake of first the Grand Civil War between the avian factions of the Eyrie Dynasties, then the Interbellum, when an army led by the Marquise de Cat invaded, and lastly the return of the resurgent Eyrie Dynasties and the rise of the Woodland Alliance in response to the feline invaders. This has left Clearing after Clearing, or settlement, across the Woodland rife with factions wanting to ally with one side or the other, facing problems caused by conflicts across the forest, and their inhabitants at loggerheads with each other as to what solutions they should apply to one problem, situation, or another. Into the Clearings slip the outsiders and travellers known as Vagabonds, often outlaws who wander the Woodland without a home, and although no upstanding member of a Clearing’s community would trust a Vagabond, together a band of Vagabonds, might have the nous, the chutzpah, the slipperiness, and the skill, to solve the problems that beset a Clearing and tip it one way or another. Often this will mean that the Vagabonds will do so in favour of one faction, for they have their own biases, which means that there is even less reason to trust them! So bands of Vagabonds slip out of one Clearing and into another, sometimes changing the situation they discover, sometimes not, occasionally to the acclaim of one faction and the dismay of others, but rarely ever trusted even as they are barely tolerated.

This is the set-up Root: The Roleplaying Game, the game based on Root: A Game of Woodland Might And Right, the anthropomorphic asymmetrical boardgame from Leder Games, published by Magpie Games. The players take the roles of the Vagabonds, but it is up to the Game Master to create a network of Clearings, each with interesting NPC denizens and general conflicts and issues rather than ready-to-play plots. Root: The Roleplaying Game includes a set of tables to help her design her first set of twelve Clearings, including their denizens, the paths between the Clearings (which themselves can often be difficult and dangerous to travel), and which faction controls each Clearing. Since this is done randomly, the resulting Woodland will differ from that created by another Game Master and had there been a pre-written set of twelve Clearings proscribed by the authors of Root: The Roleplaying Game, it would have differed from that too. Root: The Roleplaying Game does come with an example Clearing called ‘Gelilah’s Grove’ which neatly shows off the concept. However, if the Game Master is short on inspiration or ideas and wants further examples or wants a Clearing which can be run as a one-shot, then there is a ready set of Clearings in the supplement, Root: The Roleplaying Game – Clearings Booklet.

Root: The Roleplaying Game – Clearings Booklet provides a quartet of Clearings ready for the Game Master to add to her Woodland. The format for each entry is the same. This includes a ‘Description’, ‘At First Sight’, ‘Conflicts’, details and stats for ‘Important Residents’, ‘Important Locations’, ‘Special Rules’, and ‘Introducing the Clearing’. The latter provides advice and guidance, whilst the ‘Conflicts’ starts off with a ‘Core Conflict’ and adds several more, all of whom come with a ‘How It Develops’ section which examines what happens if the Vagabonds never get involved. Each of the Clearings in the supplement comes with four such Conflicts, and though the listed playing is two to four hours for each Clearing, the likelihood is that it will take more than one session for a band of Vagabonds to deal with all of them. Either way, whether the Vagabonds involve themselves in a Conflict or not, there are consequences to their actions or their inaction respectively.

The first Clearing in Root: The Roleplaying Game – Clearings Booklet is ‘Hookfoot Bog’, the name of a swampy, smelly settlement best known as a source of peat which the local Hookfoot Clan of mice dig out using harvesting machines and which the Marquisate governs as an important resource. From the off, it is clear that the Marquisate is not necessarily the bad cat here. The local commander governs with a light paw, but its now monopoly on the digging out and sale of peat has led to increased prices and tension, as well as changes to the Clearing as the Cats and their allies have constructed wooden buildings and homes in the settlement centre. This has divided the settlement into the old town and the new town, between collaborators who welcome, if not a newfound wealth, then at least job security. However, some within the Hookfoot Clan resent the Marquisate’s presence and are finding ways to resist, including purchasing weapons from smugglers who in turn smuggle out Nip, a powerful narcotic regulated by the Marquisate, which requires peat to manufacture. The Conflicts are all nicely interconnected, and supported with details of the Clearing’s important NPCs, interesting locations, special rules—the latter covering the swampy, peat fuelled smoky environment and peat harvester operations, and guidance for the Game Master on how to get the Vagabonds involved in the Conflicts in Hookfoot Bog. The latter includes the governor asking the Vagabonds to infiltrate the resistance; a local merchant wants them to stop the vandalism on the peat harvesters, but others want to help it; they might be recruited by the resistance or tested by the smugglers to see if they support or oppose their operations; and more. Plus, there are tips on how to escalate the situation and keep the action going.

The other three Clearings follow the same pattern. ‘Sixtoe Stand’ is named for a hero who drove off a wolf attack many years ago, but a more recent wolf attack has left it ill-prepared to survive the winter. So, it needs an ally, but which faction will it side with? ‘Limmery Post’ details an ancient fortification on the edge of the Woodland occupied by the Marquisate much to the dismay of the inhabitants, who want the invaders gone, but camped outside the settlement is a contingent of the Woodland Alliance, ready to lay siege to Sixtoe Stand. Some in Sixtoe Stand want to keep the peace with the Marquisate, others would welcome their being driven out by the Woodland Alliance, but many want to remain in isolation as they have for many years. Which of course is not possible given the situation. Lastly, ‘Coolclaw Mine’ details an important iron mine under Marquisate occupation, but ill prepared to deal with the influx of soldiers and refugees and so the threat of starvation looms. Here the Marquisate Lord Scowl is much more of an openly oppressive presence and so is closer to the classic rebellion versus authority set-up, although it does throw a rival Vagabond group into the situation.

Physically, Root: The Roleplaying Game – Clearings Booklet is well presented, well written, and of course, illustrated with the same great art as with Root: The Roleplaying Game and Root: A Game of Woodland Might And Right. The worst that could be said of it is that there is not enough!

Root: The Roleplaying Game – Clearings Booklet is a solid supplement for Root: The Roleplaying Game. It complements a Game Master’s Woodland, whether of fully worked Clearings ready to add to her campaign or bring to the table as a one-shot. Or simply as a book of examples to take inspiration from and develop Clearings of her own.

Strange & Simple

The Silver Road is a rules light—a very rules light, minimalist storytelling. It is so light that it does not even have its own integral setting, although it does include a scenario and a set of sample Player Characters. Designed to be played by two or more players—though four is the perfect number, plus a Game Mediator, the types of stories The Silver Road is designed to tell should be ideally composed of discrete scenes, whether arrayed along a narrative or organised into a flowchart. Each scene should involve one or more problems with potential consequences. The example given in the book involves a child attempting to pick the lock of her bedroom, the consequences being that if she fails, she will get frustrated, stamp her feet, and so attract the attention of her stepmother downstairs. The story could be the exploration of a dungeon or an escape room, a fairy tale, a race across Europe to escape with information from behind the Iron Curtain, or the infiltration of the moon base home to a gang of space pirates! Whatever the story, the mechanics are designed so that ultimately a character will always succeed, but will have to suffer the consequences of their initial failure, and as a storytelling game, provides scope for a player to add elements to the scene beyond whatever their character is doing.

The Silver Road is published by Handiwork Games, best known for BEOWULF: Age of Heroes, and requires a single six-sided die each for both the players and the Game Mediator, and some pencils and paper. A character is simply defined. He has a name, an important fact about them—such as a job, role, or what he is, two things he is good at, two things he is bad at, and lastly, a Magic Number. The latter ranges between two and five, and is unique to the character. Character creation can be done as a group or separately, but ultimately, the players should have as a group a reason to stay together and face the hostile situations designed and presented to them by the Game Mediator.

Tiddles
I am a Cat Who Belongs to No-One

Things I am Good at
I am good at getting people to trust me
I am good at sneaking

Things I am Bad at
I am bad at meowing
I am bad at dealing with children

In terms of play, the Game Master will have ready a series of scenes containing obstacles and consequences, which when one is overcome will lead to the next and so on and so on. She will present the scene and then in turn, each player will narrate what his character will do (it need not be in turn order round the table, but that is the default). To have his character undertake an action, a player rolls his die. If it is something the Player Character is good at, he will nearly always succeed. If it is something the Player Character is bad at, he will nearly always fail. If he fails, there will be consequences, but if it is something the Player Character is good at and he fails, there will be consequences also, but he will succeed on his next turn.

There are no rules for combat in The Silver Road, the outcome of any direct conflict being already built into the rules through the effect of consequences. In conflicts, these can be that the character is hurt—or depending upon the story being narrated, actually killed. The former is more likely than the latter though, and even if killed, a character could return as a ghost—depending upon the story, of course.

In addition, if the result on any die roll is equal to a player’s magic Number, that player can ‘Butt-in’. This gives him the opportunity to add to the current scene or action within the scene—even if it is not that player’s turn—with his new narration having to begin, “But…” The Butt-in’ interjection can be used to bring in the player’s own character, or that of another player, to add something to the scene (even to warp it to make it even more challenging for the current or next player!), and so on. The narration thus switches from player to player to the Game Mediator and back again, with the interjections happening at random.

The Silver Road could be criticized for being too simple—and arguably, given the size of the book and the extent of its mechanics, it is. After all, they have been developed from one page of rules. Nevertheless, their simplicity makes them easy to learn, teach, and use—such that this roleplaying game could be run with children—and further, what that space allows is advice for the Game Mediator on organising and running the game, handling consequences, getting hurt and more. The roleplaying game also comes with a set of example Player Characters and Obstacles, as well as a scenario or story, a sort of Enid Blyton’s Famous Five affair which spirals into a fairy tale.

The Silver Road is well written, easy to read, and ready to run in five minutes. In addition, the simplicity of The Silver Road expanded into a booklet-sized roleplaying game has the advantage of allowing space for fantastic artwork on every page. This has an ethereality to it, suggesting something lost or over there on the edge where figures, often in odd or period garb, slide into the mists, doors stand closed in hedges, buildings crumble atop rises, and ghosts linger in the morning light. The implied nature of The Silver Road is liminal, somewhere between the modern and the past, a step or two’s way from somewhere further back or elsewhere.

Cloak Crawl

Wizards are known for their eccentricity, none more so than Riblerim the Unsure, Master Diviner, for when he set out to create and build a theme park, it was not only wondrous and whimsical, but it was also actually constructed in an ultra-dimensional realm woven into his cloak. It consisted of several themed islands floating in a golden sky connected by a winding monoriver plied by cute animal-themed boats and Giant Flying Galapagos Turtles. It was both a private refuge and somewhere to receive guests, known to its creator as Riblerim’s Interesting Place, but then it became something else—a sanctuary! During the Great Needle Pusher Purge, all seamstresses and tailors, long suspected of sorcery, one and all, were persecuted and driven into exile, which of course, led to the Great Wearing of Nothing but Rags. That is, naturally, all forgotten now, but the question of what happened to all those fleeing needleworkers and clothcutters and more, remains one of much debate… What happened though, was that Riblerim the Unsure came to their aid. Refusing to watch the seamstresses and tailors be persecuted and driven out, he established ‘Costumiers with Latent Arcane Magicks Refuge Initiative & Motivation Scheme’—or CLAMRIMS, for short—and sought the exiled, freethinking clothiers and modistes, and offered them shelter in what had previously been wholly a sanctum for just himself and his guests. A sanctum that he drew about himself and thus carried with him everywhere he went. Then Riblerim the Unsure disappeared. That was fifty years ago…

In more recent times, Cambros, the sari-draped Warbot, has been seen wandering the land, wrapped in a great cloak, said to have belonged to his friend, Riblerim the Unsure. He wants to find his friend, whom he is sure can be found in the cloak. In return for the Player Characters’ aid, he offers adventure unlike any that they have been on before and great treasures to be found, and with his uttering of the Passcode, they are whisked into the cloak and the weird and wonderful world of Riblerim’s Interesting Place. They find themselves in the Welcominarium, an island complete with a wizard’s tower in classic style, a large orientation map marked with ‘You Are Here’ and an arrow, the Slips aYe Olde Gift Shop shaped like a wizard’s conical hat, and a dock on the monoriver, at which the animal themed boats—the horsey, the rocking pony, the seahorsey, the unpiggie, the pegaswan, and naturally, the teacup too, all sit ready to transport their passengers elsewhere. That elsewhere consists of several islands floating in the sky, around, above, and below the Player Characters. They include the feudal mini-kingdom of Avalon; the springiness of Bouncy Island, complete with white pellet rafting; the constant end of day Sunset Island; the benighted and lovelorn Adult Island; and the ostentatiously studious Island of Special Interests.

This is the set-up for Capes and Cloaks and Cowls and a Park, a highly detailed, but systemless sandbox scenario whose sense of wonder and whimsy combine the classic funhouse style of dungeon with Alice’s Adventures in Wonderland. It is published by Mottokrosh Machinations, following a successful Kickstarter campaign, a publisher best known for Hypertellurians: Fantastic Thrills Through the Ultracosm, an Old School Renaissance adjacent roleplaying game of retro science fantasy. Numerous suggestions are given to get the Player Characters to and then inside the cloak—or rather into Riblerim’s Interesting Place. The default arrival point is the Welcominarium, but the Game Master is free to have them end up wherever seems the most appropriate, or fun. From there, the Player Characters are free to go wherever they want, or at least wherever the animal themed boats (or the teacup) will take—including up stream as well as down. Each island is a realm of its own, consisting of three or more adventure sites all following a particular theme. For example, Avalon is home to a fairy tale castle where tourneys and jousting are held to appease the self-appointed queen, Moronoe, nearly surrounded by dark forest lush with game and the domain of secretive druids. There is a seemingly endless cosplay closet at the dock where the Player Characters will alight, one which they can enter and select a suitable outfit for their time on the island. In comparison, Bouncy Island seems all but deserted, yet it does have its ruler, an Elfin figure whose cloak appears to mimic his moments and who can often be seen frolicking up and down the White Pellet Rafting route. Like many of the inhabitants, he knows many secrets of the Riblerim’s Interesting Place and might be persuaded to share one or more if the Player Characters are willing to brave the dangers of The Plastic Gauntlet—which like the rest of Bouncy Island, has definite springiness to it.

All of the adventure sites in Capes and Cloaks and Cowls and a Park are nicely detailed—its interior spaces more so. These include both the floorplans for locations such as the Museum of Divination, as well as dungeons like the Tomb of the Last Knight and The Plastic Gauntlet. These are also neatly arranged so that the maps and map keys are opposite each other.

Mechanically, Capes and Cloaks and Cowls and a Park is designed to be systemless. Or rather, written to be used with any roleplaying game, for it does actually have a system of its very own. This is the ‘HAWK’ structure, which stands for ‘Has’, ‘Acts’, ‘Wants’, and ‘Knows’, which is used to describe and define each of the major NPCs who appear in the scenario. The lack of numbers though, has its upsides and its downsides. Obviously, the Game Master can adapt Capes and Cloaks and Cowls and a Park to the roleplaying game of her choice, whether that is 13th Age, the Dungeon Crawl Classics Role Playing Game, Hypertellurians, or Old School Essentials. All would work. The downside is that all together there are a lot of NPCs and monsters to provide stats for, but that is offset by how succinct the design of the individual islands is. The Player Characters are likely to be exploring one island at a time, so the Game Master need not necessarily adapt the whole of Capes and Cloaks and Cowls and a Park in one go.

Given the nature of its setting and many of its inhabitants, it should be no surprise that most of the main treasures in Capes and Cloaks and Cowls and a Park consist of cloaks, mantles, shawls, stoles, and the like. For example, the Dwarven War Cloak is made of thumb-sized iron bars which can interlock to form a personal fortification whilst the Concordant Cowl of Teeth, consisting of an array of molars, incisors, and canines strung together with silver chains, is simply an intimidating—and sometimes—an enraging sight. The other treasures to be found in Riblerim’s Interesting Place are much less detailed and generally simpler in nature, like the Ruby Opera Gloves, enchanted by vampires to make the wearer unnoticeable to humans or the carved soap, a heavy cake of rainbow tulip and hope-scented soap into which has been artfully scratched a trigonometrical formula. Decipher the formula and the Player Character casts Venusian magics with greater power. As with the rest of the content in Capes and Cloaks and Cowls and a Park, none of these items have stats, but their simplicity makes them easy to adapt to the roleplaying game of the Game Master’s choice. Also included is a guide to making the studying and use of grimoires more interesting than mere spellbooks, which could also be adapted to the whatever rules the Game Master is using.

Physically, Capes and Cloaks and Cowls and a Park is beautifully presented, done in retro-lush colours that add to the sense of unreality of Riblerim’s Interesting Place. The cartography is also excellent. If there is an issue with the presentation, it is that the layout is too tight and the text a little too small in places, making the book slightly difficult to read. There is advice though for both Game Master and players on how to handle the tone and some of the scenario’s content, which is clearly marked for each location and includes spiders, demonic summonings—under mostly safe conditions, cannibalism, and more. This is through the use of lines and veils, and the X-card, although the self-contained nature of the scenario’s varying islands do help to separate this more adult content.

As a sandcrawl, Capes and Cloaks and Cowls and a Park differs in that its individual locations, its islands floating on the fabric of Riblerim’s cloak, are discrete and there is relatively little to connect them narratively. This is because this is not really a sandcrawl with factions and the power and influence of its NPCs do not extend beyond the confines of their respective islands. Here perhaps some advice or a table listing what each of the NPCs want and how those wants crossover could have been useful. However, there are threads which run right across the theme park that is Riblerim’s Interesting Place. In particular, a lot of the NPCs that the Player Characters will encounter are the equivalent of staff or actors. They look the part, and they play the part, but their lack of competence in comparison to the Player Characters adds to the sense of unreality of the already strange realm. Similarly, the fact that Riblerim’s Interesting Place has its own currency—Aesopian Rupees—exchanged for whispered secrets, also adds to the unreality as well as driving the players to come up with increasingly interesting confessions for their characters to pay for anything!
With Capes and Cloaks and Cowls and a Park, Mottokrosh Machinations does that ‘thing within a thing, within a…’ just as it did with Brutal Imperilment in the Bag of Infinite Holding. However, rather than being constrained by being in a bag upon a bag upon a bag, there is an openness to Capes and Cloaks and Cowls and a Park. The whole of its robed realm is presented to the Player Characters, and they are free to visit any one of its discrete, individual islands however they want, encountering something different on each one, whether that is a genre, a theme, or a tone—or a combination of all three. Capes and Cloaks and Cowls and a Park is sumptuously strange, ornately odd, and richly ridiculous, a campaign within campaign, a robed resort of wonders and whimsy.

Jonstown Jottings #62: Bog Struggles

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, th Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Bog Struggles: An Adventure for RuneQuest Glorantha is a scenario for use with RuneQuest: Roleplaying in Glorantha in which the adventurers come to the aid of the inhabitants of a nearby bog.

It is a twenty-five page, full colour 4.02 MB PDF.

It needs a slight edit in places, but layout is professional and the artwork is very good.
Where is it set?Bog Struggles: An Adventure for RuneQuest Glorantha can be set anywhere where there is an area of wetlands.
Who do you play?
There are no specific roles necessary to play Bog Struggles, but martial characters will be needed as combat is involved. In addition, a Shaman and an Issaries merchant may prove useful, and Heler or Engizi worshippers may have an advantage.
What do you need?
Bog Struggles: An Adventure for RuneQuest Glorantha requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary will be useful for details of some of the encounters. Borderlands: A RuneQuest Campaign in Seven Scenarios may be useful as reference, but is not required to play Bog Struggles.
What do you get?Bog Struggles: An Adventure for RuneQuest Glorantha is a short, simple adventure which takes places in a nearby piece of wetlands where a tribe of Newtlings have made their home. Unfortunately, the village and the object of the Newtlings’ veneration, a River Horse spirit, has been attacked physically and spiritually by an unwholesome creature. The Player Characters are asked or hired by the Newtlings to come to their aid, perhaps because the Newtlings have come to the Player Characters’ village, the Player Characters have stumbled into the wetlands and the Newtlings’ village—or for some other reason. The scenario gives several. Either way, the Player Characters have to slog and slosh their way into the bog, face down the threat faced by the Newtlings, and that is that… Which also sounds a bit simple, but the scenario has a nasty sting its, well not tail, but definitely tendrils, as the scenario takes a decidedly Lovecraftian turn into tentacular horror.
At the heart of Bog Struggles is a classic ‘village in peril’ set-up, which goes all the way back to T1 The Village of Hommlet, but it does give it a nasty Lovecraftian twist with a big muddy amphibious dollop of Gloranthan lore in finding an interesting way to use and encounter a pair of monsters from the RuneQuest: Glorantha Bestiary. The plot is also simple and straightforward, perhaps too much so, but it is very clearly explained and it is very clearly mapped and illustrated. The map is decent, but the illustrations of the Newtlings are bright, colourful, and very much full of character—they are quite delightful. The one gripe with them is that none of them is depicted wielding a trident.
In addition, Bog Struggles provides details of the River Horse spirit cult particular to the scenario’s Newtlings. This might be of interest to Engizi or Heler worshipers, but the Game Master could also create other River Horse spirit cults based on this one. Given the amount of combat involved in the scenario, Bog Struggles should provide two sessions’ worth of play at the very most. If there is anything lacking in the scenario it is suggestions as to where it might be located, but the Game Master should be able to do that without any difficulty. Lastly, if the Player Characters are successful, the Newtlings could easily reward them with something interesting, useful, or particular to the campaign.
Is it worth your time?YesBog Struggles: An Adventure for RuneQuest Glorantha is a useful and easy addition for any campaign where there is a river or area of wetland nearby, providing a delightfully strange and horrifying encounter with some wonderfully illustrated, oh so adorable, Newtlings.NoBog Struggles: An Adventure for RuneQuest Glorantha is set in wetlands, so may not suit all campaigns and it does not work as well without a Shaman either. The illustrations are still a joy though.MaybeBog Struggles: An Adventure for RuneQuest Glorantha is a useful filler adventure, but not much more than that. Have you seen the Newtlings, though? Sooo cute!

A Differing Dune

Dune – Adventures in the Imperium: Agents of Dune is built on two key factors. One is that you begin playing as soon as you open the box. Two is an enormous, ‘What if?’. Subtitled a ‘Roleplaying Campaign Experience’, it is both a starter set and more than a starter set for Dune – Adventures in the Imperium, the roleplaying game from Modiphius Entertainment based on the novels by Frank Herbert, set in the far future of the year 10, 191 during the reign of Padishah Emperor Shaddam IV. This is an Imperium of great and noble houses—and some not so noble, that feud, jockey, and politic constantly for power, influence, and vengeance. It is a future where the Bene Gesserit, a mysterious sisterhood guides and advises the emperor and every house from the shadows, yet has a secret agenda of its own; where thinking machines have been outlawed and replaced by the human computers known as mentats; and where interstellar travel is monopolised by the Spacing Guild whose navigators, heavily mutated by the spice drug melange, fold space and enable instantaneous travel from one system to another. The spice drug melange is found on only one planet, Arrakis—or Dune—and since it is vital interstellar travel and commerce, control of the spice mining on Arrakis can make a house incredibly wealthy and it is within the power of the Padishah Emperors to both bestow and withdraw this gift. It is with this set-up that Dune – Adventures in the Imperium: Agents of Dune begins.


Open up Dune – Adventures in the Imperium: Agents of Dune and the first thing you see is a ‘Read This First’ pamphlet. This does five things. It addresses the players and their characters directly, first explaining to the Player Characters what is happening and what they are going to be doing, in the process giving them agency, before explaining what is going on to the players, essentially that this is not the Dune they might be expecting. It also details what is in the Dune – Adventures in the Imperium: Agents of Dune box and what all of the components are—and there are a lot of components. This is a packed box. It also provides a rules reference on the back page. It is not the only rules reference in Dune – Adventures in the Imperium: Agents of Dune, but to be honest, more is better. Lastly, it guides the Gamemaster about what steps to take getting ready to run the first of the scenarios in the Dune – Adventures in the Imperium: Agents of Dune ‘Adventure Book’, which is immediately beneath the ‘Read This First’ pamphlet.

The next component consists of five, full colour, character folios. Each of these has been carefully designed in terms of its presentation. So on the front there is an illustration and description of the Player Character as well as a reason why a player might choose to roleplay that character. Inside is an introduction to the Known Universe in the year 10,191 which is standard to all five of the character folios, and then background and details for the Player Characters. They include two nobles, brother and sister, one a duellist, the other a diplomat; plus a Swordmaster, a Mentat, and a Bene Gesserit Spy. On the back of each, just like the ‘Read This First’ pamphlet, is a rules reference.

Below this is a Momentum and Threat Tracker (Momentum is spent by the players to gain certain advantages for their characters, whilst the Game Master spends Threat to give them to her NPCs), a Spice Harvesting Tracker, three handouts, a sheet of counters, a double-sided map for the campaign, a double-sided duelling and negotiation positioning map, a set of five twenty-sided dice, a pack of plastic stands, and a pack of cards. The latter contains images and stats of every item, NPC, and Player Character in Dune – Adventures in the Imperium: Agents of Dune. The great thing about the NPC and Player Character cards is that as much as they are intended to be used as references, they can also be slotted into the plastic stands and then used as figure standees to show that NPC or Player Character is on a map or the position that he has taken up on the duelling and negotiation positioning maps when they enter play. Beyond the limits of Dune – Adventures in the Imperium: Agents of Dune, most of these physical components—the Spice Harvesting Tracker, the counters, the duelling and negotiation positioning maps, the dice, the plastic stands, and most of the cards will prove useful in an ongoing Dune – Adventures in the Imperium campaign. The handouts are decent and done on sturdy paper, but the particular delight of the three is a pamphlet which the Player Characters are given as soon as they step off the shuttle onto the planet which gives them an introduction to Arrakis. It is pleasingly immersive. Lastly, there is one extra thing in Dune – Adventures in the Imperium: Agents of Dune and that is a copy of Dune – Adventures in the Imperium. Or rather there is a code for the PDF. Either way it is fantastic extra, because what it does is enable the Game Master and her players to look up the rules if they want a further explanation or a more experienced group to create their Player Characters and play the campaign with those rather than the five included in Dune – Adventures in the Imperium: Agents of Dune.

The ‘begin playing as soon as you open the box’ aspect of Dune – Adventures in the Imperium: Agents of Dune instructs the Game Master to read the ‘Read This First’ pamphlet and give the character folios out for her players to choose. Once done, the Game Master reads the opening section of ‘Adventure Book’ which explains the basics of the Player Characters and the setting, plus the first decision that the players will take collectively, that is what type of house do their characters belong to. This is determined by a piece of advanced technology. A Maula Rifle and House Nagara is a military house, a Blight Scanner and it is farming house, and so on. There are five options. There is a fair bit to read out here, so a little bit of patience is required upon the part of the players, but on page, the action starts. The players are roleplaying. There is no explanation of the rules up until this point. Instead, these are explained as they come up as part of each scenario. There are details in the sidebars which in turn expand upon the rules, such as giving assistance to another Player Character; explain more about the setting, for example, why Lasguns are rarely used in the Known Universe; and to give direction advice to the Game Master, such as handing a particular card to the players.

What the ‘Adventure Book’ and thus Dune – Adventures in the Imperium: Agents of Dune is thus providing programmed learning through play or learn as you play. This has the advantage of the rules coming into play only when the story needs it and it helps that the 2d20 System, the mechanics used for Dune – Adventures in the Imperium as well several other roleplaying games from Modiphius Entertainment are not that complex and that their iteration here are relatively simple in comparison to others. Yet there are downsides to this approach, none of them major, or indeed, insurmountable. The programmed learning and structure of the campaign means that it is linear and it is difficult to deviate away from its plot. It means that there is no one clear explanation of rules in Dune – Adventures in the Imperium: Agents of Dune, although the various reference sheets on the back of the character folios and the free copy of the PDF of the core rules counter this issue. On the other hand, the player or Game Master who has played any of the other 2d20 System roleplaying games will adjust to the rules presented here with ease.

One potential issue of Dune – Adventures in the Imperium: Agents of Dune is that its introduction is not sufficiently basic enough. Now its introduction to the setting of Dune, the 2d20 System, and Dune – Adventures in the Imperium are all fine, but it really does not have much in the way of an introduction to what roleplaying is. Both player and Game Master really need to have some idea of what roleplaying is before tackling Dune – Adventures in the Imperium: Agents of Dune because it does not start from first principles. Of course, in the hands of an experienced Game Master, the programmed nature of learning makes it easier to teach the rules and mechanics.

Dune: Adventures in the Imperium and thus Dune – Adventures in the Imperium: Agents of Dune employ the 2d20 System first used in the publisher’s Mutant Chronicles: Techno Fantasy Roleplaying Game and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, and since developed into the publisher’s house system. To undertake an action, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of a Skill and a Drive. 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 for the big scene or climatic battle in an adventure.

Now where the players generate Momentum to spend on their characters, the Game Master has Threat which can be spent on similar things for the NPCs as well as to trigger their 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 Gamemaster 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.

Combat uses the same mechanics, but offers more options in terms of what Momentum can be spent on. This includes creating a Trait or an Asset, either of which can then be brought into the combat, and 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. Where Dune: Adventures in the Imperium differs from other 2d20 System roleplaying games is the lack of Challenge dice, and instead of inflicting damage directly via the loss of Hit Points, combatants are trying to defeat each through the removal of Assets and attempting to create—cumulatively—Successes equal to or greater than the Quality of the task or the opponent. Minor NPCs or situations are easily overcome, but difficult situations and major NPCs will be more challenging to defeat and will require extended tests.

The system is intended to cover the various types of situations which can occur in a story in Dune: Adventures in the Imperium. So, individual duels, skirmishes and open battles, espionage, and social intrigue. All these, as well as spice harvesting rules are presented in Dune – Adventures in the Imperium: Agents of Dune as they appear in the story and thus come up in play. In general, anyone with experience of the 2d20 System will see that the iteration here involves more of a narrative, storytelling style of play.

In terms of setting and story, it is the big ‘What if?’ of Dune – Adventures in the Imperium: Agents of Dune which comes into play. In the novel Dune, House Atreides is awarded the fiefdom of Arrakis by the Padishah Emperor Shaddam IV as part of a conspiracy with former fief holder and enemy of House Atreides, House Harkonnen. A prequel to this is even explored in Dune: Adventures in the Imperium Wormsign Quick-start Guide. The ‘What if?’ though of Dune – Adventures in the Imperium: Agents of Dune asks what if the Player Characters’ house was awarded the fiefdom instead of House Harkonnen? Further, what if the transfer of power on Arrakis from House Harkonnen to House Nagara—the Player Characters’ house—was peaceful, rather than as fractious as that depicted in the novel? And what if the reason for this is the fact that House Harkonnen and House Nagara are allies? What if, despite losing control of Aarrakis, it was in the best interests of House Harkonnen to help House Nagara gain and keep control of the fiefdom? The ‘Adventure Booklet’ gives several reasons for this, but there can be no doubt that this flies in the face of almost sixty years of storytelling and of House Harkonnen never being portrayed as anything less than the villain. This puts a different perspective on matters and forces anyone familiar with the story to roleplay against their player knowledge. The campaign itself begins on Giedi Prime, home planet of House Harkonnen, with the Player Characters being trained, going through a couple of simulations, assessed by House Harkonnen trainers, all in preparation for the great shift, getting involved in some intrigue and being exposed to the terrible conditions on the planet, before travelling to Aarrakis and taking control of the fiefdom.

Dune – Adventures in the Imperium: Agents of Dune includes five full colour character folios, representing five members, including two heirs of House Nagara, and ideally, the campaign in the ‘Adventure Booklet’ is designed to be played by five players, plus the Game Master. It can be played with less, but this does limit the specialities available to the characters and their players as a whole. If the playing group decides to instead create their own characters using the rules inDune – Adventures in the Imperium, they should ideally create characters with similar roles to those presented in the given character folios to fit the campaign. The campaign consists of three acts with three or four scenes each, which all together should provide multiple sessions’ worth of play. There is a lot of boxed text to read out, which when combined with the programmed learning of the roleplaying game’s mechanics, means that it does require a little patience upon the part of the players. For the more experienced Game Master, there are notes at the start of each chapter which break its events down and enable her to bring to play as she would normally do in any other scenario.

Physically, Dune – Adventures in the Imperium: Agents of Dune comes in a sturdy box and everything inside is superbly presented. All of the components are good quality and many of them will be useful in a Dune – Adventures in the Imperium campaign beyond the Dune – Adventures in the Imperium: Agents of Dune boxed set.

There remains the question, of course, of just who the Dune – Adventures in the Imperium: Agents of Dune boxed set is aimed at. That is not necessarily an easy question to answer. It is not quite suitable for anyone new to roleplaying as it does not explain what the basics of roleplaying are, but the programmed learning and structure of the campaign goes someway to offset that. For the experienced Game Master and group of players, the programmed learning and structure may instead be more of hindrance than a help, but with some effort and adjustment, there is nothing to prevent the Game Master from adapting it to her preferred style of running a game. For the Dune devotee though, and the player with a little experience of roleplaying and an interest in Dune, Dune – Adventures in the Imperium: Agents of Dune, perhaps being run with the Game Master with some experience, is actually a really good introduction to both the setting and the roleplaying game. 

In the past five years, starter sets for roleplaying games have gotten better and better. It is not enough to put the basic rules, a scenario, some dice, and a link to another scenario online in a box and sell it as a starter set. A starter set has to offer longevity—it is no longer a ‘done and discard’ product. The starter set can no longer leave the Game Master and her players wondering what they should play next. The One Ring Starter Set, the RuneQuest Starter Set, and the Warhammer Fantasy Roleplay Starter Set are all proof of that—and so is Dune – Adventures in the Imperium: Agents of Dune. It provides the means to learn the rules and play a mini-campaign, in the process teaching the rules and the mechanics, exploring different aspects of the setting, most notably Giedi Prime, and establishing the players and their characters, and their House on Dune, ready for further adventures and intrigues—whether they are of the Game Master’s own creation or available from Modiphius Entertainment.

If a Game Master and her players have any interest in exploring the Known Universe and Dune – Adventures in the Imperium, then Dune – Adventures in the Imperium: Agents of Dune really is the starting point that they want. Dune – Adventures in the Imperium: Agents of Dune provides a fantastically complete and superbly appointed introduction to both the Known Universe and Dune – Adventures in the Imperium—both the setting and the roleplaying game—and lives up to its subtitle of providing a ‘Roleplaying Campaign Experience’. 

Screen Shot X

How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game's screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition?  Or a reference work like the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack published by Chaosium, Inc. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game  and Doctor Who: Adventures in Time and Space RPG.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Margaret Weis Productions included in its screens for the Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games' Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or a scenario such as ‘A Restoration of Evil’ for the Keeper's Screen for Call of Cthulhu from 2000 or the more recent ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Alderac Entertainment’s Legends of the Five Rings Fourth Edition. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the ;Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPGs.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune and the GM Resource Book for Pelgrane Press' Trail of Cthulhu as well as the The One Ring Loremaster’s Screen & Rivendell Compendium for The One Ring: Roleplaying in the World of Lord of the Rings, the second edition of the roleplaying game from Free League Publishing.

The One Ring Loremaster’s Screen & Rivendell Compendium consists of two items. The first is the Loremaster’s Screen. It is a three-panel affair in landscape format and one of the first things the Loremaster will notice upon opening it up is the roleplaying game’s advice as to when to roll—when there is danger, when there is knowledge to be had, and when there are NPCs to influence. The left-hand panel covers the general outcomes of rolls, such as special successes and risk levels, advantages and complications, conditions, and more. As well as the advice on when to roll, the central panel covers endurance, resting, first aid, and damage in general. A sperate reprints the tables for council structure for when engaging in major meetings, whilst the right-hand panel has the rules and tables for travelling—an important part of play The One Ring. This includes journey roles, events, and perilous areas. Lastly, rules and tables are reprints for sources of both dread and Shadow. This is all laid out clearly with plenty, both making everything easy to read and highlighting the fact that The One Ring: Roleplaying in the World of Lord of the Rings is not a complex game. The style matches that of the core rule book and all of the rules and tables come with reference numbers to their respective entries and full explanations in The One Ring: Roleplaying in the World of Lord of the Rings. The front or player-facing side depicts a small fellowship deep in the wilderness about to be assailed by a band of Orcs. It is a nicely tense piece.

The second item is the ‘Rivendell Compendium’. This is a short supplement which details Imladris, the Last Homely House, home to its master, Elrond Halfelven, for thousands of years. His magic has kept this Hidden Valley safe in all that time and protects it still, either making difficult for anyone to find the entrance or actively blocking access. A map is given of Rivendell, though only the floorplans of the ground floor of Elrond’s mansion is given. There are multiple levels of vaults below and storeys above which are not mapped out here, and though that is disappointing, it is unlikely that the Player-heroes will have ready access to them. They are described in broad detail though, so the Loremaster can develop something from this as necessary; more detail being given to particular locations. Not all of the locations are included on the given floorplan. For example, the library is described in the text, but not marked on the floorplan. Ultimately, both the floorplan and the descriptions need to be taken as a guide—good guide—to Elrond’s home.

Also found Rivendell are many Elven folk. The many here include Elrond Halfelven himself, his daughter, Arwen Undómiel, Glorfindel, the great Prince of the Elves, and others. Elrond is described in the most detail, primarily because he is a source of wisdom and a potential Patron for the Player-heroes. In particular, he favours those with the Scholar and Warden Callings, and can be consulted for advice when it comes to making journeys and on particular marvellous artefacts and wondrous items that may have come into the Player-heroes’ possession. Along with the description are spot rules for how to find the entrance to the Hidden Valley, making music in Rivendell, the moment when the Player-heroes first see Arwen Undómiel, and more. These add to the magic of Rivendell and bring elements of the setting into play.

Lastly, the High Elves of Rivendell are added as a new Culture. They are based in Rivendell as it is one of their last refuges. Their inclusion means that along with the Elves of Lindon, members of the Firstborn who rarely leave the Grey Havens, there are two Elven Cultures available in The One Ring: Roleplaying in the World of Lord of the Rings.

The ‘Rivendell Compendium’ expands The One Ring: Roleplaying in the World of Lord of the Rings eastwards—if only a little. It provides a potential sanctuary and patron for the Player-heroes as they explore and journey in that direction, although there remains much to be explored in Eriador, the focus of the new roleplaying game. Devotees of the earlier edition of The One Ring—The One Ring: Adventures over the Edge of the Wild Roleplaying Game—may find there is some repetition between the new ‘Rivendell Compendium’ and the earlier Rivendell supplement, but that is inevitable given that they are covering the same subject. In fact, the earlier Rivendell supplement is notable for how many of its elements found their way into The One Ring: Roleplaying in the World of Lord of the Rings such as the Eye of Mordor and the rules for treasure.

Physically, the ‘Rivendell Compendium’ is again down in the same style as The One Ring: Roleplaying in the World of Lord of the Rings. The book is nicely presented and easy to read and understand. The only real downsides to the ‘Rivendell Compendium’ are that as a slim book it is easier to lose and perhaps some of this may be repeated in a fuller supplement devoted to Eriador later on. Fortunately, the ‘Rivendell Compendium’ can be stored in The One Ring Starter Set.

The One Ring Loremaster’s Screen & Rivendell Compendium is exactly as it should be, a useful tool to have in front of the Loremaster during play, whilst the ‘Rivendell Compendium’ adds to the setting of The One Ring: Roleplaying in the World of Lord of the Rings with material that the Loremaster can really make use of as her Player-heroes’ explorations take them to further edges of Eriador. Overall, this makes the The One Ring Loremaster’s Screen & Rivendell Compendium a solid, useful package, one that a group playing The One Ring: Roleplaying in the World of Lord of the Rings should get plenty of use out of.

Solitaire: Be Like a Crow

Be Like a Crow: A Solo RPG is a journaling game which enables the player to take to the skies as a corvidae—crow, magpie, jackdaw, or rook—over multiple landscapes and differing genres, achieving objectives, exploring, and growing as they learn and grow old. It is clever and thoughtful in that it makes the reader and player think outside of what they might traditionally roleplay and explore a world quite literally from a bird’s-eye view. It combines the simple mechanics and use of a deck of playing cards typical of a journaling game with five genres—‘Urban Crow’, ‘Cyber-Crow’, ‘Gothic Crow’, ‘Fantasy Crow’, ‘Clockwork Crow’, and ‘Ravens of the Tower’. Each of these presents a different place and time for the bird to fly over, land on, encounter the denizens, and more. The book is easy to read and the rules and set-up easy to grasp, such that the player can start reading and taking inspiration from the prompts in Be Like a Crow: A Solo RPG and begin making recording entries in his journal, with little difficulty.

Be Like a Crow: A Solo RPG is not a roleplaying game about anthropomorphic birds. The player is very much exploring worlds and recording the experiences of an actual bird, as it goes from a fledgling to a juvenile to an adult. Each bird is defined by its size and habits such as nesting, diet, notable characteristics, and habitat. In game terms, each type of bird begins play with a certain number of ticks in various skills. Skills are broken down into four categories—‘Travel & Exploration’, ‘Social Interaction’, ‘Tools & Rituals’, and ‘Combat’—each of which has four skills. A corvidae begins play with two ticks in any one skill and one tick in a skill in each category, plus ticks in five skills for his species. He also has authority with two skills. The player’s choice of setting will add ticks to certain skills as well.

Jay
Species: Magpie
Lifecycle Stage: Fledgling
Setting: Cyber-Crow
Injuries:

SKILLS
Travel & Exploration: Fly 1, Hop 1, Search 2, Navigate 1
Social Interaction:  Befriend 1, Signal –, Scare 1, Mate –
Tools & Rituals: Dance –, Sing –, Use Tool 1, Preen 1
Combat: Peck 1, Claw –, Divebomb 1, Evade 1

Mechanically, Be Like a Crow is simple. It uses a standard deck of playing cards and when a player wants his bird to undertake an action, he draws a card from the deck. This sets the difficulty number of the task. To see whether the bird succeeds, he draws another card and adds the value of a skill to the number of the card if appropriate. If it is equal or greater than the difficulty number, the bird succeeds. If an action is made with Authority, whether due to circumstances or a skill, the player draws two cards and uses the highest one, whereas if made at a Penalty, two cards are drawn and the lowest value one used. When drawn, a Joker can be used or saved for later. If the latter, it can be used to automatically succeed at a combat or skill check, to heal injuries, or to discard a card and draw again. Combat is a matter of drawing a card for each opponent, adding a skill if appropriate, and comparing the totals of the cards and the skills. The highest total wins each round and inflicts an injury. Eventually, when the deck is exhausted, the discard pile is reshuffled and becomes the new deck.

Half of Be Like a Crow consists of prompts and settings. There are prompts for events in flight and on land that are standard to all six settings, but each setting has its set of tables for objectives, objects, characters, and locations. Only one set of objectives is given for each setting, but the objects, characters, and locations are divided between the black and the red suit colours. This gives thirteen objectives per setting and double that for each of the other categories. Each setting also includes a double-page, full colour map. Notes on each setting give the extra abilities and skills that a bird gains at each stage of his lifecycle, from fledgling all the way up to ol’ crow.

The play and thus the journaling of Be Like a Crow is driven by objectives as achieving these will enable a bird to advance through his lifecycle. An objective for the ‘Clockwork Crow’ setting, might be for example, “[character] has gone missing, last seen in [location]. Air ship pirates might be involved. Travel there and find them and return them back to their home in [location].” The player will also need to draw cards to identify the character and both locations, and then as his bird flies from hex to hex across the map, draw cards for events in flight, and then for events when he lands. The player is free to, and advised to, ignore prompts if they do not fit the story, and this may be necessary if a prompt is drawn again, but ideally, the player should be using the prompts as drawn to tell a story and build the life of his crow.

Physically, Be Like a Crow: A Solo RPG is a lovely little book. The artwork throughout is excellent and the book is well written and easy to use.

Be Like a Crow: A Solo RPG is published by Critical Kit, a publisher better known for its scenarios for Dungeons & Dragons, Fifth Edition, as is unlike anything that the publisher has released. It sets out to provide the means to explore the life of an animal, sometimes in a fantastical setting, sometimes not, constantly prompting the player to tell his crow’s story, where he went, what he did, and who he met, but always to think like a bird. In keeping a journal it enables the player to articulate and express that experience of the world around him, from a very different point of view, and that roleplaying in a non-traditional way. The result is the Player Character in Be Like a Crow soars and flaps, hops and preens, pecks and divebombs, exploring a world from above and below, always through the beady eyes of his bird. The result is that Be Like a Crow: A Solo RPG is a delightfully contemplative and engagingly different playing experience.

Goblins in a Gaberdine

We have a fascination with the antics of little people, whether that is of Goblins, Hobbits, or Kobolds. In gaming this goes all the way back to The Hobbit and The Lord of the Rings and thus Middle Earth Roleplaying, but it really comes into its comedic own with Kobolds Ate My Baby!, published by 9th Level Games in 1999. The latest entry in this comedy subgenre is published by CobblePath Games, best known for Locus: A roleplaying game of personal horror. Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite takes the comedy of the raucous antics of small and bumptious persons and literally puts them on top of another gag—the ‘Totem Pole Trench’ or ‘Two Kids In a Trenchcoat’. In other words, Stacks of Goblins puts one goblin on top of another goblin on top of another goblin, and puts them in a Trenchcoat—of seemingly elastic length—and a fedora, and sends them out to do mischief. The situation is simple. Their Snikittyness the Goblin ruler has a mighty need and multiple Goblin minions ready to see that it is met! Plus every Goblin has his heart set on finding something he desires. The best way to meet both that need and that desire is in a nearby People Place. Of course, Goblins are not welcome in this People Place. Hence the Trenchcoat and the fedora.

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is a storytelling game involving multiple wants and multiple roles—roles which switch as the Goblins argue and fidget for dominance in the Trenchcoat and quite literally a higher place in the pecking order. Or rather picking (up) order. Designed for between two and six players, it requires one twelve-sided die, one eight-sided die, and several ten-sided dice. It also requires twenty tokens. The tokens represent the ‘Obliviousness’ of the inhabitants of the town or village to the Goblins who have infiltrated in their disguise and to their shenanigans. Over the course of the game, the number of ‘Obliviousness’ tokens in play will decrease to Goblin actions, first limiting their ability to move and act, and ultimately forcing them to flee the People Place. The ‘Obliviousness’ tokens also represent the game’s timing mechanism, twenty tokens being enough for a standard-length game.
A player and his goblin has one of three roles depending upon his place in the Trenchcoat, either Top Goblin, Middle Goblin, or Bottom Goblin. The Top Goblin is the hands and mouth of the operation. He operates the height of Goblin technology—a grabber in each hand. His player rolls a twelve-sided die when the Top Goblin acts. The Middle Goblin can help or hinder the Top Goblin. His player rolls a ten-sided die and can add or subtract the result from any of Top Goblin’s die rolls. The Bottom Goblin decides where the Trenchcoat goes. His player rolls an eight-sided die when the Bottom Goblin acts. His player chooses which locations in the People Place the Trenchcoat visits and narrates the outcome of the Trenchcoat’s actions. The player of the Bottom Goblin is thus both narrator and player. However, the position and role of each Goblin can change in the Trenchcoat. Consequently, the role of the player and the die size he rolls can also change.
Mechanically, to have his Goblin act, a player rolls his Goblin’s die. The result can either be a ‘Screw Up!’, ‘Good Enough!’, or ‘Goblin Success!’. Both ‘Screw Up!’ and ‘Good Enough!’ result in a complication and with a ‘Screw Up!’, another Goblin can also shuffle around and swap places with the Goblin who failed! A minimum roll of five is needed for a ‘Good Enough!’ and a minimum roll of nine is needed for ‘Goblin Success!’. Which means that the Bottom Goblin with his eight-sided die can never roll a ‘Goblin Success!’.

A Goblin can also shuffle around and swap places if his player removes an ‘Obliviousness’ token from the pile. If multiple Goblins want to change places in a shuffle in the Trenchcoat, their players have a dice off. An ‘Obliviousness’ token can also be removed if a player wants his Goblin’s action to automatically succeed. An ‘Obliviousness’ token is also removed if a Trenchcoat makes someone’s life materially worse and when a Goblin successfully acquires his desire. Ultimately, the pile of ‘Obliviousness’ tokens curbs the maximum result on any dice roll, so the more successful the Goblins are in acquiring their desires, the more material harm they cause, the more obvious their actions become to the inhabitants of the settlement, and the harder the Trenchcoat’s actions becomes.
Stacks of Goblins has tables for defining each Goblin, what their Snikittyness the Goblin ruler wants, and what each Goblin desires. Other tables determine the mission, including the target destination, the Goblin means of escape, and events happening in the destination.
When the number of ‘Obliviousness’ tokens drops below the number of Goblins, the Trenchcoat’s cover is blown and it is time to escape. The Trenchcoat must make its way back through the chaos and disarray left in its wake as it progressed through the People Place. Once the Goblins get home in their Trenchcoat, they count their loot, that is, their desires and whatever it was that their Snikittyness the Goblin ruler wanted. A Goblin succeeds if he brings home both.

Physically, Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is very green. As you would expect. It is simply and clearly written. The cartoon artwork varies in quality, but some of it is really quite decent.

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite lives up to its subtitle. It is fun and silly. It is semi-cooperative as the Goblins are forced to work together and no one Goblin is in charge, but forced into conflict with each other in order to assume the three roles in the Trenchcoat, each one necessary to grab both need and desire. It is stupid because dice rolls will fail and a Goblin always thinks he can do better, and to do better means a higher role and thus potential for a higher roll. Then as one Goblin gains his desire and their Snikittyness the Goblin ruler’s need, and the other Goblins do not, desperation and spite kicks in as one Goblin looks like succeeding and his rivals do not. All this would be fun enough, but the shifting roles from Top Goblin to Bottom Goblin and back again, enhances all of this, keeping everyone involved, and giving everyone a turn at each role. It does this through play and through each Goblin’s drive to obtain both desire and need. Which means that without knowing it and without it being forced upon him, a player gets to be the narrator of the Trenchcoat’s progress (and thus the roleplaying game’s storyteller or Game Master).

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is simple and idiotic, but that simplicity and idiocy hides some clever little design decisions and a Trenchcoat full of silliness, squabbling, and fun.

Friday Filler: The Fighting Fantasy Science Fiction Co-op II

Escape the Dark Sector: The Game of Deep Space Adventure brought the brutality of the Fighting Fantasy solo adventure books of the eighties to both Science Fiction and co-operative game play for up to four players in which their characters begin incarcerated in the detention block of a vast space station and must work together to ensure their escape. Published by Themeborne, with its multiple encounters, traps, aliens, robots, objects, and more as well as a different end of game Boss every time, Escape the Dark Sector offered a high replay value, especially as a game never lasted longer than thirty minutes. Now, like its predecessor, Escape the Dark Castle: The Game of Atmospheric Adventure, the game has not one, but three expansions! Funded via a Kickstarter campaign, each of the three expansions—Escape the Dark Sector – Mission Pack 1: Twisted TechEscape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift—adds a new Boss, new Chapters, new Items, and more, taking the path of the escapees off in a new direction to face new encounters and new dangers. Each expansion can be played on its own with the base game, or mixed and matched to add one, two, or three mission packs that increase the replay value of the core game.
Escape the Dark Sector – Mission Pack 1: Twisted Tech takes the escapees off into the tech-based areas of the station. It includes twelve new Chapter cards which represent the encounters the escapees will have as they flee. They may run into security droids which attempt to detain or destroy the escaping prisoners; find a partially constructed android which can be scavenged for devices like a Medical Beam or a Replicator; discover a logistics terminal which can be hacked to determine the location of the nearest equipment stash; and even find a noodle seller to gain some rest and respite! The single Boss card is for Neuroshima, a technological genius with multiple cybernetic implants, such as automatically hitting in ranged combat or close combat. Fortunately, only one implant works each time he is faced—the particular implant being determined by a roll of the ‘Tech Die’.
Escape the Dark Sector – Mission Pack 1: Twisted Tech has nine new Item cards and three Drone cards. The Drone cards—Replication Drone, Surgical Drone, and Sentry Drone—give the escapees a tactical edge. All three drone models have the one basic function, simple healing, which is always guaranteed to work, but each model also has several advanced functions, which unfortunately not guaranteed to work, and may even harm the characters. The Replication Drone replicates items out of the Discard Pile;  the Surgical Drone restores Hit Points and can even remove a mutation (a feature of Escape the Dark Sector – Mission Pack 2: Mutant Syndrome rather than Escape the Dark Sector – Mission Pack 1: Twisted Tech); and the Sentry Drone inflicts damage on designated targets in combat. However, if a Drone malfunctions, it can inflict damage on a character, and whether it malfunctions or uses a particular advanced function determined by a roll of the ‘Tech Die’. Further, the characters can only take one Drone with them, and of course, a Drone can only be used once per action.
The nine Item cards include a mix of new cyberware, gear, and guns. The ‘Drone Commander Implant’ grants a second use of a Drone’s Basic Function before its card is flipped over. The ‘Chrono Rig’ enables any type or number of dice to be rerolled once per chapter (Escape the Dark Sector is played out in four chapters) and the second result used; the ‘Teleporter’ is used and discarded to gain a flanking attack in combat; and the ‘Nutri-Pill’ heals two Hit Points. Escape the Dark Sector – Mission Pack 1: Twisted Tech also includes three new weapons—the ‘Punch-Gun’, the ‘Sniper Rifle’, and the ‘Flame Thrower’. All three work in slightly different ways. Both the ‘Punch-Gun’ and the ‘Sniper Rifle’ need to be loaded using the ‘Special Ammo’ die, but the ‘Sniper Rifle’ must be then primed before it can be fired. If either hits, the Special Ammo die is rolled and can have an extra effect. This is extra damage for the ‘Punch-Gun’, but removes either the chapter dice of one type in the combat or three chapter dice of any type. This is a powerful effect as it helps negate the effects an encounter or chapter. Lastly, the ‘Flame Thrower’ can fire three bursts of flame of varying length, represented by rolling the ‘Flame Ammo’ dice, either one, two, or three per burst. These can result in inflicting damage on a target, no effect, or even engulfing a character in flames and causing them damage. Lastly, of course, there are the dice—the ‘Tech Die’, ‘Special Ammo’ dice, and the ‘Flame Ammo’ dice. (It will be easy to see the ‘Tech Die’ being used in the other two Mission Packs for Escape the Dark Sector.)

Physically, Escape the Dark Sector – Mission Pack 1: Twisted Tech is as well produced as the core game. The new Chapter and Boss Cards are large and in general easy to read and understand. Each one is illustrated in Black and White, in a style which echoes that of the Fighting Fantasy series and Warhammer 40K last seen in the nineteen eighties. The Item and Drone cards are also easy to use and the dice are clear and simple. The rule book requires a careful read, if only to grasp how the different new mechanics work.

Escape the Dark Sector – Mission Pack 1: Twisted Tech adds new subsystems as well as new encounters with the Chapter and Boss Cards. They add both elements of complexity and luck, though more of the latter than the former. Design wise, this expansion is thematically strong rather than narratively strong, adding new technology that the escapees can use and technology that the escapees must defeat or overcome. What this means is that it has no intrinsic story of its own and is thus easier to integrate with the core game and its other expansions. Overall, Escape the Dark Sector – Mission Pack 1: Twisted Tech is a solid expansion which adds more Sci-Fi theme to Escape the Dark Sector: The Game of Deep Space Adventure.

Dread and Danger in the Desperate Decade

No Security: Horror Scenarios in the Great Depression is an anthology of five horror scenarios notable for three things. First, they are written by Caleb Stokes, best known as the author of Lover in the Ice, a horrifyingly adult body horror scenario for mature audiences for Delta Green, but which was originally released as part of the No Security Kickstarter. Second, they are systems agnostic, meaning that the Game Master, or Keeper, can and will have to adapt them to the roleplaying game of their choice, typically a roleplaying game of Lovecraftian investigative horror, such as Call of Cthulhu or Trail of Cthulhu. As an aside, it would be possible to the quintet straight from the page, but that would take a well-prepared Game Master. Third, they are all set in the Desperate Decade of the nineteen thirties, a period of turmoil and uncertainty as the banks crashed, the soil turned to dust, and the Great Depression drove millions into poverty, which is relatively unexplored in terms of Lovecraftian investigative horror, at least in terms of the preceding Jazz Age of the nineteen twenties.

No Security: Horror Scenarios in the Great Depression is published by Hebanon Games following a successful Kickstarter campaign. All five scenarios are available as ‘Pay What You Want’, but have been collected into the No Security anthology. In addition, the anthology does address the social iniquities of the period and gives advice on how to handle them in play. Even though the author does give the suggestion that the disparities and attitudes be ignored in favour of ‘game fun’, his preferred option is to include them in play, but of course, handle them with sensitivity and care. In some scenarios, he also suggests that the Player Characters (or Investigators) be from a mixed background—for two reasons. First, it enables them to access all levels of society, both African American and White. Second, it enhances and contrasts the horror of society and its disparities in the Desperate Decade against the Cosmic Horror of the anthology’s monsters and madness. It should also be noted, that as a consequence of being systems agnostic, No Security does not use of the traditional Mythos monsters or entities. Which means that whatever Cosmic Horror threat that the Investigators find themselves facing in No Security, their players will have as little clue as they do.

The anthology opens with Wives of March. This is longest scenario in No Security and takes place in Barefoot Crossing, a sharecropping community on the rural outskirts of Savannah, Georgia, in the early part of the decade. Here the Unifying Word Revival Church preaches to the community and brings much needed relief to its parishioners, but the community is sent into uproar when the pastor, Dashell March, is murdered, and worse, an African American is the prime suspect, an African American who is also suspected of corrupting a young White girl! The set-up for the Investigators’ involvement really works best with their being hired by different parties, each with an interest in solving looking into the murder, though not necessarily solving it. Local lawyers want the pastor’s will investigated, a rival church wants to prevent any retaliative violence against its African American congregation, an heir wants his claim to the will confirmed, and lastly, the local sheriff’s office do want the crime investigated, again, primarily to prevent an outbreak of violence.

This all sets up and opens numerous paths of investigation—paths that might be closed or difficult if the Investigators are not from diverse backgrounds—and leads them into multiple levels of local society. What they discover, at least initially, is that the March family, and the Unifying Word Revival Church, are incredibly interested in helping them out beyond the mere murder investigation, as well as how helpful the March family is in the community and how pervasive their presence is. Yet oddities soon become apparent—the March family and their church seems impossibly wealthy; so many of the family appear alike (perhaps due to inbreeding?); and there is a preponderance of oddly deformed people in the community. As the scenario progresses, these oddly deformed people will begin to take an intense interest in the Investigators’ activities, to the point later on in the scenario where it becomes insanely intense!

At the heart of ‘Wives of March’, which has a The Midwich Cuckoos feel, is conspiracy between a husband and wife, one which is currently confined to the immediate area, but which has tendrils which can be traced around the world and back into prehistory… The truth of the matter is that they are effectively immortal, bound to each other, but loving and loathing each other after millennia of being together. They have died again and again, but been reborn each time remembering both how they died and what they learned in their previous lives. They cannot have children together, for any offspring would be an inhuman Un-thing, due to bargains they struck with not-Gods in their original lives, and so have children with others, but these children also remember their immortal parents’ history and have their knowledge, and so are born as insane as they are. Thus the Marchs cannot effectively die and cannot truly be together lest they unleash monsters into the world. They and their family are a brilliantly intense, psychotically focussed foe—especially if the players prefer their Investigators to take a more direct or combative approach, they are really going to scare the Investigators—as well as being actually a sympathetic foe. They are monsters true, but theirs is a burden which has made them so even as they stopped worse entering the world.

‘Wives of March’ has a strong set investigative threads, each built around the four different ways of involving the Investigators and each taking the Investigators into different strands of Georgia society. The scenario also goes into some detail about how the antagonists live and operate, explaining how they became the inhuman monsters that they are, how to portray them, and more, ultimately depicting them as victims of themselves. They are very much monsters we can sympathise with to a degree—but monsters, nonetheless. However, ‘Wives of March’ is not going to be an easy scenario to run. First, the investigative strands could have been better organised, and it does not help that it fails to explain what happened to initiate the events of the scenario until four-fifths of the way into it. Which is frustrating for the Game Master. Second, the antagonists are an almost impossible threat to deal with—even they do not know how to deal with themselves and their predicament. So how are the Investigators expected to solve it? 

Ultimately, ‘Wives of March’ requires a fair degree of effort upon the past the Game Master to prepare and run effectively. It has the potential to be an incredibly intense affair, but also a frustrating one primarily because there is no real solution to the larger problem at the core of the scenario. It also has the scope to be expanded if the Game Master wants to take the March conspiracy beyond the confines of ‘Wives of March’.

Bryson Springs’ is the second scenario in the anthology and shifts from the Deep South to the border of California, the destination for many escaping the Dust Bowl, and actually takes place on a stop on that route, the declining town of Byron Falls. Here, ‘Okies’—farmers and others fleeing the Dustbowl in the Midwest—have established a Hoover-town around a WPA built washhouse, as they try and find work and a way to survive. Here a Chinese ex-railway worker has been found bloodily battered to death just as the Investigators arrive, perhaps as State Police or the FBI sent to investigate the murder, bank robbers being transported to Leavensworth, relatives of the ‘Okies’ in town, Socialist labour organiser trying to rally the transient population, journalists with an interest in the Hooverville or the murder, and so on. The Game Master will probably want to develop more of the ‘Okies’ than the scenario does, and prepare carefully. Again, the scenario is not presented for ease of use—for example, the initial murder scene is described at the end of the scenario rather than at the start—and portraying that information to the players and their Investigators will be challenging. This is a much shorter scenario and more confined investigation which will probably reveal some nasty secrets other than what is necessarily going on. Like ‘Wives of March’, the ‘monster’ in the scenario also is also similar implacably unstoppable, which will likely frustrate the players. Ultimately, the solution to the problem in ‘Bryson Springs’ feels opaque, but not as much as in ‘Wives of March’, and is likely to be slightly easier for the players and their Investigators to work out. ‘Bryson Springs’ does make good use of its setting and it has some horrifyingly deadly moments. 

The third scenario, ‘Revelations’, is set in the Illinois town of Toil in 1938. The town has managed to weather the effects of the Depression and the Dust Bowl due to the local farms being able to grow soybeans, but times are still hard. They get harder still as a rash of strange events—axe heads floating in the river, a teacher in school spewing water as she teaches multiplication, sacramental bread in the town’s church turning to flesh, and much, much more. The rash becomes an onslaught as the vents turn stranger and weirder, never letting up. Responding to the incidents are members of the Toil City Police Department, who the players will roleplay, directed by the voice of the elderly, but kindly police despatcher. The scenario is inspired by the Bible—as the title might suggest, unleashing a barrage of apocalyptically biblical events each given a horribly entertaining and clever modern interpretation. This potentially leads to two problems. First, is the Biblical theme, which some may find offensive or inappropriate and second is that the players may not necessarily be aware or as knowledgeable of Biblical scripture as others, and so miss some elements in the scenario. These are not the only issues. The Game Master is handed a lot of events to throw at her players and their Investigators, so unless the Investigators decide to split up and look into different reports, it is unlikely that they will get to encounter them all. It is also unlikely that they will survive them all, for whilst they are not all necessarily deadly, the near constant onslaught does stretch and strain at the Investigators’ Sanity. The players may also not necessarily be aware of the scenario’s Biblical inspirations, so may so miss much of its religious overtones. Lastly, identifying the solution is not an easy task either, and the scenario needs staging advice as to when the Game Master should being dropping clues to that solution, or at least clues that lead to it. Ultimately, Revelations takes its cosmic horror in an unexpectedly weird direction and then ramps up the weirdness and the cosmic horror again and again. For the Game Master and players who understand and appreciate its inspiration—and who do not take offence—this is likely to be a fascinating and unnerving playing experience, just wondering what is going to happen next, and how it happens next. 

Red Tower’, the penultimate scenario in No Security takes place in Chicago in 1931, in and around its infamous Meatpacking District in the wake of Al Capone’s arrest. It is not a gangster scenario, although the Mob is involved tangentially. Like the earlier ‘Wives of March’, the scenario has multiple means of entry—a reporter from a Socialist newspaper looking for a missing colleague, Bureau of Investigation agents looking for associates of Capone, agents of the newly formed FDA wanting to check on the local slaughterhouse operations, mobsters looking to take down rival operations that have stepped up following’s Capone’s arrest, and more. Consequently, only a few of these Investigator concepts will work together, so the Game Master will have her work cut out as she switches back and forth between players as their Investigators follow different or similar paths of enquiry. This does mean that sat round the table the players are likely to learn more than their Investigators until either they follow the same lines of enquiry or they meet up and share knowledge. That is likely to come about as they penetrate a slaughterhouse which does not seem to be quite there, but which appears to purchase a lot of cattle for slaughter, but without producing any meat… If they meet earlier in the scenario they are likely to be odds with each other rather than co-operative. One advantage of the Investigators working separately, at least initially, is that they are more likely to find the solution to the situation inside the slaughterhouse which is not there (whether they are prepared to share is another matter), but descriptions of the final encounters which would involve that solution are underwritten and not as well described as they could have been. Getting to that point and dealing with the threats surrounding the slaughterhouse is the more interesting and the more horrifying—and longer—part of the scenario though.

The last scenario in the anthology is ‘The Fall Without End’, in which the Player Characters team up in pairs to climb Mount McKinley—more recently renamed Denali—as a great story that the American government can use as a distraction from the ongoing effects of the Depression. There is advice for both players and Game Master on the types of character to create and on the skills required to climb mountains, which both will need to understand as obviously very technical in nature. Beyond a few encounters around the base of the mountain, ‘The Fall Without End’ is a linear affair, that is, straight up the mountain, via two routes. There is a plan of the chosen routes up Mount McKinley, but no illustration of the mountain, which is disappointing. In comparison to the other four scenarios in this anthology, there very little investigation involved and the scenario is primarily action-orientated. It is also much shorter, but no less deadly. This both due to the monsters and secrets to be discovered and the environment to overcome and survive as the Player Characters climb the mountain. This combination, together with the competition to be the first to reach the top of Mount McKinley, is reminiscent of Chaosium, Inc.’s Beyond the Mountains of Madness, but as a short one-shot rather than a full campaign. One advantage of this scenario is that it could be run using the rules of a non-Lovecraftian investigative horror roleplaying game so as not to forewarn them of the horrors to come up the mountain…

Physically, No Security: Horror Scenarios in the Great Depression is a black and white book, so one advantage of the PDF is that artwork is clearer and in colour. The book does need an edit in places and many of the scenarios could have been better organised.

The primary problem with No Security: Horror Scenarios in the Great Depression is that it is a set of systemless scenarios with a great deal of detail which means that it is going take a great deal of effort upon the part of the Game Master to adapt any one of the five to the roleplaying game of her choice. The primary advantage with No Security: Horror Scenarios in the Great Depression is that it is a set of systemless scenarios with a great deal of detail which means that the Game Master can freely adapt to any one of the five to the roleplaying game of her choice, and adjust them as necessary. Overall, No Security: Horror Scenarios in the Great Depression is a solidly scary set of one-shots which takes excellent advantage of their period setting and brings Cosmic Horror to the Great Depression without involving Lovecraft, which will take effort upon the part of the Game Master to prepare and run.

Gaming Gaol

Condemned to time in chokey. Put behind bars. Going down for a crime you definitely did not commit. Doing a stretch or bird. Serving time in prison can lead to some great opportunities for storytelling, whether it is The Count of Monte Christo, films such as The Shawshank Redemption or Escape from Alcatraz, or even television series such as Oz. In terms of roleplaying, prisons are typically somewhere to break out of, probably because the Player Characters have been wrongly imprisoned. What though, if they had not been wrongly accused, tried, convicted, and sentenced to term in prison, perhaps a life sentence, or even a death sentence? What if you were guilty? Did you get caught? Did someone rat you out? Perhaps you got sloppy in the end? It makes no difference now. You are in the system, and only the sentences are longer than the shadows and the grudges held in this god forsaken place...

This is the situation in Life & Death at Freedom Penitentiary, a Swedish roleplaying game published by FantastiskFiktion. It is set within the grey walls of Freedom Penitentiary, the most notorious prison in Sweden. It stands amidst the tundra ten miles from the nearest town, home to over a thousand inmates, who serve out their sentences under the watchful and shadowy presence of the hated Warden and his often-corrupt Corrections Officers.

An Inmate in Life & Death at Freedom Penitentiary is defined by his General Features, Talents, Archetype, Crime, and Job. He has six General Features—or attributes—Muscle, Sense, Smarts, Acting, Notoriety, and Precision. Talents like ‘Hiding’ or ‘Dialects’ or ‘Killing Blow’ each increase a General Feature’s modifier by one, whilst an Archetype adds two or three adjustments to modifiers and determines the Inmate’s Hit Points. The Crime adds further modifiers, two Talents to choose from, and options in terms of an Inmate’s Sentence Level. The latter ranges between one and four, and represents the Inmate’s sentence length, security level, and extra Talents and modifiers, if any. For example, a Sentence Level of three has a sentence length of fifty years to life and a security level of High, as well as two extra Talents and an extra modifier of one. The Archetypes include Member of the Family, Good, Activist, Professor, and more, whilst the Crimes include Assault, Murder and Mass Murder, Drug Trafficking, Money Laundering, as well as others. The Job is the work that the Inmate does whilst incarcerated, such as Wood Shop or Canteen. Again, this adds another modifier.

To create an Inmate, a player assigns an array of values to his General Features, and selects an Archetype and a Crime, as well the Sentence Level. It is quick and easy.

Name: Gudmund Ekerlid
Archetype: Goon
Crime: Manslaughter
Sentence Level: 2
Job: Road Crew
Hit Points: 10
Muscle 4 (+3) Sense 3 Smarts 2 (-2) Acting 2 (+1) Notoriety 3 Precision 3

Talents
Act on Impulse

Mechanically, Life & Death at Freedom Penitentiary is straightforward and simple. It uses a pool of six-sided dice, either two, three, or four, depending upon the Imamate’s General Features. The modifier of the General Feature is added to the total, whilst a Talent lets a player reroll one die. A roll of nine or more is a Conditional Success, twelve or more is a Regular Success, and fifteen or more a Flawless Success. Essentially, a ‘Yes, but…’, ‘Yes’, and ‘Yes, and…’. If any two dice result in Snake Eyes, or rolls of one, the action is an automatic failure. Effectively, the more dice an Inmate’s player rolls, the greater the chance of his rolling Snake Eyes. This is due to the Inmate’s overconfidence.

Combat uses the same mechanics. Brawling inflicts one point of damage, with improvised melee weapons inflicting two or three points.

During play, an Inmate can acquire Nods and Dots. Nods are awarded for good behaviour (and play). Gain three Nods or three Dots and the player can expend them to increase a modifier for a General Feature or gain a Talent. Dots are gained for negative or disruptive behaviour. When an Inmate gains three Dots, also receives a punishment from the Corrections Officers (or even from the other Inmates depending upon the situation). The player describes what the punishment is, but the record is then wiped clean. Nods and Dots are handed out at the end of each session.

For the Game Master, there is a description of Freedom Penitentiary—or ‘Frihetsfängelse’—and advice on running the game. This is to keep up the tension, constantly keeping the Inmates on their toes, with their guard up against threats from either the Warden, Corrections Officers, or the other Inmates. The Inmates are in constant danger, their meagre belongings likely to be stolen, and more. It also advises that unlike the boring reality of prison life, life in Freedom Penitentiary should be eventful, plus it should involve an element of horror. This can play a more prominent role in a campaign in Freedom Penitentiary depending upon the type of campaign that the Game Master wants to run. And of course, the Game Master should be bringing story elements into play which remind each Inmate of the crimes he committed.
Before each session, the Game Master should also roll to see if the Corrections Officers search the cells and if so, if they find any contraband. The other event he should roll for is to see if any Inmate with a Sentence Level of four, that is, a death sentence, has had his execution date brought forward. Lastly, there is a list of NPCs and a short scenario generator.

Physically, Life & Death at Freedom Penitentiary is almost presented as an Inmate’s record. It has a rough, mimeographed quality, although one done on quite sturdy paper. The artwork is rough, but suitably utilitarian. It does need an edit in places, but the main issue
is the organisation which switches back and forth between Inmate creation and rules, often making it difficult to quite keep track of things.

Life & Death at Freedom Penitentiary is not a game for everyone. Its theme and setting is mature in nature, with the players taking the roles of criminals who have done wrong, committed crimes, including murder. And that is even before taking into account the fact that it involves capital punishment. That said, its themes are universal, and it does suggest that the Inmates’ crimes and the effects of those crimes be brought into play and explored in terms of storytelling. Likewise, although Life & Death at Freedom Penitentiary is set in a prison in sub-artic climes, its themes are so universal that the roleplaying game can easily be set in the prison of the Game Master’s choice. The real issue, at least mechanically, with Life & Death at Freedom Penitentiary is that it does not really help the Game Master in running the game in the long term—what is the ultimate story that the players and their Inmates are going to tell? In addition, the Game Master will also need to look beyond the pages of Life & Death at Freedom Penitentiary for further inspiration. As written, Life & Death at Freedom Penitentiary has a very short-term feel and the Game Master will need to work hard to develop it beyond that. Whilst keeping that in mind though, Life & Death at Freedom Penitentiary does have the potential for rich, dark storytelling about the lives of offenders and recidivists.

Friday Fantasy: Ominous Crypt of the Blood Moss

A village in peril. The villagers are suffering from a strange curse which leaves them listless and aimless before ultimately killing them. Fields full of sickly looking, ash-coloured crops. A swollen river which smells foul and looks like old blood. Could it be the curse of Ursodiol the Mad, the greatest mind to have ever breached the great Cosmic Void? Ursodiol the Mad who recently died, his body was interred in the nearby crypt of his famous ancestor, G’vane the White, the heroic paladin of Meth, the goddess of justice, judgement, and the soul? This is the set-up for Ominous Crypt of the Blood Moss, a scenario designed to be played with Necrotic Gnome’s Old School Essentials, but easily run with the Old School Renaissance retroclone of your choice. Designed for a party of Second to Fourth Level Player Characters, Ominous Crypt of the Blood Moss starts with the cliché of the village and a nearby source of peril, and goes beyond that to present have them face a threat of Cosmic Horror confined—for now, that is—within the walls of a mini-dungeon.

Ominous Crypt of the Blood Moss is published by Oneiromantic Press and offers one or two good sessions’ worth of play. It is easily adapted to the setting of the Game Master’s choice, needing only the combination of an isolated spot and a river to fit. A simple map of the village is provided, along with a table of random village descriptions should the Game Master be running the scenario as a one-shot and not one, but three sets of motivations to get the Player Characters involved. And if that is not enough, the surviving villagers are throwing the dead onto a funeral pyre when the Player Characters arrive, and three of the corpses get up and start attacking everyone. Including the Player Characters. Opening with burning zombies is one way to get a scenario off to an exciting start!

The scenario is straightforward. The village priest states that the late Ursodiol the Mad and his curse are responsible, points the Player Characters at the nearby crypt where he is buried, and away they go. The crypt itself consists of just ten locations and can be divided into two sections, an outer and an inner section. The outer areas are dusty with nothing seemly untoward going on there, but within the walls of the inner area, it is a different matter. The walls are covered with slime, and everywhere can be found strands of sticky red tendrils… Sticky red tendrils which reach out hungrily for new victims.

At the heart of Ominous Crypt of the Blood Moss is the Blood Moss itself, “…[A]n extradimensional protoplasmic mycelial network of nanofibers that feeds on consciousness and hungers for the experiences of sentient beings.” Which means it not only ensnares its victims, it also infects with its spores and draining their intelligence and if they have it, their magic, in the process gaining in intelligence itself and even becoming able to cast that magic. In the scenario, its tendrils creeps through the G’vane family crypt, layering it in a moss and reanimating its victims as nodes through which it can act. This is a scarlet and scary take upon the zombie genre, creating it as an extension of an otherwise seemly sessile monster.

Ultimately, the Player Characters will encounter the true monster—and victim—of the scenario, changed through his exposure to the Cosmic Void and the Blood Moss. Defeat him, and his greatest (or worst) treasure becomes theirs, a four-dimensional object known as The Crystal Tesseract. This begs to be looked into and in doing so, exposes the viewer also to the Cosmic Void. The accompanying table describing the possible effects of staring into The Crystal Tesseract—and you really, really wants to stare into The Crystal Tesseract—only has the twenty entries, but all are nicely odd. At this point, it does feel like a darker, but mini-version of The Deck of Many Things. The Game Master could have a lot of fun inventing entries for the table and expanding it into a much more significant magical artefact.

Physically, Ominous Crypt of the Blood Moss is decently presented, the environment of the crypt in particular. Everything is described in either short punchy sentences or bullet points that are easy to read with key points in bold. Each of the ten location descriptions includes its maps taken from the larger map of the crypt with any monsters given in grey boxes. The format, typically across a two-page spread for each room, is simple, clear, and easy to read, giving the scenario an accessibility that makes it painless to run with minimal effort. The maps are decent too, although it would have been nice if the map had been reprinted in side the front or back cover. The artwork consists of public domain pieces and are for the most part, well chosen. The scenario does need another good edit in places though.

If there is one single problem with Ominous Crypt of the Blood Moss, it is that naming your primary god in the scenario, ‘Meth’, is simply asking for trouble. There is no way that your players will not rise to taking the mickey out of any Game Master who retains that name. 
Ominous Crypt of the Blood Moss is easy to prepare and run, and relatively easy to adapt to a Game Master’s own campaign. The set-up of the scenario is a cliché, but Ominous Crypt of the Blood Moss takes that cliché in a challenging and creepy direction, to present an enjoyably weird and cosmic experience on a small scale.

Jonstown Jottings #61: Day’s Rest

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, th Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Day’s Rest is a supplement for use with RuneQuest: Roleplaying in Glorantha which describes the first stop along the Caravan Alley, a trade route running from Sartar to the Eiritha Hills in eastern Prax, its inhabitants, and their daily lives.

It is a twenty-seven page, full colour 2.82 MB PDF.

The layout is tidy and the artwork excellent.

Notes are provided to enable the content to be used with QuestWorlds (HeroQuest).
Where is it set?Day’s Rest is set at an oasis in Prax whose lake is sacred to Waha.
Who do you play?
As an oasis and trade stop, Day’s Rest is a location designed to be visited. So any character may do so, whether travelling from Sartar or from the nomadic Praxian tribes. The waters of the oasis are sacrosanct, so any tribe can visit, including the reviled Morokanths, to water their beasts. Waha worshippers will also visit the lake as its waters have received the blessing of Waha.
What do you need?
Day’s Rest requires RuneQuest: Roleplaying in Glorantha  and The Book of Red Magic.
What do you get?Day’s Rest presents what is in effect a mini-sandbox (literally!) location, one of the many oasis along the trade route between from Sartar into Prax. It sits amidst the harsh chaparral of the plains, providing a respite where travellers can stop and rest, water their animals, and even trade. It was the first place that Waha stopped after he rescued the Protectresses of the Herds from the Devil and is one of the founding locations of Praxian culture, a small and pitiful remnant of the Garden that once covered the lands.
Notably it is also a possession, being under the control of one of the tribes of Prax, currently the Bison tribe since 1624. This extends to the oasis’ inhabitants, part the Oasis Folk of Prax, who farm the fields that the oasis irrigates and thus support their masters with the goods and foods that they cannot source elsewhere. No matter who holds Day’s Rest, the nomads look down on the Oasis Folk, considering them pitiful and insignificant, worthy only for exploitation by their betters—those that ride. The Oasis Folk have their culture which they practice quietly and in a subdued manner, including worship of Daka Fal. Where the nomad tribes do not accept outsiders amongst their numbers, the Oasis Folk do, accepting them and their children as slaves alongside themselves. This occurred in numbers during the recent uprisings against the Lunars in Sartar and Tarsh.
In addition to providing a decent description of the oasis, Day’s Rest details fourteen NPCs, including members of the Bison Tribe, loyally, but unhappily assigned to protect the oasis against raids from other tribes and to keep the peace, slaves of the Oasis Folk, and visitors, most of the latter being merchants. These are each given a full page of details and stats, and there is a sold cast of personalities given.
Rounding out Day’s Rest is a description of Oasis Folk and the means to create them as characters, whether Player Characters or NPCs. It notes that they do not make good Player Characters as they are limited in what they can and the lives they lead. The guidelines here are better as a means to create NPCs as occupants of oasis and trade stops in Prax.
As solid a description as Day’s Rest gives, there are two or three issues attached to. A minor issue is that the map of the oasis could have also been placed at the front of the supplement for ease of reference. A few story hooks would have not gone amiss either. There are a few written into the descriptions of the NPCs, but a few more to get the Player Characters more readily involved in the doings there would have been useful. The main problem with the supplement is that it does involve slavery. Now this is part of Glorantha as a setting and whilst the treatment of the Oasis Folk as a slaves is not exploitable, but this does not mean that everyone is going to comfortable with either its portrayal or even its inclusion.
Is it worth your time?YesDay’s Rest is a useful addition for any campaign set in or passing through Prax, or involves Praxians or worshippers of Waha. NoDay’s Rest is specific to Prax and a Game Master’s may not be set there or may not want to enter an area of Glorantha where slavery is obvious.MaybeDay’s Rest is a useful addition for a campaign involving Prax or Waha worshippers, but it involves themes which not every player will be comfortable with.

Thra & Away

One of the most elegant pieces of roleplaying design in recent times is Jim Henson’s Labyrinth: The Adventure Game published by River Horse Press. Adapted from the 1982 Jim Henson film of the same name, this presented a way to explore a story similar to that of the film, with the Player Characters chasing the Goblin King through the labyrinth, visiting many of the locations in the film as well as others new, in random order, but always pushing forward. It presented what was in effect a roleplaying game and a roleplaying campaign in the one book, and because it included some one hundred locations, the randomness meant that it could be played more than once because the players and their characters were unlikely to visit the same location twice between play throughs. Further, the complete nature of the roleplaying game was cemented with a pair of six-sided dice which sat in a cut-out within the book’s pages. The result was simple, elegant, and clever, and the good news is that River Horse Press has gone and done it again with The Dark Crystal Adventure Game.

The Dark Crystal Adventure Game is based upon the 1982 film Dark Crystal and its more recent television series, The Dark Crystal: Age of Resistance, on Netflix. Instead of taking the Player Characters into a maze as in Labyrinth: The Adventure Game, what The Dark Crystal Adventure Game does is send a band of Gelflings on a grand quest across the strange and magical world of Thra to collect seven seeds from the seven great trees and return them to Mystic Valley within ninety-nine days, before the next conjunction. Together they will journey across Thra and back again, surviving dangers, helping each other, and hopefully returning stronger and wiser. Theirs is a great task and Gelflings are fragile in some ways, but strong in others.

A Gelfling can be from one of seven Clans. These include the aquatic, and direct in manner Drenchen; the nomadic and spiritual Dousan who prefer silence and stillness; the cave-dwelling Grottan, able to see in the dark; the Sifa who have a reputation for gregariousness and roguishness; the Spriton, clever crafters and traders; the Stonewood, dedicated warriors; and Vapra, renowned as crafters and artists and scholars. All female Gelflings, apart from those of the Drenchen clan can fly. Each Clan provides four traits and a Gelfling also begins with two skills selected from Agility, Animals, Brawn, Fighting, Lore, Scouting, and Social, as well as a Specialisation for these skills. Later on, a player can expend Experience Points to give his Gelfling new skills, buy new specialisations, and raise a specialisation to a mastery. A Gelfling also has a flaw and a reason why he was summoned to Mystic Valley.

Greyon
Gender: Female
Clan: Stonewood
Traits: Stonewood, Living Weapons, Unparalleled Fighter, Fated Warrior
Skills: Agility (Reflexes), Fighting (Ferocity)
Flaw: Prideful
Summons: A Lost Wanderer
Equipment: Sharp Blade

Mechanically, The Dark Crystal Adventure Game is very simple. To undertake an action, a player’s Gelfling rolls his creature die, which is a six-sided die for a healthy Gelfling, and attempts to best a difficulty ranging between two and ten. This is typically a single die, but if the attempt is Improved, perhaps because the Gelfling has the right equipment or if there is an appropriate trait, the player rolls two dice and keeps the best result. If the Hindered, perhaps because the Gelfling does not have the right equipment or the Gelfling has an appropriate Flaw, the player rolls two dice and keeps the worst result. Either way, the player adds a bonus to the result if the Gelfling is trained in a skill, for an appropriate specialisation, an appropriate Mastery, and also if an Gelfling is helping out.

Fighting is as equally as simple. Instead of rolling against a Difficulty number, any attack is an opposed roll against the opponent’s Creature Die, which for some monsters can be as high as a ten- or twelve-sided die! When a creature or a Gelfling suffers damage, his Creature Die reduced one step and this is what the Game Master or player rolls until healing is received. In the case of a Gelfling, if his Creature Die is reduced below a four-sided die, he is Injured. This might result in his being knocked out, having his arm broken, her wings torn, and more. It might even result in the Gelfling’s death. This is final, but on the World of Thra and thus in The Dark Crystal Adventure Game, it triggers a special encounter as a funeral for the unfortunate Gelfling is held, everyone tells stories about him (earning them Experience Points), and the player creates a new character, which may or not be a Gelfling.

The campaign in The Dark Crystal Adventure Game consists of thirty scenes and over two thirds of the book. These can be divided into four types—Region, Location, Event, and Darkened Scenes, the latter representing the dark poison which flows across Thra and threatens to corrupt everything if the Gelflings do not fulfil their quest in time. Certain scenes or locations, such as the Plains of the Castle and the Caves of Grot already begin as being Darkened. When Darkened certain scenes cause nightmares, but the general effect is inflict damage when a Gelfling uses ‘Vliyaya’, the essence whose manipulation can lead to amazing magical effects. Play itself is player-led, they together deciding where their Gelflings go in search of the seven seeds, based upon the information they know and rumours they have. The Dark Crystal Adventure Game is thus a sandbox campaign, but one with a countdown, represented by a spiral calendar of Thra. As time passes and the Gelflings travel between scenes, the Game Master will mark off days around this calendar, which can trigger events such as the spreading of the Darkening.

Each scene typically details the particular locations to be found there, an encounter table, an appendix of further details, and the extra effects of what happens if the Darkening spreads there. Spread across a two-page spread, it is often quite not enough information, as the Game Master will need to refer elsewhere in the book—especially the ‘Creatures of Thra’ in the Toolkit chapter. Unlike Labyrinth: The Adventure Game, what this means is that The Dark Crystal Adventure Game cannot as easily be run on the go, there being a constant start and stop as the Game Master quickly refers to and gathers the stats and details she needs to run the Scene. Ideally the Game Master should prepare and read through the campaign pretty much as she would a standard roleplaying campaign. The other indication that the campaign in The Dark Crystal Adventure Game is more traditional is that with thirty scenes it does not offer the same replay value that Labyrinth: The Adventure Game does. The campaign itself is fairly dark as the corrupting effects of Darkening spread across the land and so more mature in nature than that in Labyrinth: The Adventure Game.

Elsewhere, there is good advice for both player and Game Master, and some background on the world of Thra and its history, as well as decent bestiary. The Dark Crystal Adventure Game is not a sourcebook though for The Dark Crystal, its focus being much on its campaign.

Physically, The Dark Crystal Adventure Game is nicely presented. The artwork is excellent throughout, including the fully painted illustrations in the bestiary and the photographs taken from the film. It does need an edit in places and an index in the book would have been useful. There is though an index on the inside of the dusk jacket which also doubles as a map. The cover of the book has been pleasingly etched with suitable symbols and it feels lovely in the hand.

The Dark Crystal Adventure Game is something that fans of The Dark Crystal will enjoy and likely will playing. Yet unlike Labyrinth: The Adventure Game it is too much of a traditional roleplaying game and campaign for the casual roleplayer to really run as is, because it just requires that little bit more preparation than a ‘pick up and play’ game warrants, whereas for the player this is very much less of an issue.

The Dark Crystal Adventure Game is definitely one for fans of The Dark Crystal as it gives them the chance to explore the world of Thra just this once in the face of a spreading doom. Although The Dark Crystal Adventure Game will require a Game Master with some experience, but is more than suitable for players new to the hobby.

—oOo—


River Horse Press will be at UK Games Expo which takes place from Friday, June 3rd to Sunday, June 5th, 2022.

The Lord of the Rings RPG IV (Part 2)

It was with no little disappointment that Cubicle Seven Entertainment announced in November, 2019 that it would no longer be publishing The One Ring: Adventures Over The Edge Of The Wild, the hobby’s fourth and most critically acclaimed attempt to create a roleplaying game based on J.R.R. Tolkien’s Middle-earth. Originally published in 2011, fans had been looking forward to the second edition of the game, which was being worked on at the time of the announcement. When in 2020, Swedish publisher, Free League Publishing—best known for Tales from the Loop – Roleplaying in the '80s That Never Was, Alien: The Roleplaying Game, and Symbaroum—announced that it had acquired the licence, there was some concern that its forthcoming edition would be based on its Year Zero mechanics. However, Free League Publishing made clear from the start that this was not the case, and so the good news is that following a successful Kickstarter campaignThe One Ring, Second Edition not only retains its original design and writing team, but also the same mechanics—with some updates, and it receives its very own introductory boxed set, The One Ring Starter Set.
With The One Ring: Roleplaying in the World of Lord of the Rings the changes from The One Ring: Adventures Over The Edge Of The Wild are more thematic and setting than to the rules, but they can all be seen as an evolution rather than a radical shift. The two major changes are to the date when it is set and to its location. Both take place between the events of The Hobbit and The Lord of the Rings, with The One Ring: Adventures Over The Edge Of The Wild opening in year 2946 of the Third Age, exactly five years after the Battle of the Five Armies and with the death of Smaug, there was a definite sense of hope to be found in many of the cultures across Middle-earth. Yet as the years passed, darkness crept back into the world and in the Twilight of the Third Age as the War of the Ring lies ahead, and rumours spread of strange and fell things moving abroad once again, and hope began to ebb once again. The One Ring: Roleplaying in the World of Lord of the Rings begins in the period, in the year 2965—notably five years after the start of ‘The Conspiracy of the Red Book’ campaign found in The One Ring Starter Set. The shift in location is  from Rhovanion, the region to the East of the Misty Mountains which was the main focus for The One Ring: Adventures Over The Edge Of The Wild, to Eriador, the region to the West of the Misty Mountains. With supplements such as RivendellBree, and Ruins of the North, parts of Eriador had been explored, but no further. Here though, the focus has been expanded to take in 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 One Ring: Roleplaying in the World of Lord of the Rings.

The second edition of the roleplaying also introduces new Cultures and Callings, which are like Races and Classes. The Bardlings are Northmen of noble origins from across the Misty Mountains, journeying once again after the death of Smaug, whilst the Dwarves of Durin’s Folk, are also travelling with renewed purpose, their having reclaimed the Kingdom Under the Mountain.  Those native to Eriador include Elves of Lindon, members of the Firstborn who rarely leave the Grey Havens; Hobbits of the Shire, happy and conservative who would prefer that world around them—or at least The Shire—remain unchanged; Men of Bree, who accept many visitors to villages, but rarely leave; and the Rangers of the North, who patrol the North in secret to keep it safe from threats despite their low numbers. The seven Callings are the Captain, who commands and leads through trust; the Champion is a valiant warrior; the Messenger who carries news and missives between settlements despite the increasing difficulties in journeying across Middle-earth; the Scholar who loves learning and the past; the Treasure Hunter seeks out the heritage of Dwarven Kings and Elven Lords, often lost to hoards guarded by fell beasts and hordes of Orcs; and the Warden, who works to protect those who cannot against the dangers beyond civilisation.
A Player-hero in The One Ring: Roleplaying in the World of Lord of the Rings is defined by three Attributes—Strength, Heart, and Wits. Each Attribute value, rated between two and seven, determines the Target Number for skill rolls with its six associated skills (meaning that there is a total of eighteen skills), these rated between one and six. He also has points in Wisdom and Valour, the former representing a Player-hero’s trust in himself and his abilities and good judgement, the latter, his courage. To create a Player-hero, a player chooses a Culture and a Calling, then spends extra Experience Points to customise him, assigns equipment, and lastly selects his rewards for his Wisdom and Valour. A Calling provides a Cultural Blessing, a Standard of Living, an array of Attribute values to chose or roll randomly, a set of base skills and combat proficiencies, Distinctive Features to choose from, and a choice of names. To this are added Favoured Skills, an additional Distinctive Feature, and a Shadow Path, the latter the fate the Calling can result in if a Player-hero fails to resist the Shadow’s influence. For example, a Champion might be beset by the Curse of Vengeance and the Messenger by Wandering-Madness.
Daisy Appledore is a Bree-lander whose family often worked in the Prancing Pony where as a girl she learned of news and things from here and there. This aroused her curiosity and she wanted to find out more about the world, beginning to read books when she could find them and asking questions of other when she could not. Her family would prefer it if she settled down and took up a trade, but does not want to become a cook or serving girl like her mother and sisters, even though she could. She knows she will have to travel and find books and scrolls if she is to satisfy her curiosity. 

Name: Daisy Appledore
Culture: Men of Bree Standard of Living: Common
Cultural Blessing: Bree-Blood (Add one to Fellowship rating)
Calling: Scholar Shadow Weakness: Lure of Secrets
Distinctive Features: Fair-Spoken, Inquisitive, Rhymes of Lore 

– ATTRIBUTES –
Strength: 4 (TN: 16)
Heart: 4 (TN: 16)
Wits: 6 (TN: 14)

– SKILLS –
Awe 0 Enhearten 2 Persuade 2
Athletics 1 Travel 1 Stealth 1
Awareness 1 Insight2 Scan 2
Hunting 1 Healing 0 Explore 2
Song 1 Courtesy 3 Riddle 2
Craft 3 Battle 0 Lore

– COMBAT PROFICIENCIES –
Spear 2, Bows 1 

Valour: 1 (Reward: Close Fitting Mail)
Wisdom: 1 (Virtue: Prowess – Strength) 

– GEAR –
Travelling gear, Bow & Arrows, Dagger, Spear, Shield, Mail Shirt (Armour 2d) & Helm (+1 Armour) 

Endurance 24 Hope 14 Parry 16


Mechanically, like its forebear, The One Ring: Roleplaying in the World of Lord of the Rings uses dice pools formed of six-sided dice and the twelve-sided Feat die. The six-sided Success dice are marked with an Elven Rune for ‘1’ on the six face, whilst the Feat dice is marked one through ten, and one face with the ‘Eye of Sauron’ Icon and one face with the ‘Gandalf’ Rune. When rolled, these can all together give various results. A simple numerical total that beats a Target Number is a standard success, but if the roll beats a Target Number and one or more Elven Runes are rolled, they indicate a Great or even an Extraordinary success. If the ‘Eye of Sauron’ Icon is rolled, this is the worst result and does not contribute anything towards the roll. Conversely, if the ‘Gandalf’ Rune is rolled, this is the best result and the action automatically succeeds, even if the total does not beat the target number.
The Target Number itself is determined by a Player-hero’s Attributes, either Strength, Heart, or Wits, depending upon if the player is rolling for a skill, combat proficiency, Wisdom, or Valour. In addition, if a skill is Favoured or Ill-favoured, a player rolls two Feat dice, counting the higher result if Favoured, the lower if Ill-favoured. Extra Success dice can be purchased and rolled through the expenditure of Hope.

Combat uses the same mechanics, but uses a Player-hero’s Combat Proficiencies—either Axes, Bows, Swords, or Spears, which are rolled against the Target Number derived from his Strength. This is modified by the enemy’s Parry rating. Damage inflicted is deducted from a Player-hero’s Endurance, which can result in him being Weary if his Endurance is knocked below his Load (essentially what he is carrying), and knocked out if it is reduced to zero. However, adversaries cannot become Weary, but are knocked out or eliminated when their Endurance is reduced to zero. If one or more Elven ‘1’ Runes are rolled on the Success dice, they can spent to inflict Heavy Blows and more Endurance damage, Fend Off the next attack against you, Pierce armour and potentially do a Piercing Blow, which is definitely inflicted if a ten or a ‘Gandalf’ Rune is rolled. If a Piercing Blow is struck, the defendant’s player rolls to see if his Player-hero’s armour protects him. Wounded Player-heroes recover Endurance slowly and are knocked out if a second Wound is suffered. Adversaries are typically killed by Wounds. Stance, whether Forward, Open, Defensive, or Rearward also affects combat, 
The One Ring: Roleplaying in the World of Lord of the Rings is played in two distinct phases—the Adventuring Phase and the Fellowship Phase, both undertaken by the Fellowship formed by the Plaeyr-heroes. The Adventuring Phase is when traditional roleplaying tasks take place, primarily built around the Combat, Council, and Journey activities. The Council and Journey activities very much model what happens in the fiction. The Council activity sees the Player-heroes entreaty with those who hold power, perhaps to gain information or aid. For example, the Fellowship might approach Círdan the Shipwright for information about some ruins said to be in the Dark Lands west of Minhiriach or approach a Dwarven overseer to enter a mine. Mechanically, this involves skill tests made against social skills such as Awe, Courtesy, Persuade, and Song, but best combined with good roleplaying.
The Journey mechanics model the long trips that the Fellowship will be making across the rough, inhospitable, and often hostile lands of Middle-earth. A travelling company requires four roles to be fulfilled, Guide, Hunter, Look-Out, and Scout, and in these roles, the Player-heroes to determine the nature of the encounters they might have and where they do along the journey. Depending on location, these can result in the members of the Fellowship suffering Wounds or gaining points of Shadow, or a chance-meeting or viewing a Joyful Sight. In addition, all members of the Fellowship are required to make a Travel skill test as they tire themselves and gain them fatigue. The rules provide some basic encounters, but the Loremaster will need to develop them before play and probably add more for later journeys.
The Fellowship Phase place between adventures, typically at the end of a Season. Mechanically, this an opportunity for the players to improve Player-heroes and have them recover from injury—both physical and spiritual. They can also select Undertakings, some of which can be done during any Fellowship Phase, but others only during the ‘Yule’ Fellowship Phase. The former, such as ‘Gather Rumours’, ‘Meet Patron’, ‘Ponder Storied and Figured Maps’, and ‘Write Song’, really affect the next season, whilst the latter, like ‘Heal Scars’, ‘Raise an Heir’, and ‘Recount a Story’ have longer term consequences, often having an effect which lasts years. For the most part, winters are spent recovering and reflecting upon previous adventures, and preparing for the next, so typically there will be three Adventuring Phases and three Fellowship Phases per year.
For the Loremaster there is advice on running The One Ring: Roleplaying in the World of Lord of the Rings as well as tools for doing so. Most notably they include the Shadow, the fell, foul influence of the darkness personified by Sauron himself. A Player-hero can gain points of Shadow through dread, greed, misdeeds, and sorcery, potentially leading to madness and flaws, and pushing them down the path of his Shadow Weakness. Balancing a Player-hero’s Shadow Points are his points of Hope, but the effects of the Shadow can overcome his Hope should he gain too many. Again, this enforces the feel of Middle-earth and Tolkien’s fiction as well as giving evil a tangible effect. Later on in a campaign when the Player-heroes have made a name for themselves, the Loremaster can bring the Eye of Mordor into play and have them full under the effects of Sauron’s baleful glance.
For the Loremaster there is advice on running The One Ring: Roleplaying in the World of Lord of the Rings as well as tools for doing so. Most notably they include the Shadow, the fell, foul influence of the darkness personified by Sauron himself. A Player-hero can gain points of Shadow through dread, greed, misdeeds, and sorcery, potentially leading to madness and flaws, and pushing them down the path of his Shadow Weakness. Balancing a Player-hero’s Shadow Points are his points of Hope, but the effects of the Shadow can overcome his Hope should he gain too many. Again, this enforces the feel of Middle-earth and Tolkien’s fiction as well as giving evil a tangible effect.
The list of adversaries in of The One Ring: Roleplaying in the World of Lord of the Rings is quite short—Evil Men, Orcs, Trolls, Undead, and Wolves of the Wild, but this is more than sufficient. In terms of setting, there is some unavoidable repetition between the description of The Shire in The One Ring: Roleplaying in the World of Lord of the Rings and The One Ring Starter Set, but the core rulebook expands to cover the whole of Eriador, including Angmar, The Barrow-Downs, the Blue Mountains, Bree-Land, The Ettenmoors, The Great East Road, The Greenway, Lake Evendim, Lindon, Mount Gram, The North Downs, The South Downs, Tharbad, The Trollshaws, and The Weather Hills. It includes numerous NPCs, encounter tables, and location specific adversaries. There are some nice touches here too, such as the Summer Smoke Ring Festival, which the Player-heroes can participate in and the common practice of tossing a coin down the well in Bree’s Old Town Well for luck before leaving on a journey. Added to this are Patrons, such as Balin, son of Fundin, Círdan the Shipwright, and even Bilbo Baggins and Tom Bombadil and Lady Goldberry, who in adopting the Player-heroes will grant them Fellowship Bonuses and advantages, but at the same time, providing the Loremaster with ready NPCs to spur the Player-heroes onto further danger and adventure. Once such site of danger and adventure is described in ‘The Star of the Mist’, a landmark in the foothills of the southern Ered Luin. It is not a full adventure itself, but somewhere to be explored, full of dark secrets, more of an adventure site, much like that found in Forbidden Lands – Raiders & Rogues in a Cursed World. It should provide two or three session’s worth of play, but the Loremaster will need to create a reason for the Player-heroes to be in the area.
If there is one single issue with The One Ring: Roleplaying in the World of Lord of the Rings, it is simply the lack of examples. There are hardly any examples of play, none of combat, and none of sample Player-heroes. For anyone with any roleplaying experience or experience having played The One Ring: Adventures Over The Edge Of The Wild, this is should not be an issue. However, if new to the hobby or this roleplaying game, working out what is going on will be a whole lot more difficult.
Physically, The One Ring: Roleplaying in the World of Lord of the Rings 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.
As an update, The One Ring: Roleplaying in the World of Lord of the Rings has been mechanically streamlined and given a nip and tuck here and there. Thematically, the shift to Eriador is more open, windswept, and further away from the darkness which pervaded Rhovanion, east of the Misty Mountains. This not to say that the region is without its dangers or sense of foreboding, far from it, but there is more scope for both the Loremaster and the publisher to develop their own content and perhaps avoid running into an abundance of canon.
Fans of both Middle-earth and the previous version of the roleplaying game, The One Ring: Adventures Over The Edge Of The Wild, will enjoy this new edition just as much, opening up as it does a whole region to explore and moving it on a few decades to give new dangers to face and the Free Peoples of the West to help keep safe. Ultimately, The One Ring: Roleplaying in the World of Lord of the Rings is a fantastic update of arguably what was the best roleplaying game to date to be set in Middle-earth. Which means it still is.

—oOo—


Free League Publishing will be at UK Games Expo which takes place from Friday, June 3rd to Sunday, June 5th, 2022.

Pages