Reviews from R'lyeh

[Fanzine Focus XXVII] Beyond the Borderlands Issue #2

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry
The Beyond the Borderlands trilogy of fanzines is different. Beginning with Beyond the Borderlands Issue #1, this is a systems neutral regional hexcrawl inspired by B2 Keep on the Borderlands, most recently implemented by Goodman Games’ Original Adventures Reincarnated #1: Into the Borderlands. The setting for the Beyond the Borderlands, like B2 Keep on the Borderlands before it, is the edge—or just beyond it—of the civilised lands, the frontier outside of which lies untrammeled wilderness, barbaric tribes, and Chaos run rampant. Here a solid fortress has been established as the last outpost of civilisation, to provide a degree of protection to travellers making the journey beyond and against the possibility of an incursion from the ghastly Goblins, horrible Hobgoblins, obnoxious Orcs, grim Gnolls, and more, which lurk just out of sight, ready to strike…
Published by Swordfish Islands LLC (but also available in PDF from the author), best known for publishing Swordfish Islands: Hexcrawl Adventures on Hot Springs Island, the first part of a trilogy detailed the last bastion of a civilisation on the frontier, Stronglaw Keep, and the surrounding Wicked Palovalley. What was particularly noticeable about Beyond the Borderlands Issue #1 was that all of its maps were presented in isometric format, which when combined with their bright, vibrant colours, make them leap off the page. This feature is continued in Beyond the Borderlands Issue #2, which when combined with spare nature of the text makes the descriptions and details given nicely accessible and easy to run from the page.

Beyond the Borderlands Issue #2 takes both Dungeon Master and her players into that den of evil which so threatens the Keep, the Caves of Chaos! Or rather, it does not. For in Beyond the Borderlands Issue #2, the Caves of Chaos become The Bloody Ravine, a sharp valley whose walls are pockmarked by cave entrances, beyond which many different tribes of Humanoids find their home. Traditionally the Caves of Chaos have always been presented from right to left with the head of the valley to the left. Here, it is turned ninety degrees, so that when the Player Characters enter the valley, it is more obvious that they are ascending its dangers. The Game Master is given simple rules for handling the Alert Level from one cave to the next, starting at ‘Off Guard’ to ‘Can’t be Surprised’ and comes with a trio of Adventure Hooks, two out of the three potentially leading to the doom of Stronglaw Keep!
One big difference between the Caves of Chaos and the Bloody Ravine is that there are only six caves instead of ten. These consist of the Kobold Lair, the Bugboar Quarters, the Goblin Labs, the Hynoll Chambers, and the Owlbear Den. Notably missing from the range are the Orcs and the Minotaurs, though Hobgoblins can be found in the Goblin Labs. Two of the caves—Rockfall Range and the Empty Cave—are left undetailed and unmapped, currently under construction. If the Player Characters explore these, they will lead to random locations. The other caves are each given a two-page spread, with an Encounter Table, behaviour notes, and a list of potential loot on the left, and individual room descriptions on the right. Most rooms are given no more than a couple of sentences’ worth of description. That does not sound very much, but it should be enough for the Dungeon Master and her players to get a feel for each location. Each of the six cave networks is sufficiently different from their inspiration. For example, the Goblins of the Goblin Caves are under the thumb of both Hobgoblins and a Troll—who normally lives in what would be the Ogre’s Cave—and often plays marbles with the Goblins! The Goblins farm Mushrooms, who do try to run away, and then mash and distil them in a potent spirit. Another difference is the length of the Encounter Table for each cave, which adds flavour and detail and suggests that there is a lot going on in each cave. Despite all that though, the map of each cave feels exactly like its inspiration, but brought to live in three dimensions and little details.
At the head of the Bloody Ravine is the infamous Chaos Temple. This is noticeably different in that it is not as such an active Chaos temple. Rather, it has the feel of an abandoned temple that has been taken over by another Chaos faction. It has a weird, creepy feel and a tense atmosphere, all succinctly captured in just a two-page spread and all very much different to previous iterations of B2 Keep on the Borderlands. Also very different is the addition of the Elven Catacombs below the  Bloody Ravine, which is full of skeletons and other undead threats, but there is plenty of treasure to be found. However, the map is not as easy to navigate or read, and its design is drier than that of the other caves in the Bloody Ravine.
Rounding out Beyond the Borderlands Issue #2 are write-ups for forty-eight of the NPCs and monsters encountered in both Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2. The stats have been stripped back to a minimum and are actually written for use with Dungeon Reavers, a Micro Retroclone designed to handle Dungeons & Dragons-style play, which is also included in the issue. What this points to is that the Beyond the Borderlands Issue #2—and thus Beyond the Borderlands Issue #1 before it—can not just be played with the included Dungeon Reavers, but other Micro retroclones too. The language and terminology of Dungeon Reavers is still that of Dungeons & Dragons, so a gaming group can still play through this fanzine trilogy with the retroclone of its choice. Every entry is accompanied by a thumbnail illustration which matches the style of the maps. They include monsters and inhabitants of Stronglaw Keep, as well as possible NPC Hirelings and even potentially, replacement Player Characters. The illustrations are fiercely cute!  
All of the maps in Beyond the Borderlands Issue #2 are presented in isometric format, which when combined with their bright, vibrant colours, make them leap off the page. The writing needs an edit in places, but everything is well organised and packs a lot of information into relatively limited amounts of space. The format of the two-page spread used for each location and mini-region makes the contents of Beyond the Borderlands Issue #2 very easy to run from the page. If there is an issue with Beyond the Borderlands Issue #2 as a physical object, it is that like Beyond the Borderlands Issue #1, the issue lacks a sturdy card cover.
The Beyond the Borderlands series is intended to be a trilogy, but together Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2 provide everything that the Dungeon Master and her gaming group needs to explore the Wicked Palovalley and climb the slopes of the Bloody Ravine to descend into the various caves along its walls. That does not mean that Beyond the Borderlands is totally complete, for there are dungeons yet to be detailed, but the contents of Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2 are sufficient to play through a solid campaign inspired by B2 Keep on the Borderlands. The third issue will be worth waiting for though and not just for the as yet undetailed dungeons. Beyond the Borderlands Issue #3 will be taking a leaf out of Original Adventures Reincarnated #1: Into the Borderlands and include the author’s version of B1 In Search of the Unknown. That will be worth the wait, but in the meantime, Beyond the Borderlands Issue #2 caps a charming and engaging take upon the classic B2 Keep on the Borderlands.

A Collection of Crimes

Judge Dredd: Case File Compendium 1 is an anthology of investigations, scenarios, and adventures for Judge Dredd & The Worlds of 2000 AD, the fourth roleplaying to be based on the famous character from the long running weekly comic, 2000 AD. Published by En Publishing, it compiles the five previously available titles in the Judge Dredd Case File series—named after the compilations of the comic strips—and adds two new ones for a total of seven. Some come ready to play, some need a bit of preparation, some are full scenarios, other vignettes, but all are relatively easy to slot into a campaign. All can be run as scenarios for the other options in Judge Dredd & The Worlds of 2000 AD that have the Player Characters as either Civilians or Perps in Mega-City One, but primarily, the contents of Judge Dredd: Case File Compendium 1 are intended to be played using Judges, typically of Grade 5 and above.
The analogy opens with Judge Dredd Case File #1: Monkey Business by Russ Morrissey. This is a fairly uncomplicated affair, intended to be run as a one-shot or convention scenario, preferably with the pregenerated Player Characters from the core rulebook. That said, it is easy to run with Judges of the players’ own creation, or even with Civilians dealing with the problem because the Judges are busy or with a gang of Perps looking to take down their rivals. Bronson & Sons, a small and not very modern department store, has been taken over by a gang of apes. One is atop the roof, armed with a bazooka and causing mayhem, whilst the rest are inside awaiting the rival of the Judges (or their rivals). This includes a Gorilla ready and waiting in full football gear to bat up, and the rest of the gang all in Prohibition-era suits and fedoras. There is a wrinkle or two, and the Game Master will have fun hamming it up with the Ape gang, but otherwise, this is easy to run and drop into an ongoing campaign.

Judge Dredd Case File #2: Nobody Expects the SJS! by Benjamin Rogers is intended as an interlude. The totalitarian nature of the regime governing Mega-City One comes to the fore when the Judges are pulled from an investigation, whether in the middle or at the end of a shift and told to report to another station house. The Judges are stripped of their equipment and interviewed and interrogated by Judge Mordant of the Special Judge Squad to determine if they are guilty of misconduct. Several methods of interrogations are provided for Judge Mordant, up to and including ‘The Random Physical Coercion Test’ or Corporal Punishment. Consequently the scenario includes warnings about the content and rightfully so. The scenario is highly adversarial, involving harsh interrogation and psychological and physical abuse, with essentially the Game Master acting directly against the players’ Judges, who depending upon if they are guilty of misconduct, may end up sentenced to Titan and thus out of the campaign. Other outcomes are also discussed and both these and the situation itself, are interesting to roleplay if the group is not too uncomfortable with it. Lastly, ‘Judge Dredd Case File #2: Nobody Expects the SJS!’ does feel too early to run in campaign.
Judge Dredd Case File #3: Night of the Living Dredd by Richard August has a lovely pun for a title and takes the Judges (or other character types) below Mega-City One and onto the banks of the Big Smelly. Occasionally, the Justice Department sends Judges down below of a sweep of the underground area and the player Judges might be on such a sweep or another case, when they are best by a horde of zombies and forced to take refuge in the dilapidated remains of a suburban house. This is the end of Night of the Living Dead played out with daysticks and Lawgivers in which the Judges have to survive a terrible night in hope of rescue, all the while wondering what was the cause of the corpse cortege.

Judge Dredd Case File #4: Obstructing the Law by Benjamin Rogers presents a big challenge for the Judges when a Citi-Block is thrown into disarray when the local eating champion gets stuck on the way out of his apartment in Gordon Ramsay Block on the way to a local eating competition. This is fantastic situation which requires careful intervention by the Judges, not just in freeing the Fattie from where his stuck, but in dealing with the consequences if they fail. This includes dealing with citizens from the rival Jamie Oliver Block, the chances of the situation escalating into a Block War, Gordon Ramsay Block residents rioting, and more. This is a fun roleplaying situation which makes inventive use of the Judge Dredd setting.

Judge Dredd Case File #5: Red Dredd Redemption by Richard August is more of a set-up than an actual adventure or investigation. It is, however, a classic set-up. A Perp whom the Judges previous put away has been released from the Iso-Cubes and wants to revenge. To do this, the Perp conducts a reign of terror against the Judge (or his family if he has one), which should culminate in the kidnapping of an ally or a family member, perhaps a particularly reliable informant. For the Judges, the scenario should start with them coming to the rescue of the victim and the apprehension of the Perp. There are some nice suggestions as where this should take place, but it should be isolated and it will require some development upon the part of the Game Master. Like the earlier ‘Judge Dredd Case File #2: Nobody Expects the SJS!’, the set-up for ‘Judge Dredd Case File #5: Red Dredd Redemption’ means that it is better suited for Judges with more than a few cases and arrests on their record.
‘Judge Dredd Case File #6: All Boxed Up’ by Shaun Cook is a longer scenario in which the philanthropist Quququey, an alien trader, wants to redevelop one of Mega-City One’s shanty towns, Cardboard City, as part of a trade deal. The Judges are tasked with assisting him and keeping him safe, which means checking the area prior to his visit. There are lots of opportunities for investigation into minor crime, dealing with members of the Anti-Alien League who object to Quququey’s presence, and interacting with the citizens of Cardboard City. The Game Master will certainly have a lot of fun portraying the ordinary citizenry and oddballs that the Judges run into. There is scope also for Perp Player Characters in particular, their objectives being at odds with those of the Judges, of course. This will require a little adjustment upon the part of the Game Master. This is another solid slice of Judges working the streets and will probably take a session or two to play. If there is an issue with the scenario, it is that it could have done with better organising to make the various plots and motivations clearer.

‘Judge Dredd Case File #7: The Future of Law Enforcement’ by Marc Langworthy is the last scenario in the anthology. Where many a Judge Dredd campaign begins with the Player Characters as Cadet Judges on their Hot Dog Run or Eagle Day, here the Judges are summoned by Judge Dredd himself and assigned to oversee the latest batch of Cadets on their Hot Dog Run, a test run of their capabilities and training into the Cursed Earth. In particular, this Hot Dog Run is targeting a band of mutant raiders, ‘Cherpo’s Crusaders’, which has been active recently in the Alabama Morass. The Judges, accompanied by the Cadets, will need to search the area around Sausage Tree Farm, which is where most of the convoys that ‘Cherpo’s Crusaders’ has targeted, has come from. Along the way there are random encounters and the Cadets to keep an eye on. They take a supporting role mechanically and there is a random chance that they will mess up in one encounter. Each Player Character Judge is expected to take charge of one Cadet and it is suggested that each player also roleplay one of the other Cadets. The scenario includes rules and guidelines for this. This is solid, meaty little scenario which will culminate in the Judges giving assessments of their charges.

Physically, Judge Dredd: Case File Compendium 1 is nicely presented and well written. The scenarios do vary in quality and some of them do require development upon the part of the Game Master. Some though really are good and will be fun to both run and play as part of your Judge Dredd & The Worlds of 2000 AD campaign.

[Fanzine Focus XXVII] Ninja City

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.
Ninja City is different type of fanzine for the Dungeon Crawl Classics Roleplaying Game. Published by Get Haunted Industries as part of ZineQuest 3, adapts the roleplaying game from Goodman Games to run adventures inspired by the Ninja movies and craze of the eighties, cheap straight to VHS tales of crime and retribution, and just a little bit, Teenage Mutant Ninja Turtles. In Ninja City, the streets of the Player Characters’ hometown have been taken over by Bad Guyz—drug lords, street gangs, crooked cops, and worse—and nobody is doing a damned thing about it! Fortunately for the town and the Player Characters, they have rediscovered the Lost Secrets of the Ninja, found a sensei, set up a Clan in a secret hideout, and at the end of the day, when their day jobs are over, sneak out to strike at the Bad Guyz! Disrupt their operations, destroy their product, free the cheap labour they employ, rescue victims held hostage, defeat the Big Boss and unmask him, ultimately, free the town for good folk everywhere!
A Ninja in Ninja City uses the SWORDZ Attribute System—Stealth, Wisdom, Offence, Respect, Discipline, and Z-Force—instead of the standard set of attributes found in Dungeon Crawl Classics Roleplaying Game. Of these six, Wisdom covers knowledge and technology use, Respect includes Leadership, Connections, and Trust; Discipline a Ninja’s use of Kuji-in; and Z-Force both his Luck as per Dungeon Crawl Classics and Super Moves. A Ninja has the same Hit Points as every other Ninja, and a Melee Weapon and a Ranged Weapon which defines him. He also has a day job, anything from a Sponsored Skateboarder, Bartender, or Aerobics Instructor to Street Performer – Portrait Artist, Street Performer – Musician, or Telephone Psychic. To create a Ninja, a player rolls four six-sided dice and keeps the best three for each attribute, selects his two weapons, and rolls for his Day Job on the lengthy table of options.
Jeanette SomersLevel 1 NinjaDay Job: MechanicArmour Class: 12 Hit Points: 10Stealth 14 (+1) Wisdom 12 (+0) Offence 15 (+1) Respect 13 (+1) Discipline 16 (+2) Z-Force 16 (+2)Weapons: Bo Staff, ShurikenUnarmed Strike: +1/1d4+1 Damage 
Mechanically, Ninja City uses the rules from the Dungeon Crawl Classics Roleplaying Game, but with a tweak or two designed to make it cinematic. First, a Ninja can use Force of Tiger, Force of Monkey, and Force of Butterfly to do amazing things, each of which costs a point of Z-Force. Force of Tiger grants access to the Fighter Class’ Mighty Deed of Arms; Force of Monkey enables a Ninja to climb sheer surfaces and leap over obstacles; and Force of Butterfly lets him descend falls in freefall. A Ninja can inflict greater damage in unarmed combat, even a single point of damage if he misses in combat!

Kuji-In are powerful Hand Seals which require hand signals and concentration which also require Z-Force points to use. Ten Kuji-In Hand Seals are listed, each the equivalent of a spell—Cleric or Wizard—from the Dungeon Crawl Classics Roleplaying Game. For example, Rin or Strength is the equivalent of the Blessing spell and Retsu or Control of Time and Space has the same effect of the Sleep spell. Once expended, Z-Force can be recovered after a full day’s meditation. Ninja are also notoriously hard to kill. In fact, they cannot truly die and if a Ninja’s Hit Points are reduced to zero, another Ninja can share his Hit Points, binding the two together, meaning they share damage taken; ‘Embrace the Darkness’ and recover, but remain in danger of turning to the dark side and attacking his fellow Ninja; and even have his energy transferred into an item or be dispersed into the universe. The first option means that the player can continue playing his Ninja as a possessed item or weapon, whilst the second allows him to play his Ninja as a ghost!
Tables also enable the players to roll for their Sensei—including a Sewer Dwelling Mutant, and Hideout, such as a Movie Rental Shop or a Fireworks Shop. For the Game Master there are stats descriptions given for a variety of Bad Dudez, such as Rival Ninja, Karate Fighters, Renegades, and more, as well as suggestions for the contraband they might be dealing in. Put the entries on these two tables together and the Game Master has a ready set of mission hooks. Advice for the Game Master takes the form of a basic framework, very much based on the Ninja movies which inspire Ninja City. This all comes together in ‘Rise of the Cyborgs’, which takes up a third of the fanzine. The Ninjas’ hometown is beset by a rash of crime carried out by the Aviators mercenary crime gang, backed up with Cyborgs. Where are the Cyborgs coming from and who are the Aviators working for? ‘Rise of the Cyborgs’ includes a large map of the antagonists’ base of operations and is a decent adventure which can be played in a single session, so perhaps could be run as a convention scenario, but should take no more than two sessions to play through.
Physically, Ninja City is decently written and illustrated with a mix of artwork, some of it cartoonish, some of it quite decent. If Ninja City is missing anything, it is a bibliography of inspiration for the fanzine. In fact, the map from the ‘Rise of the Cyborgs’ could easily have been shrunk to a single page and the space used for such a bibliography.
As written, Ninja City deserves some expansion. In addition to the bibliography, it would have been nice for Ninja City to have included the description of a town in the thrall of multiple gangs and criminal organisations, a sort of ‘crime sandbox’ for the Ninja to investigate and take down crook by crook. Essentially, an actual ‘Ninja City’ for the Player Characters to make their own. That could have easily been included without breaking the limits or page count of the fanzine format.
Ninja City is a fun little option for an alternate campaign for the Dungeon Crawl Classics Roleplaying Game. As presented, it will provide a gaming group with a session or two of cheesy chop-socky action, but the Game Master will need to develop a lot more if the group wants to keep on playing.

Miskatonic Monday #98: The Curse of Black Teeth Keetes

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


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

—oOo—
Name: The Curse of Black Teeth KeetesPublisher: Chaosium, Inc.
Author: Perry Grosshans

Setting: An island off Kingsport, New England (Lovecraft Country) for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos in the Desperate Decade of the nineteen thirties.
Product: Scenario
What You Get: Twenty-Eight page, 2.27 MB Full Colour PDF
Elevator Pitch: Pirates of the Caribbean meets The Goonies off Lovecraft Country.Plot Hook: A friend has gone missing on a mysterious island off the New England coast.Plot Support: Detailed plot, staging advice for the Keeper, seven handouts, three maps, two NPCs, one Mythos entity, Zombie Pirates, and thirty Dimensional Shamblers.Production Values: Decent.
Pros# Pirates and/or zombies on a ghost island!# Can be run with Call of Cthulhu, Seventh Edition, but better suited to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Easy to adjust Cthulhu by Gaslight or the here and now# Easy to set off other coasts# Solid, straightforward plot# Very useful staging advice# Excellent illustrations# Good one-shot or convention scenario
Cons# Needs an edit in places# Potential for too much combat# Finale needs careful stanging# Minor Mythos details may not always match
Conclusion# Detailed Pulp one-shot with potential Zombie Squad Action
# Pirates Zombies on a ghost island! (Is that not enough for you?)

Jonstown Jottings #55: Creatures of Glorantha

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the 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?
Creatures of Glorantha is a bestiary for use with RuneQuest: Roleplaying in Glorantha.

It is an eight page, full colour, 1.45 MB PDF.

The layout is clean and tidy, but could have been better organised and it needs an edit. The artwork is decent.
Where is it set?

Creatures of Glorantha does not involve a specific setting, but most of its entries can be found anywhere.
Who do you play?
Player Characters of all types can encounter the entries detailed in this supplement. Storm Bull worshippers will want to destroy most of them and Orlanth and Yinkin worshippers will hate one of the entries in particular.
What do you need?
Creatures of Glorantha requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary.
What do you get?Creatures of Glorantha describes seven new creatures of a vile nature, all complete with stat blocks and illustrations. They include the undead, Chaos creatures, and simple monsters, some more useful others, some which lurk around settlements and some which do not. The seven are the Pale Masks, Limbscutters, Corrupted Shadows, Tuskapes, Lamias, Goat Suckers, and Chimeric Hydras.

The septet opens with the Pale Mask, an arachnoid Chaos thing, the result of several creatures, mutilated by the God of Entropy, Kajabor, fusing together. These things stalk Chaos tainted lands in search of victims to share its pain with and instill fear in before impaling them with its bladed pedipalps. This is not an interesting start to the selection, more a beast to be killed by Chaos hunters than anything else, but fortunately the second entry, the Limbcutter, is better, if only slightly. This though is the insatiable hunger of the Uz given form in the deepest recesses of their caves, driven to eat again and again, everything it consumes being lost in the void that is its stomach. Sometimes though, it escapes to the surface where it lurks around settlements hit by famine or the slave labour camps of the Lunar Empire.
Potentially more interesting is the Corrupted Shadow. This is a Shadow Cat, captured by Lunar forces and subjected to Chaotic magic and dark Nysalorean rituals, and thus transformed into a twisted version of their former self. With a bite attack more dangerous to anyone with a high Air Rune, the Corrupted Shadow and its creation process will be seen as abominable by Orlanth and Yinkin worshippers, and so lend itself to stories involving the capture of Alynxs by Lunar forces, their rescue, taking of revenge upon the Lunar priests carrying out the vile ritual. However, it is followed by the Tuskape, the result of fusing black gorillas and trolls via a thunderous intercourse between Kyger Litor and Daka Fal, which is rarely seen and prefers solitude in its deserted lairs, and so does not readily lend itself to story potential.
The Lamia is a Gloranthan version of the child-eating monster of Greek myth. Again, this feels more developed and useable than other entries in the supplement, a negative manifestation of the parenting instinct which kidnaps, scares, and hurts children. It raises them in cruel fashion to create further Lamia. The Goat Sucker is the result of Broo breaking their taboo against eating other Chaos creatures and consequently transforming into a quadruped with a thirst for the blood of other Broo. It is still a Chaos beast and Broo related, so it is difficult to separate the two, at least in terms of storytelling. Lastly, the Chimeric Hydra is a Lesser Hydra which has been transformed by exposure to extreme Chaos, and again, it is just a monster to be killed rather than anything else.
The monsters in Creatures of Glorantha do vary in terms of their story potential and how interesting they are. All of the artwork is in the Public Domain and it is hard not to wonder which came first, the pictures or the ideas, and how inspired by the pictures the author was. Despite the varying quality of the monsters, this is arguably the best thing that the author has written for the Jonstown Compendium, but equally it is debatable as to whether RuneQuest: Roleplaying in Glorantha needs more monsters.
Is it worth your time?YesCreatures of Glorantha contains some interesting monsters with story potential.NoCreatures of Glorantha only contains a few monsters which are interesting and possess story potential, and given how many there are in the RuneQuest: Glorantha Bestiary, does the Game Master really need more?MaybeCreatures of Glorantha contains some potentially interesting monsters, but again, it is a case of ‘Your Glorantha May Vary’ and there may already be too many monsters in the RuneQuest: Glorantha Bestiary.

It's Doom O'Clock!

Shiver – Role-playing Tales in the Strange & the Unknown is a fast-playing, dramatic, and generic horror roleplaying game. Want to play a scenario of teenagers camping out at Lake Blood being stalked by a masked slasher? Inhabitants of a small town caught up in a zombie outbreak? A race through Transylvania being harried by vampires? Villagers oppressed by a demonic cult operating out of the nearby castle in medieval Italy? A rescue team dropping onto a colony in the far future and discovering it to be infested by strange aliens? Townsfolk stalked by werewolves and a witchfinder in seventeenth century England? Investigators making enquiries in a New England seaside resort rumoured to be home to a fish cult? Published by Parable GamesShiver can do all of these and more. The roleplaying game combines simple, thematic mechanics built around archetypal characters and a simple propriety dice mechanic, combined with a Doom Clock which escalates the tension and a wide selection of classic, nasty monsters that really know how to hit back.

A Player Character in Shiver is defined by an Archetype, six Core Skills, one or more Abilities, and a Fear. There are seven Archetypes—the Warrior, the Maverick, the Scholar, the Socialite, the Fool, the Weird, and the Survivor—and each emphasises one of the six Core Skills and provides three Paths, each of which provides ten Tiers of Abilities as the character gains experience and goes up a Character Level. For example, the Maverick’s Paths are the Thief, the Assassin, and the Ranger. The Tier One Ability for all Mavericks is Dodge, but the Tier Two Ability for the Thief is Sneaky, for the Assassin, Sneak Attack, and for the Ranger, Covering Fire. An option is given that when a Player Character reaches Tier Five, he can either carry on in his own Archetype or switch to another one altogether and become a Hybrid, though this also means that he has a Fatal Flaw as a troubled character.

The six Core Skills—effectively both skills and attributes—are Grit, Wit, Smarts, Heart, Luck, and Strange. Grit represents a character’s physical capabilities; Wit covers physical dexterity; Smarts is his intellect and capability with investigation and technology; Heart is his charisma and charm; Luck is his good fortune and the random of the universe; and Strange is his capacity for using magic, psychic powers, and so on. Of the Archetypes, the Fool relies upon Luck rather than a specific Core Skill; the Weird is the strange individual who might follow the Eldritch, Spiritualist, Psionic, or Body Horror Path; and Survivor is a generalist who might follow the Chosen/Leader, Survivalist, or Cockroach Path, the desperate, cowardly type. In addition, a Player Character has a Luck Bank for storing Luck—one for all Archetypes, except for the Fool, who has space for three; a current Fear status—either Stable, Afraid, or Terrified; and a Lifeline—Weakened, Limping, Trauma, and Dead—which is the same for all Archetypes.

To create a character in Shiver, a player selects an Archetype, a Background which adds a unique Ability and a Flaw. He also adjusts one Core Skill in which his character is deficient. It really is as fast as that. The longest step is noting it all down. Of course, playing a character at a higher Tier will take a longer because the player needs to choose more Abilities, but not by much.

Henry Brinded
Archetype: Scholar
Path: Academic (Tier One)
Abilities: Medic!
Background: The Nerd
Ability: Run Away! Flaw: Weak
Fear: Ligyrophobia

Grit: 2 Wit: 3 Smarts: 5 (Talent: 1) Heart: 3 Luck: 3 Strange: 3

Mechanically, Shiver uses a dice pool system of six-sided dice, their faces marked with the symbols for the roleplaying game’s six Core Skills—Grit, Wit, Smarts, Heart, Luck, and Strange. To these are added Talent dice, eight-sided dice marked with Luck and Strange symbols. (The rules include a conversion guide for using standard six-sided and eight-sided dice, but if the group still wants to use the dice system, there is an online dice roller.) When he wants his Player Character to undertake an action, he assembles a dice pool based on the action and its associated Core Skill plus Talent dice if the Player Character has in that Core Skill. Further dice can be added or deducted depending on whether the Player Character has Advantage or Disadvantage, an Ability which applies, or the player wants to spend his character’s Luck, and on the character’s Fear status.

The aim is to roll a number of symbols or successes in the appropriate Core Skill, the Challenge Rating ranging from one and Easy to five and Near Impossible. If the player rolls enough, then his character succeed; if he rolls two Successes more than the Challenge Rating, it is a Critical Hit; and if a player rolls three or more dice and every symbol is a success, this is Full House. In combat, a Critical Hit doubles damage and a Full House triples it, but out of combat the Director—as the Game Master is known in Shiver—will need to suggest other outcomes for both. If Luck symbols are rolled, one can be saved in the Player Character’s Luck Bank for later use, but if two are rolled, they can be exchanged for a single success on the current skill roll, or they can be used to turn the Doom Clock back by one minute. A failed roll does not necessarily mean that the Player Character fails as he can use other means to succeed at the task if his rolls enough successes in another Core Skill for that task, though this requires some narrative explanation. However, a failed roll has consequences beyond simply not succeeding—each Strange symbol rolled pushes the Doom Clock up by a minute…
For example, the scholar Henry Brinded has found a tome written in Latin containing a spell which he thinks will dispel the monster stalking the halls of the college where he teaches. He can hear the thing getting closer and desperately intones the spell direct from the book. Henry’s player will roll the five dice for his Smarts plus its Talent die and the Director will sets Challenge rating at two. However, Henry is at a Disadvantage because he is intoning from the tome in a hurry and because he has not had the time to study either the tome or the spell. This would reduce the number of Smarts dice his player would roll to four, but Henry has one Luck in his Luck Bank and uses that to counter the Disadvantage. He rolls one Grit, one Smarts, and three Luck on the Core Skill dice and two Luck on the Talent die. This gives him one Smarts and would be a failure except for the five Luck. Henry’s player changes two of the Luck into a Smarts, guaranteeing his successful casting of the spell, adds a third Luck to Henry’s Luck Bank, and the last two he uses to move the Doom Clock back one minute…Combat uses the same mechanic with monsters and enemies—and the Player Characters when they are attacked—using the same Challenge Rating as skill tests. It is Turn-based, with the Director deciding whether each Player Character is acting First, in the Middle, or Last, depending upon their situation and what they want to do. Players are encouraged to be organised and know what their characters are capable of, the surroundings for the battle, and so on, in order to get the best out of their characters. With every Player Character possessing the same Lifeline (the equivalent of sixteen Health Points), combat can be simply nasty or nasty and deadly, depending upon the mode. In Survivor Mode, a Player Character who loses all of his Health Points is at Death’s Door and his player rolls his Luck Pool to survive until he dies or help arrives. In Nightmare Mode, every four Health Points has a negative effective upon the Player Character, such a as reduction in his Core Skills at Weakened, his movement at Limping, and so on, all the way down to no Health Points and dead—no being at Death’s Door. Depending on the scenario, death though need not be end though. A Player Character could become a ghost and continue to provide help from the afterlife or even become an antagonist!

Fear in Shiver uses the same Challenge Rating system and mechanics. A Fear Check is made with a Player Character’s Strange Dice, and if the player fails the check, the character becomes Afraid, and if Afraid, becomes Terrified. If Afraid, a Player Character loses one die from all Core Skills, and two if Terrified. This temporary, and a Player Character can get rid of the effects of Fear be escaping or vanquishing the threat, steadying himself (this requires another Fear Check), or another Player Character uses an Ability to help him.

Narratively, Shiver is played out against a Doom Clock. This at eleven o’clock at night and counts up minute by minute to Midnight and the Player Characters’ inevitable Doooommm! However, at ‘Quarter Past’, ‘Half Past’, ‘Quarter To’, and ‘Midnight’ certain events will happen, these being defined in the scenario or written in by the Director. So if camping at Lake Blood, a storm might break out at ‘Quarter Past’, then the strange old man who actually knows more than he is letting on might be abducted at ‘Half Past’, a tree fall on the Player Characters’ van at ‘Quarter To’, and then ‘Midnight’, the Serial Killer switch to chasing the Player Characters rather than stalking them. In general the Doom Clock will tick up due to the actions of the Player Characters, whether that is because of a failed skill check with Strange symbols, a failed Fear Check, abilities for the Weird Archetype, Background Flaws, or simply interacting with the wrong things in game. What this means is that dice rolls become even more uncertain, their outcome having more of negative effect potentially than just failures, but this is all in keeping with the genre. However, just as the Doom Clock can tick up to ‘Midnight’ through the Player Characters’ actions. It can also be turned back due to their actions. Rolling two Luck on skill checks, reaching Story Milestones, finding clues and important items, and certain Abilities can all turn the Doom Clock back.
Just as the Doom Clock racks up the tension and triggers bad events, it can also trigger positive events. Some Archetypes have Abilities which can only be used ‘Once Per Doom Quarter’ (others can only be used ‘Once Per Doom Cycle’), whilst the Weird Archetype in particular has Abilities which require the Doom Clock to tick up and trigger. This does make the Weird Archetype a little more complex than the other Archetypes to play and the Abilities are not always going to be helpful to the other Player Characters.

For the Director, there is good advice on her role, setting up a game and setting its tone, building and structuring a story, getting the Player Characters involved, adjudicating the rules, handling the Doom Clock and designing events around it, handling Player Character deaths, and rewarding the Player Characters. The latter ranges from handing out Advantage dice and turning the Doom Clock back to their finding weapons and equipment and being given Levels Up. The latter is based on narrative events and each gives an Archetype access to new Abilities and/or Core Skill increases. In a campaign, it might be as often as at the end of a chapter, but in a one-shot it might be as fast as once a Quarter on the Doom Clock! In addition, the Director is given a huge list of equipment from baseball bats and books of banishment to stake rifles and zweihanders, from acid flasks and bear traps to the Helsing crossbow and Excalibur, and from berserker’s bear and bomb disposal suit to jet packs and symbiotic entities, there is just everything she needs to equip her Player Characters, NPCs, and seed a scenario across an array of genres and time periods.

Similarly, the Director has a big list of monsters and enemies to choose from. They categorised under Slashers, Shapeshifters, Dark Magic, Demonic, Cosmic Horrors, Eldritch Entities, Spirits, Aliens, Vampyrs, and Zombies. All are fully detailed and reflect a wide range of threats and stories that they lend themselves to, and further support the different subgenres of horror that Shiver is designed to cover. In addition to their own Abilities, these monsters and enemies can use Reaction Tables which the Director rolls on whenever a Player Character strikes them in combat. This requires a roll of a single Skill die, and might see a Bruiser type retaliating a slashing attack that does one Blunt damage if the Grit symbol is rolled or Dracula turning into a Cloud of Bats and flitting away on the roll of a Wit symbol. Apart from the Reaction table for Dracula, the Reaction tables are all generic and include a no effect result for rolling the Luck symbol—except for Dracula in which case, he gets hit ‘Right in the Kisser’ and prevents him from making an infect attacks on the next round due to the blow on his fangs! There is advice too for creating Reaction tables for other monsters. Lastly, there is a scenario, ‘Corporate Risers’, which casts the Player Characters as lowly employees at a corporate research centre when there is an outbreak of the zombies. It is a decent scenario which gives a chance for the Director and her players to experience Shiver in a one-shot. It includes notes on character types to create for it, or the player could use those from the SHIVER RPG Quick-start Guide.

Physically, Shiver – Role-playing Tales in the Strange & the Unknown is a good-looking book. The artwork is excellent, done in a style similar to that of Mike Mignola and his Hellboy comic, and very much showcases the type of horror stories that Shiver was designed to handle. The writing is clear, but in places, the roleplaying game could have been slightly better organised to make things easier to find.
If there is an issue with Shiver, it lies its generic nature and sometimes in the limited choices offered by the Archetypes. The generic nature means it has to work harder at some subgenres than others and not all of the Abilities offered by the Paths for the Archetypes necessarily fit. This is all due to Shiver having to cover a wide variety of horror types and elements and so some nuances may be lost. However, there are nuances to be found in the mechanics, especially in the Archetype and Ability design as they interact with the Doom Clock. Another issue is that as written, it does feel primarily written for one-shots, so it would be interesting to see what a campaign for Shiver looks like.

Shiver – Role-playing Tales in the Strange & the Unknown is great for one-shots and convention games too. Its simple, fast-paced mechanics hide some nice little nuances—especially in the design of Archetypes and the way that they and the dice rolls interact with the Doom Clock, which means that the players are not just going to be kept on their toes by the monsters, but also by their own dice rolls, as the tension racks up and the clock ticks down... If a group is looking for a generic horror roleplaying game that veers a little towards the Pulp and which can do a range of horror subgenres, especially film-inspired ones, then Shiver – Role-playing Tales in the Strange & the Unknown is a perfect choice.

Future War is Hell

Rogue Trooper is a standalone supplement for Judge Dredd and the Worlds of 2000 AD. Published by En Publishing it is based on the 2000 AD comic strip of the same name, set in the far future. Two great empires, the Greater Nordland Republic and the Southern Cross Confederacy constantly clash, in particular on Nu Earth. In the past fifty years, this has become a world war, the planet divided between the two factions, known as the Norts and the Southers, and turned in a nuclear, biological, and chemical ravaged wasteland. In order to break the stalemate, Milli-Com of the Southern Cross Confederacy develops elite clones known as G.I.s or Genetic Infantry. When they are deployed in the year ’86, most of the G.I.s are killed in the Quartz Zone Massacre. There would be only one survivor, Rogue, who accompanied by his former squad mates, Bagman, Gunnar, and Helm, downloaded onto biochips and slotted into his gear, would ultimately unmask the traitor responsible for the massacre. With obvious parallels between with the American Civil War, but also drawing on other modern conflicts, especially the First World War the Vietnam War, Rogue Trooper has been running as an ongoing if irregular series since 1981 and been developed into a board game from Games Workshop and a computer game. Like many series that appear in the pages of 2000 AD, there is an element of satire to many of the stories, though not as strong as that found within the Judge Dredd stories, and the humour in the stories veers towards the gallows. Rogue Trooper from En Publishing is the first roleplaying treatment of it and enables the players to take the roles of Genetic Infantry or ordinary conscripts and get shipped down to Nu Earth as part of the war effort. The blue-skinned G.I.s are designed to survive in the toxic landscape of Nu Earth. Anyone else will need to wear a chemsuit…

After an overview and introduction, the Rogue Trooper supplement begins with ‘Prior Service and Future Careers’, a guide to character types for the setting. Several options are given, most obviously G.I. Clones and Humans. The first of the others includes the Strigoi, the result of genetic manipulation by the Nordland Republic to create enhanced super soldiers, the strain for which escaped into broader Nort society, enhancing some, whilst others tend towards cruelty and murderous madness. Most carry a minor cosmetic mutation, but those suffering from severe mutations are hunted down by the Office of Genetic Purity. ‘Doll’ G.I. Clones are different to G.I. Clones and have to contend with Milli-Com’s sexist attitude and have only recently been assigned military missions. Blue Mooners are an early Souther genetic experiment, a hardy, short species typically used as cheap labour in mining operations, whilst some have joined travelling bands of entertainers. Semi-Mooners are the offspring of both Humans and Blue Mooners, whilst Sims are the result of another Nort genetic programme, this time creating a simian species typically used as trackers or expendable troops. Robots are also an option and are fully detailed in the Judge Dredd and the Worlds of 2000 AD core rules, though The Robot Wars may also be of use. Each of these species comes with their own Exploits and skill choices as per the core rules.

Character creation in Judge Dredd and the Worlds of 2000 AD involves a player selecting five Careers for his characters and Rogue Trooper includes new Origins, such as Military Brat, Orphan, Survivor, and War Droid, and a variety of Careers to choose from after the Origins. Most of these Careers are Military in nature, so Boot Camp, Fifth-Columnist, Officer, Snow Trooper, Space Marine, and more, but there is the odd Civilian and Criminal Careers too, like the Bounty Hunter and the Marauder. The Explosives Expert, Guerrilla, Medic, Priest, Prisoner, and others fall under the ‘varied’ category and can be civilian or military Careers. There are suggestions too on the Careers from Judge Dredd and the Worlds of 2000 AD which can be used in Rogue Trooper. G.I. characters have their own Careers, starting with G.I. Cadet or G.I. ‘Doll’ Cadet and going on Milli-Com Advanced G.I. Programs such as Basic Mechanics, Combat Range, G.I. Officer Training, Martial Arts, and Trauma First Aid. Notably, the included ‘Rest And Recuperation’ Career enforces the sexist attitude of Milli-Com towards ‘Doll’ G.I. Clones and a gaming group may want to discuss whether it wants to include this aspect of their setting in their campaign.

As a military Science Fiction setting, Rogue Trooper comes with a lengthy equipment chapter which details the huge range of equipment seen in the comic series and fielded by the Norts and the Southers, and the others. The most notable of these are the G.I. rifle, G.I. helmet, and G.I. backpack used by Rogue himself as well as the Biochips—and related technologies—whose personality matrices can be used to store the personality of a biochipped individual. Little all of the equipment, weapons, and vehicles are illustrated, and whilst this is disappointing, obviously, both Game Master and players will need to refer to the comics to get an idea of what they look like—and that is no bad thing in itself. Plus, illustrating all of that would have greatly increased the size of the book.

Where Rogue Trooper begins to feel a little underwritten is in its description of Nu Earth. From the Ab-Yss crevasses caused by subterranean atomic-biological weaponry, Acid Pools, and Chem-Jungles to Pueblo Pyramids, Prisoner of War Camps, and Refugee Camps, the supplement has to cover a lot, but does not always do so in detail. The degree of detail here depends upon the level of detail in the source material, and some entries are accompanied by suggestions as to how the Game Master might use them in play, sometimes more than the actual description. The same applies to specific locations, whether on Nu Earth or beyond, thus Cinnabar ‘The City of Dreams’ is described in some detail, whilst Fort Ant, a Southern outpost which suffered an outbreak of a plague is accorded a single sentence (but actually accompanied by a whole paragraph on how to use it in play). In general, the specific locations are given more attention then the generic, and the same applies to the locations beyond Nu Earth too. There is a timeline here as well, and it is surprising just how short this. Again, that is down to the source material rather than the authors.

In terms of campaign, Rogue Trooper understandably focuses on military campaigns and possible variants. Primarily this is as G.I. Clones, and this has several advantages. One is that such Player Characters can fight unencumbered by armour—unlike other forces on Nu Earth, and the capacity to download a Player Character’s to a Biochip provides a form of immortality. A scenario or even a small campaign could be run with several Player Characters actually surviving as Biochips, though this does have it limitations in terms of character agency. This is supported by Exploits such as ‘All Chip Together’ which enables a G.I. and his Chipped buddies to share LUC pools, and particular features of the backpack, helmet, and rifle which come into play when a Biochip with a personality is slotted into it. Also discussed is how to involve Nort characters in a campaign as Player Characters and the possibility of taking a campaign of Nu Earth or even into other dimensions, such as a crossover with Strontium Dog. All of this is supported by tables for generating military missions, encounters on and off Nu Earth, and rules for asphyxiation—the atmosphere of Nu Earth being toxic—and Nu Earth madness, the long-term reaction to serving on the hellhole that is Nu Earth.

Rogue Trooper comes with not only a short campaign, but two scenarios and a set of mission dossiers. ‘All Hell On The Dix-I Front’ is a detailed campaign outline based on the Rogue Trooper story of the same name and can be played with or without Rogue’s involvement. Over the course of its twelve episodes, the Player Characters attempt to prevent and then survive a surprise attack on the city of Nu-Atlanta by Nort forces. As with other supplements for Judge Dredd and the Worlds of 2000 AD, such as The Robot Wars or Lunar-1, each episode includes a synopsis of the actual story for the comic and then several suggestions as to how to run for the Player Characters. The mission dossiers several detailed outlines, as well as a full scenario, ‘The Perils of Bucky Aurora’ suitable for beginning Player Characters, who are tasked with rescuing an actor who is currently starring in a new and reimagined series based on a beloved space opera video series and who has been kidnapped. Options are included for running it with different groups and set-ups, such as bounty hunters, and the Game Master should definitely let the Player Characters wonder if the actor, Rab Custer, has actually been kidnapped or this is just a new episode being staged for his benefit… The two mission dossiers set off Nu Earth are also fairly detailed. ‘Spy In The Citadel’ is actually based on The 86ers comic strip, which though set in the same universe, is not about Rogue, and involves the Norts rather than the Southers. The mission involves extracting a spy from a Souther space station and requires fewer combat skills than other missions. The set-up, especially using Nort Player Characters, makes this scenario more difficult to use than others, but the Game Master could adapt it if need be. The other scenario, ‘Hunted By Nu-Oktober’, similarly involves fewer combat and more technical skills as the Player Characters are the crew or passengers aboard a Souther scoutship which is targeted by a Nort warship. This has the tension and claustrophobia of a submarine film and should make for a welcome change of pace. Lastly, Rogue Trooper comes with write-ups of the main characters from the comic series. Not just Rogue and his Biochip buddies, but also Brass and Bland, the battlefield scavengers, Major Magnam, the G.I. Officer who hunts Rogue, the Traitor General, and more, whilst an appendix has a glossary of the various terms from the comic.
Physically, Rogue Trooper is decently presented. It uses a lot of artwork from the comic and is in general, an easy book to read. In places it feels underwritten, but that is due to the lack of source material more than anything else. It does feel as if more of the background should have been upfront rather than necessarily leaping straight in with characters and careers, and so on, just to give a little more context for the reader.

Rogue Trooper provides everything that a gaming group would want to play a campaign set in the milieu of the 2000 AD comic strip. From Careers and Exploits to Allies and Enemies via details of both equipment and Nu Earth plus scenarios, Rogue Trooper is a comprehensive guide to taking your players and their characters to war on Nu Earth.

Solitaire: Apothecaria

The two previous titles from Blackwell Games have been full of bombast and action and flame and more, all set underground. Both DELVE: A Solo Map Drawing Game and RISE: A Game of Spreading Evil are map drawing games played solo, the counter parts of each other, in which the player draws and builds, populates and defends, and explores and exploits a network of caves, tunnels, and chambers. In DELVE, this is as a Dwarven Overseer digging down to expand their hold, whilst in RISE, it is as Dungeon Keeper, digging and expanding upwards to reach the surface. Apothecaria: Solo Potion Making RPG is different. First, Apothecaria is a Journaling roleplaying game in which the player will write-up and develop the events as they occur during their play through of the game. Second, there is no map involved in Apothecaria. Third, Apothecaria is definitely set above ground (mostly). Fourth, the theme to Apothecaria is pleasingly rustic.

In the Apothecaria: Solo Potion Making RPG, the player takes the role of a Witch who has recently inherited the position in the village of High Rannoc, after the previous incumbent disappeared. The primary role of the witch in High Rannoc is to find cures for ailments and lift curses suffered by its often sickly, accident prone, or simply unlucky villagers. One might have a Magnetic Thumb due to an abundance of iron in their blood, be Frogified and have wartylips from kissing too many frogs in case one of them turned into a prince or princess, suffering from Druidic Madness after spending too much time in stone circles and become obsessed with them and want to build them everywhere to everyone’s annoyance, or be infected with Phodothropy and turn into a monstrous hamster at the full moon, constantly walls and fences. No matter the affliction, there is a cure and the Witch can find it and concoct it with some effort. Fortunately, the Old Witch left some rather rambling notes, which the new Witch is really going to need as they are new to the profession.

Apothecaria: Solo Potion Making RPG is thus a game about helping people. It is also a game about becoming a better Witch—mostly by have better equipment, facilities, and helpers; a game about exploration for many of the Reagents needed to mix up a potion, a poultice, or a salve, have to be found; and ultimately, a game about a mystery—what happened to the Old Witch and where are they now? All a player will need to become the new Witch of High Rannoc is a journal, a good pen, some scrap paper, and an ordinary deck of playing cards. Over the course of four seasons, each thirteen weeks in length, the Witch will be visited again and again by the inhabitants of High Rannoc (hopefully not the same inhabitant, because that would be, well, weird…) afflicted by a random ailment or injury, and the Witch will use Reagents to create a cure. Depending upon the season, the Reagents will come from particular regions and the Witch will need to forage for them. Travelling between regions and foraging takes time, which can be a problem as some ailments have a time limit. If the Witch cannot successfully forage for Reagents and mix up a potion in time, there will be consequences—and even if an ailment has no time limit and thus no consequences, if a Witch takes too long, their reputation suffers. The Witch should also check to see if the Reagents add Sweetness or Poison to the potion. They counter each other, but Sweetness increases the price a Witch can charge, whilst Poison reduces it.

To determine an Ailment, the Witch draws a card. Each Ailment has a name, Tags which refer to the type of Reagent required to make up the potion cure and a number of Stars which must be matched by the Reagents found in order to counter the symptoms. If the Ailment has a Timer value, representing the number of turns the Witch has to find the Reagents and mix up the potion, it will also have a consequence. The Witch then identifies Reagents which match the Tags for the Ailment and where they will be found. Once known, the Witch travels to the region and begins to forage. Each forging attempt reduces the Timer for Ailment by one and the Consequence will be triggered if it is reduced to zero. To forage, the Witch draws another card. This has a dual use. First, it refers to an event which happens before the forage attempt is made, and second, the value of the card is compared to the value of the Reagent being foraged for. If it is, the Witch is successful and can either look for the second Reagent (or another Reagent if the Ailment has no timer), travel to another region to forage, or return home to High Rannoc to mix up the potion.
For example, Herschel the Hound Master comes to the Witch with bad breath—very bad breath. In fact, Herbert’s mouth reeks like a tavern’s privy. The Witch diagnoses Cludgie Mouth, a curse laid upon him by a Bog Goblin! It is listed as a Curse and an Infection, and has a Timer of Six. The Witch consults the few books left behind by their predecessor and determines that the potion requires a Star Shard for the Curse from Moonbreaker Mountain and Slime Shell for Infection from Meltwater Loch.

The Witch travels to Moonbreaker Mountain. There she draws her first card—a five. Checking the event list for Moonbreaker Mountain, they discover that a hot air balloon lands beside them and the balloonist offers the Witch a lift to anywhere they want. This increases the Timer value by one to seven. The Witch then searches for the Star Shard. The value of the Star Shard that the card needs to equal or beat is five, and the card does that. The Witch is successful in her first foraging attempt and reduces the Timer back down to six. Next, the Witch takes the balloonist up on their offer and together they travel to Meltwater Loch. This reduces the Time to five.

On the shores of Meltwater Loch, the Witch draws another card. This time it is an Ace and the Witch has discovered a set of strange footprints along the beach. This distracts them and so the Witch does not find any Slime Shell. One is added to their Forage value in this turn. If the Forage Value rises to the value of the Reagent needed, the Witch will automatically find it. However, the Witch does not have the time for that to happen as the Timer is reduced to four. They draw another card for their next Foraging attempt. This time it is a Queen. That is definitely high enough for the Witch to find the Slime Shell, but they also find a bottle containing a strange message, complete with instructions on how to reply. With the Timer reduced to three, the Witch returns to High Rannoc, where they use the mortar and pestle to crush the Star Shard and add the Shell Slime raw to the potion. The Witch hands the concoction, newly named the Potion of Orifical Serenity. Herschel the Hound Master burps once and with that the stench of the privy is gone. He readily pays the Witch the twenty silver pieces and vows never to get into an argument with a Bog Goblin again.In addition to attempting to cure an Ailment, a Witch also has a period of Downtime each week. This also has a Timer of six, so if the Witch spends too much time doing other things rather than curing the villagers, the Witch’s reputation also suffers! These downtime activities might include going to dinner with a friend, going on an adventure in a dungeon, or just going out foraging in readiness for the next week’s patient and their Ailment, whomever and whatever that is. The Witch can also visit High Rannoc, perhaps to hire an adventurer at the Copper Fox Tavern who will negate an event, visit the Lunar Tower to attune their equipment and make the next foraging attempt easier, or even purchase Reagents at the local store, Bits & Bobs. In the future, when they have earned enough silver, the Witch can upgrade their cottage and its facilities, such as installing a Hive for the honey to add sweetness to potions, building a Treatment Room which increase the price of any potion and the Timer for any Ailment, or install a Travel Stone so that the Witch can travel back and forth between two locations with reducing the Timer. The Witch can buy better equipment, such as a Wand necessary to forage for certain Reagents, or a coracle needed to travel to the Blastfire Bog. This opens up new areas to Forage and thus experience events in. Similarly, the Witch could also summon a Familiar who will help them.

A festival, such as the Flower Festival at the end of spring or the Frostfall Festival at the end of the year. These are worth participating in, as they can gain the Witch benefits which will last long after the event. For example, if crowned the King/Queen of Flowers, the Witch receives the Flower Crown and will find it easier to find Plant Reagents. In addition, if a Joker is drawn at any time, or not drawn at all during a season, the Witch learns a clue about the whereabouts of their predecessor. There are four tables of clue’s relating to the predecessor’s disappearance and the Witch will draw from all of these over the course of the game and its year.

Throughout this, the player not only takes notes, but develops a narrative based on the cards they have drawn, the efforts of their Witch, and events and all of their outcomes. It is not just a matter of how and where the Witch found a particular Reagent, but also what happened as the result of each region’s events. So for example, the player whose Witch encountered and travelled with the balloonist would describe the balloon journey and what happened on it, whilst when the Witch found the message in the bottle, they could have simply thrown it back into the lot, but also replied to the message. In which case, the player can write down the nature of the message and also what the Witch wrote in reply. The player is also free to ignore this or any aspect of the rules if it impedes the telling of the Witch’s story.

Apothecaria: Solo Potion Making RPG is a solo, procedural roleplaying with a lovely theme, that you can just sit down and play at your leisure. However, it is not that easy. Not necessarily because of the mechanics, but more due to the layout of Apothecaria: Solo Potion Making RPG. It is partly written in the character of the Witch’s predecessor and partly not, and it gives the game a slightly disjointed feel. Plus, it does not always explain fully how the game is played or indeed in the right place in the book. Perhaps clearer or fuller examples of play might have alleviated this. What it means is that the player will need to work back and forth through the pages of Apothecaria: Solo Potion Making RPG to really grasp quite what they should be doing.

Physically, Apothecaria: Solo Potion Making RPG is nicely presented. It is lightly, but decently illustrated, and barring the issues raised above, an enjoyable read.

Inspired by films such as Howl’s Moving Castle and Spirited AwayApothecaria: Solo Potion Making RPG possesses a warmth and cosiness which the designer’s other roleplaying games lack. With its feminine charm and relaxing play style, Apothecaria: Solo Potion Making RPG is a genuinely lovely little roleplaying game. Perfect with a fountain pen, a nice hot cup of tea, and a long afternoon in front of any prospective Witch.

Friday Filler: ALIEN: Fate of the Nostromo

ALIEN: Fate of the Nostromo is the meeting of two trends. One is the development of games based on the Alien Universe, best typified by the Aliens: Another Glorious Day in the Corps and Alien: The Roleplaying Game. The other is the revisitation of older intellectual properties using modern game design and in the process create a playing experience that is true to the source material and far superior to anything which could have been done when those intellectual properties first appeared. Further, in the case of ALIEN: Fate of the Nostromo has been designed to be played by both a general board gaming audience and a fan audience. This is also the same with board games such as Jaws: A Boardgame of Strategy and Suspense and Horrified, and together the three also share a publisher, Ravensburger, and a play style in that they are co-operative board games.

Another interesting aspect of ALIEN: Fate of the Nostromo is that it is based upon Alien, the first film in the franchise, rather than on Aliens, which is the second. Aliens has been the property of choice to base a game, whether roleplaying game or board game or computer game. This is because Aliens combines action and horror, so that whilst the Xenomorphs are bent either grabbing their victims ready for implantation of eggs by the Facehuggers or simply ripping them apart, the protagonists and thus the players are armed and can fight back. As scary as Aliens is, it is not a subtle film in comparison to Alien where the atmosphere is one of isolation and of being hunted by something unknown, something alien, and something unstoppable. This is what ALIEN: Fate of the Nostromo has to capture in its play style.

ALIEN: Fate of the Nostromo is a co-operative game designed for one to five players, aged fourteen and up. They take the role of the crew of the USCSS Nostromo—Captain Dallas, Warrant Officer Ripley, Chief Engineer Parker, Engineering Technician Brett, and Navigation Officer Lambert—who must survive the invasion of their ship by a hostile alien long enough to perform a number of Objectives before performing one final Objective and successfully abandoning her. At all times, as they move around the Nostromo, they are stalked down its corridors and through its various areas by the creature, constantly thwarting the crewmembers’ efforts and effectively demoralising them. If the crew can complete both its assigned Objectives and the final Objective, the players will win the game, but if the morale of the crew is reduced to zero, the Alien wins and the players lose…

Open up the box for ALIEN: Fate of the Nostromo and the very first thing you see is a painting of Jones the Cat, frightened and hissing at something behind you. This is on the back of the board and so adds nothing to game play, but it is a great touch and adds to the atmosphere of the game if not its game play. Open up the board itself and it depicts the decks and rooms of the Nostromo connected by corridors and ladders. One of these, at the bottom of the spaceship, is the Nest where the Alien begins play, but look closely and there are some nice touches, such as the streaks of blood leading away from the table where the Chestburster burst out of Kane in the Galley and the holes in the floor burned by the Facehugger’s blood in both the Med Bay and the Lower Deck. The playing pieces of the crew—Dallas, Ripley, Brett, Parker, and Lambert, as well as the Alien—are decent depictions of the characters, such that Brett is actually smoking and you can imagine him saying, “Right, right…” and agreeing with Parker.

The other components consist of the eight-page rule book, five Crew Boards—one for each of the crew, five Player Reference Cards, a Morale Marker, thirty-six cards (twenty-one Encounter Cards, ten Objective Cards, and five Final Mission Cards), a Self-Destruct Track, fifty-five tokens (twenty Scrap Tokens, twelve Item Tokens, six Coolant Canister Tokens, six Concealed Tokens, a Self-Destruct Token, and four Countdown Tokens), and markers for both Morale and Ash, the Nostromo’s android Science Officer. All of these are of a good quality with fully painted artwork which really captures the feel of the film, the Nostromo, the Crew, and the Alien. Those of the crew on their Crew Boards are particularly good.

ALIEN: Fate of the Nostromo is quick and easy to set-up—and the rulebook takes the player through this step by step. The Alien begins in the Nest, the Crew in the Galley, Scrap, Coolant Canister, and Concealed Tokens are distributed throughout the ship, several random Objective Cards are revealed—equal to the number of players plus one, and a Final Mission Card is drawn and placed face down. It is only revealed when all of the Objectives have been completed. To complete an Objective, the Crew must bring particular Items to locations around the Nostromo. For example, ‘Where is it?’ directs the Crew to bring a Flashlight to the Med Bay and ‘Crew Meeting’ directs all of the Crew to assemble in the Galley with at least one piece of Scrap each. Scrap is a vital resource throughout the game because it is used to Craft Items such as a Motion Detector, Flashlight, Grapple Gun, the Cat Carrier, and so on. Many of the items have limited use and so may need to be manufactured more than once! The Final Mission Cards typically have several objectives, for example, ‘Escape on the Narcissus’ requires the Crew to take Coolant Canisters to the Docking Bay, have the Cat Carrier and Incinerator in their inventories, and then all assemble in the Docking Bay.

Each player’s turn consists of a Crew Action Phase and an Encounter Phase. In the Crew Action Phase, the Crewmember expends Action Points to move, pick up or drop Items or Scrap, Craft or Use Items, and Trade Items and Scrap with fellow Crewmembers. The Crew possess between three and five Action Points as well as a Special Ability. Ripley has four Action Points and can spend one to move another Crewmember one space; Dallas simply has five Action Points; Brett has three and reduces the Scrap coast when crafting Items; Parker has four and can spend one to add one Scrap to his Inventory from the pile beside the board rather than from the board; and Lambert has four and can spend one to examine the top card of the Encounter Deck and place it at the bottom of the deck.

The danger of movement is that the Crewmember will come across a Concealed Token. When revealed, this might be nothing and the Crewmember will be safe, it might be Jones the Cat who hisses at them and decreases Morale, or it might be the Alien in a Surprise Attack, who immediately moves to that location. The Crewmember then flees from that location and the player’s turn ends and there is no Encounter Phase.

If a Crewmember survives long enough to end the Crew Action Phase, the Encounter Phase takes place. An Encounter Card is drawn. Each indicates how many spaces the Alien must move towards the nearest Crewmember, how much Morale damage is inflicted if it encounters a Crewmember, and where new Scrap and Concealed Tokens should be placed, if any. As with a Surprise Attack Concealed Token, when the Alien encounters the Crewmember must flee three spaces, and whether fleeing from the Alien as the result of an encounter in the Encounter Phase or a Surprise attack, if the Crewmember runs across another Concealed Token, that too must be revealed. If that is another Surprise Attack, the Alien catches up with the Crewmember, who is forced to flee again, and so on and so on as the Alien stalks them through the bowels of the ship!

Throughout the game, the Items become really important as they provide the Crewmembers with an advantage, if only temporarily. The Motion Detector is used to reveal nearby Concealed Tokens, the Incinerator to drive the Alien back to its Nest, the Flashlight to reduce Morale loss, the Grapple Gun to drive off the Alien, and the Cat Carrier to contain Jones the Cat and stop him jumping out and scaring the Crewmembers when Concealed Tokens are revealed.

In addition to the standard game ALIEN: Fate of the Nostromo can be played solo and the challenge that the Crewmembers and their players face be made more difficult. Solo play is little different to the standard game except that some of the Final Missions are excluded, whilst the game is made more difficult with the ‘I can’t lie about your chances’ option, which adds the Science Officer and android Ash to the game. Ideally, solo play should be done with more than one Crewmember as this gives the player more options in terms of their Special Abilities, whilst when Ash is in play, he constantly confronts the Crewmembers, forcing them to drop Scrap or reduce Morale. He also picks up Scrap as he moves around the Nostromo. The lack of Scrap will make Crafting Items all the more difficult and thus Objectives harder to fulfil.

There is no denying the strength of the theme in ALIEN: Fate of the Nostromo and how it affects play. The tension never lets up, there is the constant chance of the Alien turning up, or Jones the Cat leaping out and frightening the Crewmembers, and yet… ALIEN: Fate of the Nostromo is perfectly playable and an enjoyable game to play, but it has a couple of issues. One is that it never fully follows through on its theme, which is that of something stalking the Crew Members throughout the Nostromo and killing them off a la Ten Little Indians. Nobody though, in ALIEN: Fate of the Nostromo the Alien does not kill anyone, instead its victims just flee and become further demoralised. Thus the ardent fan could complain that ALIEN: Fate of the Nostromo is not a true reflection of Alien at all, but would a true reflection actually be fun to play? Probably not, because Crewmember elimination would mean player elimination and not only make the game’s winning conditions harder to achieve, but also not fun for the players whose Crew Members have been eliminated. Then there is the audience to take into account because ALIEN: Fate of the Nostromo is designed for a family audience and a teenage audience, and a bloody horror game is not necessarily suitable for either.
This does not mean that the game ignores fans of the film. What it does mean is that the family can play this game without getting too horrified by the absentee blood or the missing gore, whilst the fans of the film can enjoy the still strong theme of game—especially in its look—as well as have chance to roleplay and table talk their Crew Members as much as they want and throw in as many of the quotes from Alien that fit.

As much fun as encountering and fleeing from the Alien is in ALIEN: Fate of the Nostromo, the actual Objectives, all ‘pick-up and deliver’ tasks are underwhelming and feel more like the means to hold off the actions of the Crewmembers until such times as they can tackle the Final Mission. And whilst each of the Final Missions does actually feel thematic, their phrasing is not always clear in meaning. What this means is that the players do need to make more of an effort to buy into the game—not much extra effort, but some…

ALIEN: Fate of the Nostromo is a solid, decently thematic lighter co-operative game. It takes a heavy horror theme and tone and builds as much of that as it can into a game that is suitable for the family. That is quite an achievement.

Friday Fantasy: The Scourge of Olfindour

The Scourge of Olfindour is an adventure for Dungeons & Dragons, Fifth Edition. Published by Critical Kit, it is designed for a party of four to five Player Characters of Fifth Level and is intended to be played in a single session, either as a one-shot or as part of an ongoing campaign. Like the earlier Lock-in at the Blind Raven it involves a strange night of gothic horror and mystery in a tavern on one dark night. The emphasis in the scenario is on interaction, roleplaying, and combat—primarily the latter. As with other titles in series from Critical Kit, this is easy to drop into an ongoing campaign.

The Scourge of Olfindour begins with the Player Characters on the road to Olfindour, a recently established hamlet on the border of the vast expanse of frozen land to the north known as Whiteweather. Deciding to stop for the night, they find the hamlet strangely deserted, a barricade roughly built across its single street, its houses boarded up, and the only signs of life to be found at its tavern, the Oakenhurst. They are quickly ushered inside and the door barred. With a beer in hand, the Player Characters are told that the hamlet has recently been subject to number of strange attacks and abductions, and that the fifty or so wary survivors have taken to holing up in the tavern for protection each night. Unfortunately, it proves not to be the refuge that the inhabitants of Olfindour had hoped it would be.

When Anders, one of the missing inhabitants comes knocking at the door of the tavern, plaintively begging to be let in, his father, Wulf, joyfully does—only for his joy to be undone as Anders transforms into a werewolf and bites his father! Amidst screams of terror and shouts of horror, the inhabitants of Olfindour panic and the whole of the tavern erupts into chaos. When the fight is over, the werewolf Anders is likely to be dead, but Wulf is gone, nowhere to be seen, although there is a trail of blood which can be easily followed. In fact, there is a trail of blood which can be easily followed whichever route the Player Characters decide to take, and the trail leads underground to a confrontation with the leader of the pack of werewolves and perhaps a solution to the threat facing Olfindour...

The Scourge of Olfindour has two potential problems. One is the letting of Wulf go to the door to let his son, Anders, into the Oakenhurst. The players may complain of a lack of agency, that their characters were unable to prevent this. Against this is the fact that without it happening, the plot to the scenario cannot progress. The other is that the finale to the scenario is underwritten and exactly what happens when the villain defeated is not presented. Ideally, the Dungeon Master should give some thought as to what happens when the villain is defeated what this looks like.

The werewolves in The Scourge of Olfindour differ from the standard take upon this type of Lyncanthrope. Primarily, they are not bound by the waxing and the waning of the Moon, but are driven by more primal urges. Otherwise, they are only affected by magical or silvered weapons, their bite transmits the curse, and so on. Full stats for these werewolves, their pack leader and their winter wolf allies are provided in the scenario. The Scourge of Olfindour is a horror scenario, but not as mild as that of Lock-in at the Blind Raven. Its horror is much more physical, much more bloody, which is reflected in the combative nature of the scenario and the threat the Player Characters will face.

Physically, The Scourge of Olfindour is decently presented, everything is easy to grasp, and the single map in the scenario is easy to use. The Scourge of Olfindour is an easy scenario to use and an easy scenario to use in any number of settings, for example Ravenloft also for Dungeons & Dragons, Fifth Edition. It could be adapted to other settings or roleplaying games with elements of horror, for example, Warhammer Fantasy Roleplay and Symbaroum would work for either.

The Scourge of Olfindour is designed to be played in a single session and would make for a decent interlude of combat and horror and mystery between longer adventures. The Dungeon Master will find it easy to adjust the nature of the horror up or down, depending upon the maturity of the Player Characters, making the encounters with the werewolves less or more bloody. If the Dungeon Master wants something brutal and bloody to run in between longer scenarios as the Player Characters make their way to colder climes, then The Scourge of Olfindour fits the bill.

Miskatonic Monday #97: Yellow Death

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


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

—oOo—
Name: The Yellow DeathPublisher: Chaosium, Inc.
Author: Batu Bozoglu

Setting: Waverly Hills Sanatorium, Kentucky
Product: Scenario
What You Get: Fifty-two page, 30.37 MB Full Colour PDF
Elevator Pitch: What if the terror of tuberculosis could be infected by something more terrible? Plot Hook: A brother dies too early and too crazy. The Investigators will have to follow in his footsteps to find out what happened.Plot Support: Detailed plot, staging advice for the Keeper, twelve handouts, one map, fifteen NPCs, and four pre-generated Investigators.Production Values: Decent.
Pros# Interesting historical setting# Self-contained hospital hell# Detailed plot# An expectorantly vile one-shot# Could be adapted to Cthulhu by Gaslight or any time up to the 1950s# Getting in is easy, getting out (and in what condition) is another matter
Cons# Needs a good edit# Illustrations do not always match the period# Potentially overly plotted?# No Sanity rewards?
Conclusion
# Interesting historical setting# Detailed period one-shot# Presents a vile vehicle for the King in Yellow in an expectorantly horrible hospital horror

Miskatonic Monday #96: Field of Screams

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


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

—oOo—
Name: Field of ScreamsPublisher: Chaosium, Inc.
Author: Al Smith

Setting: Jazz Age Iowa for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
Product: Scenario
What You Get: Thirty-one page, 9.76 MB Full Colour PDF
Elevator Pitch: Sometimes the field of dreams is the end of them. Plot Hook: Ghosts on the field of play means the Investigators are going to dig deep.Plot Support: Detailed plot, staging advice for the Keeper, three chase worksheets for the Keeper, two NPCs, one Mythos Entity/Mob, one Mythos device, and six pre-generated Investigators.Production Values: Reasonable.
Pros# Interesting historical set-up# Engaging baseball-themed scenario# Uses the chase mechanics for Call of Cthulhu, Seventh Edition# Low investigation scenario# Nicely designed Investigators# Potential campaign set-up# Underground city cruelly described
Cons# Uses the chase mechanics for Call of Cthulhu, Seventh Edition# Underwritten NPCs (especially for campaign play)# Underwritten penultimate rescue scene# Focuses too much on the chase over the penultimate rescue scene# What if the Investigators fail?# No Sanity rewards
Conclusion
# Interesting historical set-up# Uses the chase mechanics for Call of Cthulhu, Seventh Edition# Physical, low-investigation one-shot into the cruel Earth

Jonstown Jottings #54: Black Spear

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the 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?
Black Spear: A Hero Wars Saga for RuneQuest is a campaign for use with RuneQuest: Roleplaying in Glorantha.

It is a one-hundred-and-seventy-two page, full colour hardback.

It needs a slight edit in places.

Maps and illustrations are done in full, glorious technicolour.

Where is it set?
Black Spear: A Hero Wars Saga for RuneQuest begins in Apple Lane (as written), but is primarily set along the length of the Zola Fel River in the Valley of Cradles, as well as beyond.

Who do you play?Player Characters of all types could play this scenario as it involves a mix of social interaction, investigation, and action. Ideally (as written), they should have played through the scenarios in the RuneQuest Gamemaster Screen Pack and thus hold a position of power and trust. Player Characters who worship Orlanth or Yelm will find parts of the campaign entertaining, whilst Helerings will have a high old time of it.
Black Spear: A Hero Wars Saga for RuneQuest is set in 1627 ST after the death of Kallyr Starbrow.
What do you need?
Black Spear: A Hero Wars Saga for RuneQuest requires RuneQuest: Roleplaying in Glorantha, the RuneQuest: Glorantha Bestiary, and the RuneQuest Gamemaster Screen Pack.
Access to the campaigns and supplements, Borderlands, Pavis, Sun County, River of Cradles, and/or Pavis: Gateway to Adventure may also be useful, but are not necessary to run Black Spear: A Hero Wars Saga for RuneQuest.

What do you get?Imagine if you will that upon his retirement, Professor JRR Tolkien was chosen to adapt and direct Heart of Darkness rather than Francis Ford Coppola, but do so as a Bronze Age myth and do it for the small screen as a Saturday morning cartoon—a Saturday morning cartoon with all of the mythology and the naughty bits left in. If you can imagine that, then you have a pretty good idea quite what Black Spear: A Hero Wars Saga for RuneQuest is like. Black Spear is a truly epic campaign which connects the Dragonrise and the Hero Wars, and does so in two ways. Materially, it will see the Player Characters sent to Pavis to inform Argrath White Bull that now is the right time to return to Sartar. Mystically, it will see the Player Characters involved in the reverberating consequences of the Dragonrise, the ongoing confrontation between Orlanth and Yelm, chart Argrath’s ascent to power and prominence, and rescue him from Darkness—and more. Along the way, the Player Characters will have the wildest ride of their lives, get insulted by Baboons, go to the weirdest and wettest disco they could ever imagine, get involved in Sun Dome politics and heresies, confront themselves, attack and protect a dragon… and much, much more.

Which is not to say that the author of Black Spear: A Hero Wars Saga for RuneQuest is Tolkien in this analogy. Definitely not. Most obviously because in no way is his ego in need of such polishing, but also if we have to have a Tolkien figure, it would be Greg Stafford. Which would probably make the author of Black Spear: A Hero Wars Saga for RuneQuest here Christopher Tolkien. Which is enough of an ego buff. Anyway, let us put an end to this Tolkien talk.
As written, Black Spear: A Hero Wars Saga for RuneQuest is initially tied into the storyline established in the RuneQuest Gamemaster Screen Pack, in which the Player Characters defend Apple Lane and one of their number becomes its Thane. As trusted subjects with a reputation for being able to get things done, Queen Leika, leader of the Colymar Tribe, requests that they travel as quickly as they can to the far city of Pavis, and there call its King, Argrath White Bull, back to Sartar. So begins a rip-roaring ride that will take them by air, by river, and ultimately, by means mystical upon their very own journey into Darkness, as well as that of Argrath White Bull himself. In the process, the Player Characters—the majority of them likely to be loyal Sartarites—will be pulled far out of their comfort zone and up the Zola Fel river, as well as deep into the myths of Glorantha. Make no mistake, this is a deep dive into the mysticism of Glorantha.
Throughout, Black Spear is heavily annotated by the author. Here he adds both side notes and asides, references much of his personal library devoted to Glorantha (thankfully the Game Master does not need access to this to run the campaign), gives staging advice for particular scenes, tells you how his players tackled this situation and that, provides references to appropriate illustrations, and occasionally admonishes bad and/or reluctant players. The latter can come across as patronising, but this is a campaign which needs fully embracing by both Game Master and players if they are going to get the most of it and its weirdness. Accompanying this are pieces of poetry, sermons, music suggestions to be played at the appropriate time—everything from O Fortuna! from Carmin Burana and Sunrise from Also Sprach Zarathustra to Relax by Frankie Goes to Hollywood to Football Fight by Queen from the film, Flash Gordon, and more. There is even alternative staging advice for each of the campaign’s seven acts if the Game Master prefers not to use some or all of the author’s version of its events.
For the most part, Black Spear is relatively light in terms of stat blocks. They are there as is necessary, but in the main, the mechanics emphasise the Player Characters’ Runes and Passions and how they influence and interact with the story told through the campaign. In fact, Black Spear is fairly light in terms of combat too, mainly keeping it for the big set scenes. (If the players relish their combat, a corollary comes with the PDF version of the campaign, ‘Violence is Always an Option!’, which suggests possible combat encounters in each of its seven acts.)
After all that, if Black Spear is lacking anything, it is advice as to what to reward the Player Characters with. They have just gone on an epic journey, if only inadvertently, and if Queen Leika has no reason to reward them for actually completing a simple task that went awry, arguably, Argrath White Bull does because the Player Characters do much more than simply deliver a message. Another issue with Black Spear is the sheer amount of information and myth which the author splurges on the Game Master. In the author’s defence, he does his very best to make it accessible and entertaining. So whilst there are innumerable references to out-of-print books, these are asides and he always sticks to core sources that are in print or readily available. Further, when the inevitable wodges of exposition need to be delivered in order to impart the degree of detail and depth behind the events in Black Spear from the Game Master to her players, the author provides both staging advice and the means to break it up and make the delivery that much more palatable. 
Mention should also be made of the fantastic artwork in Black Spear. It matches and enhances the cartoonishly epic nature of the campaign, giving it much of its character.
Is it worth your time?YesBlack Spear: A Hero Wars Saga for RuneQuest is an unforgettably epic fabulation of  Gloranthan myth which takes a RuneQuest: Roleplaying in Glorantha campaign into the Heart of Darkness prior to the Hero Wars. NoBlack Spear: A Hero Wars Saga for RuneQuest is too fantastic a campaign, too much a case of ‘Your Glorantha May Vary’, and perhaps too much information for some, and not every campaign will be running a campaign which runs up to the Hero Wars.MaybeBlack Spear: A Hero Wars Saga for RuneQuest contains much that is ‘Your Glorantha May Vary’ and whilst the Game Master may not want to run it as a whole or a campaign set in Sartar, there are scenes and ideas here which can be explored or adapted as is her wont.

Pocket Sized Perils #1

For every Ptolus: City by the Spire or Zweihander: Grim & Perilous Roleplaying or World’s Largest Dungeon or Invisible Sun—the desire to make the biggest or most compressive roleplaying game, campaign, or adventure, there is the opposite desire—to make the smallest roleplaying game or adventure. Reindeer Games’ TWERPS (The World's Easiest Role-Playing System) is perhaps one of the earliest examples of this, but more recent examples might include the Micro Chapbook series or the Tiny D6 series. Yet even these are not small enough and there is the drive to make roleplaying games smaller, often in order to answer the question, “Can I fit a roleplaying game on a postcard?” or “Can I fit a roleplaying game on a business card?” And just as with roleplaying games, this ever-shrinking format has been used for scenarios as well, to see just how much adventure can be packed into as little space as possible. Recent examples of these include The Isle of Glaslyn, The God With No Name, and Bastard King of Thraxford Castle, all published by Leyline Press.

The Pocket Sized Perils series uses the same A4 sheet folded down to A6 as the titles from Leyline Press, or rather the titles from Leyline Press use the same A4 sheet folded down to A6 sheet as Pocket Sized Perils series. Funded via a Kickstarter campaign as part of the inaugural ZineQuest—although it debatable whether the one sheet of paper folded down counts as an actual fanzine—this is a series of six mini-scenarios designed for use with Dungeons & Dragons, Fifth Edition, but actually rules light enough to be used with any retroclone, whether that is the Dungeon Crawl Classics Roleplaying Game or Old School Essentials. Just because it says ‘5e’ on the cover, do not let that dissuade you from taking a look at this series and see whether individual entries can be added to your game. The mechanics are kept to a minimum, the emphasis is on the Player Characters and their decisions, and the actual adventures are fully drawn and sketched out rather than being all text and maps.

An Ambush in Avenwood is the inaugural entry in the Pocket Sized Perils series. Designed for First Level Player Characters, the scenario has a simple set-up, plot progression, and denouement. It can be played through in a single session and will present the Player Characters with plenty of challenge for that session—perhaps too much challenge in the final scene?—whilst also allowing sufficient scope for the Dungeon Master to work the scenario into her campaign or just flesh out a few details as necessary if run as a one-shot. The set-up begins with the Player Characters about to ambush a prison cart. Inside the prison cart will be Lady Briarthorn, the leader of the resistance who has been captured by the Baron’s soldiers and is being transported to a secret location. As fellow members of the resistance, the Player Characters have this one last chance to rescue her! However, all is not what it seems.

The ambush itself is detailed on the first few pages of the fanzine, including a map and stats for the guards. Once the Player Characters defeat the guards they discover that Lady Briarthorn is not being transported in the prison cart, but rather a local healer, Bernard. Fortunately, he has overheard that Lady Briarthorn is being held in a nearby ruined tower which stands atop a flat-topped rocky outcropping. The tower itself is detailed—or rather drawn in full cross section—on the reverse of the first six pages of An Ambush in Avenwood, so essentially, the second part of the scenario needs to be unfolded and the sheet itself turned over. Here the designer has outdone himself with an entertaining illustration of the tower, its four storeys, and the camp outside, as well as in the rocky outcropping itself. The Dungeon Master can easily run the encounters in these few locations off the one page and barring the need to flip over for the stats for the guards, is given everything she needs to run the second part of An Ambush in Avenwood all the way up to the scenario’s climax.

The final scene for the adventure is quite tough. The Player Characters will need to contend with another, much more dangerous surprise—and no, it is not that Lady Briarthorn is the villain, though she does become a problem for the Player Characters—and perhaps the Dungeon Master might want to reduce or change the number of offensive spells wielded by the true villain of the piece, as a he is a tough customer. The scenario also takes a weird turn here as well, so the Dungeon Master may want to decide whether or not to include those elements if planning to use An Ambush in Avenwood as the basis of a campaign. If she does, then the Dungeon Master will also need to decide on the identity of the villain as this is left intentionally open.

Physically, An Ambush in Avenwood is very nicely presented, being more drawn than actually written. It has a cartoonish sensibility to it which partially obscures the degree of peril to be found within the walls of the tower. There is a sense of humour too in the details of the drawings, obviously more for the benefit of the Dungeon Master than her players. The combination of having been drawn and the cartoonish artwork with the high quality of the paper stock also gives An Ambush in Avenwood a physical feel which feels genuinely good in the hand. Its small size means that it is very easy to transport.

An Ambush in Avenwood is by no means a sophisticated scenario. It is simple, it is straightforward, and that means it is easy to run with very little preparation time. As the first entry in the Pocket Sized Perils series, An Ambush in Avenwood is an easy to prepare and run one-shot or campaign addition which has a charming physicality.

Aquatic Action

A missing U-boat! A lost painting! A kidnapped journalist! Ex-Nazi villains! All classic ingredients for a mystery and an adventure set during the nineteen sixties, perhaps done as a film or an episode of an action television series made by ITC Entertainment. Or written and drawn as the plot of a French or Belgian comic, one of those bande dessinée or bédé titles starring Tintin, Spirou et Fantasio, Blake & Mortimer, or Yoko Tsuno. Or they could be the ingredients of a scenario for a roleplaying game inspired by those very same bande dessinée titles. The scenario is The U-Boat Mystery and the roleplaying game is The Troubleshooters. Published by Helmgast and Modiphius Entertainment, The Troubleshooters is the roleplaying game of action, adventure, and mystery set in an alternate nineteen sixties. This is an age of international travel, optimism, and co-operation, in which the Player Characters will solve mysteries, investigate crime, and thwart the evil plans for world domination by the secret organisation known as The Octopus. The U-Boat Mystery is the first scenario to be released for The Troubleshooters.

The U-Boat Mystery is designed to be played by between three and five Troubleshooters. Between them, they should have some decent combat skills and one of them at least, should have the Diver ability, if not the Divemaster ability, as the scenario does end in a dive on a submarine. One option might be to let the Troubleshooters have the opportunity to train before the dive itself and spend any Experience Points at that stage of the adventure rather than afterwards.

The U-Boat Mystery opens with a discussion of the Plot Hooks which will get the Troubleshooters involved in the scenario’s mystery. The four are Arch-Enemy: The Octopus, Do-Gooder, Looking for a Case, and Media Darling, and one or more of the Troubleshooters have these as one of their two Plot Hooks, enabling them to get pulled in from the start. This is a feature of The Troubleshooters and each of the Plot Hooks can be used in two ways. Either as a handout which relates the events of the Plot Hook and can be easily shared with the other Troubleshooters, or as a scene in their own right which can be played out as a prequel for each of these Player Characters, ideally before the opening credits roll… For the Troubleshooter with Arch-Enemy: The Octopus, a widow, Mrs Wallhaus gives him a map of the Sitomeyang archipelago in Southeast Asia, before she is suddenly shot and injured; for the Do-Gooder, he helps evacuate the tenants of a burning apartment block and learns that someone heard shots before the fire and that the only person missing is a widow; the Troubleshooter Looking for a Case receives an anonymous bundle of clues, all seemingly unconnected; for the Media Darling, the journalist—Pierre Martin—mentions that he is off to New York and then the Far East to cover a German marine expedition, but is then kidnapped. The Game Master does not use all four, but picks two to tie in two of the Troubleshooters cast and then their players should do their best to pull in the others into the mystery. Of the four Plot Hooks for The U-Boat Mystery, all of which are set in Paris, one of them should definitely involve Pierre Martin.
Once the Troubleshooters are on the trail of Pierre Martin, a journalist for La République, they will find further clues. These include a u-boat lost at the end of World War 2 on a long journey from Germany to Japan, a painting influenced by Wagner and said to be liked by Hitler on display as part of an exhibition in New York, a marine biology expedition being mounted by the University of Hamburg to South East Asia, and more… It should be relatively easy for the Troubleshooters to put these clues together and follow them to the island kingdom of Sitomeyang. There are side clues which though not key to solving the mystery, will help the Troubleshooters and better prepare them for events later on. These will take the Troubleshooters to Hamburg and possibly Berlin, but whether they travel to either city, or indeed to New York, their ultimate destination is Sitomeyang.

In Sitomeyang the Troubleshooters will need to track down the final resting place of the missing u-boat and then make the dive. The final scenes of The U-Boat Mystery involve them diving down to, gaining access to the submarine, and exploring it, perhaps after having sneaked aboard the marine biology (or not) vessel for further clues and probably during a confrontation with the rival dive crew. The dive and the exploration of the submarine is described in some detail and will require some careful planning upon the part of the Troubleshooters as it is technically challenging and could get them into serious trouble if it went wrong. The confrontation is excitingly staged and makes for a great climax in the mode of the underwater scenes from the James Bond film, Thunderball. Throughout the whole of the adventure, the Troubleshooters will find themselves watched, harried, and even attacked, only adding to the tension and excitement of the adventure.

In terms of support for the Game Master, The U-Boat Mystery comes with eleven NPCs and sixteen enemies—one of whom is weird indeed! Besides the four start-up handouts, The U-Boat Mystery includes seven clues and handouts, as well as deck plans for both the enemy ship and the submarine. Details of the city of New York—including such information as Fiddler on the Roof having just opened, and the fictional kingdom of Sitomeyang are provided in the same format as the city descriptions in the core rulebook, meaning that they can be revisited again and again. Similarly, the new gear kits can also be used elsewhere.

Physically, The U-Boat Mystery comes as a handsome hardback, presented in full colour, with some fantastic artwork done in the bande dessinée style. The handouts are very nicely done—the book actually comes with a handful of tourist visas for Sitomeyang!—though the deck plans of the submarine and the boat belonging to the rival marine biology could have been clearer. However, the scenario does feel as it could have been better organised to be a clearer read for the Game Master, certainly in the opening stages when explaining the various clues. One aspect of The U-Boat Mystery which is optional is its Science Fiction elements. The mystery does involve Nazi fringe science and its side effects as written, although neither is crucial to the plot, and they do send the scenario off in a slightly wacky direction.
The U-Boat Mystery is overall, a very nicely done scenario. Neither its mystery nor its clues are particularly complex, meaning that the players and their Troubleshooters can concentrate on the action and the roleplaying as they round them up and put them together. Every Game Master of The Troubleshooters will want to grab The U-Boat Mystery for her campaign because the scenario is exciting and fun, and the players and their Troubleshooters will thoroughly enjoy themselves.

A B-movie Quick-Start

Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! is a quick-start for They Came From Beneath the Sea!, the roleplaying game by the B-movies of the fifties and sixties in which the small-town beaches of America are imperiled by Communist crustaceans, aquatic agitators, and tentacular terrors. This is a roleplaying game of bad acting, no-budget budget breaking special effects, inspired by The Creature from the Black Lagoon, It Came From Outer Space, The Beast From 20,000 Fathoms, Them!, Monster From the Ocean Floor, and many, many others! Published by Onyx Path Publishing, Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! provides everything necessary for a gaming group to give the roleplaying game a try and perhaps even use it as the starter scenario to a campaign set on the cheapest, schlockiest film sets of the nineteen fifties. This includes a basic explanation of the rules, a nine-scene scenario—the ‘Party Beach Creature Feature!’ of the title, and six pre-generated Player Characters or Survivors, plus Trademarks for all of the Player Characters, Quip Cards, and Cinematic Cards.

Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! employs the Storypath system. A distillation of the earlier Storyteller system, it is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to sail a boat, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, with a character’s preferred method being described as a character’s Favoured Approach. So a character whose Favoured Approach is Force, would use Close Combat and Might in a melee fight; if Finesse, Close Combat and Dexterity; and if Resilience, then Close Combat and Stamina.

The aim when rolling, is to score Successes, a Success being a result of eight or more. Rolls of ten count as two in They Came From Beneath the Sea!, rather than the capacity for the player to roll again for further Successes. Typically, a player only needs to roll one Success for a character to succeed at a task, though it can be as many as three, and ideally, he will want to roll more. Not only because Successes can be used to buy off Complications—ranging between one and five—but also because they can be used to buy Stunts which will impose Complications for others, create an Enhancement for another action, or one that makes it difficult to act against a character. Stunts cost at least one Success and a range of stunts is given in the pages of Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! These include ‘Government Trained Sharpshooters’, which for one Success lowers the Degree of Difficulty when attacking a specific target; ‘Always Another Way’, which enables a Survivor to get out of a tight spot or around difficult situation for two Successes; and ‘Forensic Eye’, which grants clues about the aliens involved in the mystery for two Successes. Instead of adding to the number of dice rolled, equipment used adds Enhancements or further Successes for a player to expend, but the player needs to roll at least one Success for equipment and thus the Enhancement to be effective.

Under the Storypath system, and thus in They Came From Beneath the Sea!, failure is never complete. Either a player can spend a Rewrite to reroll; accept the failure, accept its consequences and a Consolation; or if the roll was a failure and a one was rolled on the die, suffer the consequences of a Botch and earn two Rewrites for the Writer’s Pool.

Party Beach Creature Feature! and They Came From Beneath the Sea! uses a number of mechanics which help enforce the genre. Every Survivor has access to a number of Trademarks, each tied to a particular skill, for example, ‘Big Stick’ for the Persuasion skill or ‘Subaquatica’ for Athletics, which can be used once per story. These typically grant the player two extra dice on a related roll per Trademark, but when activated and there are some Successes left over from the completed task, a player can actually gain Directorial Control of the film. In this case, the player can add or remove one detail from a scene for each Success spent in this fashion. A Survivor also has Quips, like ‘I’ve seen some aquatic nightmares before, but this takes the caviar…’ or ‘Not to be nosy, but… do those eyes belong to you?’ When used, they require everyone around the table to vote whether or not their use is appropriate, but if a Quip is successful, it earns a player another die to roll. Further uses of it can gain a player more dice. If the roll resulting from a Quip consists of three or more Successes, that Quip is considered Award-Winning and gains the player an additional Quip and the immediate use of a Cinematic without using Rewrites.

Rewrites are another genre-enforcing mechanic and are drawn from the Writers’ Pool, which is a group resource. They require all players to agree to their use, but with that agreement, a Rewrite can be used to make rerolls or add dice to a roll, as well as to active Cinematics. Five such Cinematics are included in Party Beach Creature Feature!—there are more in They Came From Beneath the Sea!—and these are ‘Call the Understudy’, ‘Cheap Set’, ‘Deleted Scene’, ‘Scene Missing’, and ‘Summon the Stuntman’. One last genre-enforcing mechanic is the Death Scene in which a Survivor gets to make one last chance to impart wisdom, make a request, give a soliloquy, and so on…

The rules in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! are in general clearly explained and all easy to use in play. They are specifically designed to encourage and support cinematic play, even badly cinematic play, and whilst they are genre-enforcing, there are quite a few of them. So as much as the players need to lean into the genre and their Survivors, they also need to lean into the genre-enforcing mechanics—the Rewrites, the Cinematics, the Trademarks, and more—to get their full effect. This is not an impediment to play as such, but more of a requirement than players might expect of the roleplaying game.

A Survivor in Party Beach Creature Feature! and They Came From Beneath the Sea! has nine Attributes—Intellect, Cunning, Resolving, Might, Dexterity, Stamina, Presence, Manipulation, and Composure; a range a skills, some with associated Trademarks; and Connections, Quips, Tropes, and Favoured Stunts. Attributes and skills range in value between one and five dots, each dot adding a die to a dice pool. Trademarks are equivalent of advantages and Quips wisecracks, both of which grant a player extra dice, whilst Tropes are more personal advantages, such as ‘Hand-to-Hand Fighting’, which grants an extra die when in melee combat or ‘Eureka!’, which means the Survivor is good at putting clues together and can gain an in-depth understanding of a clue once per session. A Survivor also has a Path each for his Archetype, Origin, and Ambition, but these do not play a role in the jump-start, whilst of his three Aspirations, or goals, only the two short term Aspirations really count in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!

The five characters included in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! consist of an Everyman Department Store Clerk, an Adventuring Psychologist, a Disgraced Cop from the local police force, an Everyman Beach Bunny, an Investigative Girl Next Door Journalist, and a Preparation Enthusiast. Each is presented in full colour over two pages with the character sheet on one and an illustration and background on the other. The character sheets are easy to read and the background easy to pick up.

The scenario, ‘Party Beach Creature Feature!’, is set on a hot summer’s night in Darien, Connecticut. The Director will need to decide if the budget of the movie is low, big, or art, and to what degree Exploitation plays a role in its filming. Involving nine scenes over three acts, the scenario begins with everyone on Weed Beach before several fearsome fishmen rise from the waves and attack! The Survivors must not only hold off the attack but discover why the fishmen are so interested in the ‘jazz cigarettes’ which local small-time dealer, Sonny McGee, has been selling. This will lead the Survivors in a most unexpected direction. ‘Party Beach Creature Feature!’ is a short mystery, though with decent opportunities for inaction and investigation, combat and stealth, and it is supported with staging advice for the Director throughout. Each of the nine scenes is very clearly organised with explanations of how the Survivors got there, what they need to accomplish, the opposition they face, and the goal of the scene all laid out for the Director, making them easy to run. The plot is linear, but that is not really an issue in a Jump-start which is intended to introduce both setting and mechanics of They Came From Beneath the Sea! It should take a session or so to play through, which will mean that each player is only likely to get to use one or two Quips or Trademarks at the most. The short length means that, barring the adult element of ‘jazz cigarettes’, ‘Party Beach Creature Feature!’ could also be run as a convention scenario.

Physically, Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! is a slim softback, done in black and white bar the Survivor backgrounds and illustrations. The artwork is decent and captures a little of that beach party giddiness before something walks from the waves and wreaks havoc! It could have benefited from a little better organisation so that all of the content for the players and their Survivors could have been placed together, but if there is a real issue with Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!, it is that above and beyond the Storypath system, the rules in the Jump-start do add a handful of new moving parts. As good as those new rules are, and as much as they help enforce the genre, what the Jump-start could have done with is a cheat sheet explaining all of them for the benefit of the players, rather than having to explain them more than is necessary.

Although it needs a little more preparation than perhaps is necessary to ready the players for the rules, Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! has everything the Director and her players need for one night’s session of seaside scares, aquatic agitation, and B-movie budget beastliness. Anyone looking for chills on the cheap and scenery scrunching stagecraft should get ready to ham it up to the horror that comes ashore in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!

Miskatonic Monday #95: The Haunted Grove

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


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

—oOo—
Name: The Haunted GrovePublisher: Chaosium, Inc.
Author: Andy Miller

Setting: Cthulhu Dark Ages England
Product: Scenario
What You Get: Twenty-two page, 15.63 MB Full Colour PDF
Elevator Pitch: When your only refuge is a lonely house in the woods, sometimes it is better to stay lost. Plot Hook: Lost in the woods, and at least some of the family are welcoming...Plot Support: Detailed plot, staging advice for the Keeper, one floorplan, three (one) NPC(s) and their associated photographs, and two pre-generated Investigators.Production Values: Reasonable.
Pros# Mythos Folkloric horror scenario# Short, one-session scenario# Three strong archetypes for the Keeper to enjoy roleplaying# Suited to smaller groups of Investigators# Easy to adapt to elsewhere or for Cthulhu Invictus# Includes advice for adapting it to Cthulhu by Gaslight, Down Darker Trails, or modern day Call of Cthulhu# Potential addition to the scenario, ‘The Dragon and the Wolf’, from The Bride of Halloween Horror Monograph
Cons# Women (woman) as monster(s)# Includes mature, thematically appropriate scenes# Keeper needs to know her Mythos magic
Conclusion
# Isolated, Mythos Folkloric horror scenario# Includes mature, thematically appropriate scenes# Classic Mythos interpretation of a classic occult trinity

Clouting Cthulhu

As a darkness falls over a Europe under the heel of the Nazi jackboot, a secret war has begun against the invader, one which at the direction of Winston Churchill, Prime Minster of Great Britain, would “…[S]et Europe ablaze.” This would be led by the Special Operations Executive or SOE, whose operatives, often working with local resistance forces, would carry out acts of sabotage against the Axis war effort, as well as work to establish secret armies which ultimately act in conjunction with Allied invading forces. However, there is a darker, more secret war, this against those Nazi agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. Yet even this dark drive is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos… Standing against them, ready to thwart their malign efforts are the audacious Allied agents of Britain’s Section M, the United States’ Majestic, and the brave Resistance, willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour!

This is the set-up for Achtung! Cthulhu, the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. Originally published using Call of Cthulhu, Sixth Edition and Savage Worlds in 2013, and later FATE Core, almost a decade on, it returns in brand new edition. Not though written for use with Call of Cthulhu, Seventh Edition, but rather for use with the publisher’s 2d20 System house mechanics, first seen in Mutant Chronicles and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of. The result is a roleplaying game of Lovecraftian investigative action in which the Player Characters can take the fight to the enemy, punch out the Nazis, and wield powerful sorcery or psychic powers against their agents and their Mythos allies, against the backdrop of World War II and the Nazi war machine.

The Achtung! Cthulhu 2d20: Player’s Guide—heralded as ‘Issue No. 1’ in a series on the cover—starts with a basic introduction to the roleplaying game and its setting, the latter underpinned by a handful of in-game rumours and eyewitness accounts that just hint at some of the horrors to come. It sets the scene before the Achtung! Cthulhu 2d20: Player’s Guide dives into the details of the 2d20 System and Achtung! Cthulhu. Whenever a player wants his Agent to overcome a Test, he rolls two twenty-sided dice, aiming to roll under a target number. The target number is the value of an Attribute plus a Skill, with Difficulty of a task—ranging from zero to five, from researching the latest news in a newspaper morgue to maintaining your composure when confronted by dread Cthulhu on the once sunken island of R’lyeh—determines the number of successes necessary. Rolls under the target number generate successes. Rolls of one or if the Agent has a Focus in the skill, for example, Fighting (Threat Awareness) or Stealth (Rural Stealth), and rolls equal to or under the value of the skill, all count as Critical successes and are worth two successes rather than one. Any successes generated beyond those needed to beat a Difficulty generate Momentum, but any roll of twenty generates a Complication.

Momentum is a group resource shared by all of the players. It can be spent before a roll is made to purchase extra twenty-sided dice—up to three dice can be purchased this way, but the cost goes up the more dice are purchased; to create a Truth about a situation—Truth can make a situation less complicated or more complicated; obtain information by asking the Game Master; or to reduce the time it takes to perform a test. The players are encouraged to use Momentum, a point being lost at the end of each scene. If there is no Momentum, it can be gained by granting the Game master points of Threat, on a one-for-one basis. The Game master expends Threat to alter scenes, empower her NPCs, and add Complications. Threat can also be generated by a player buying off a Complication or even gaining access to exotic or deadly equipment or knowledge.

In addition all Agents possess Fortune Points. These can be spent to automatically gain a Critical Success, reroll the dice, take an additional major action in combat, to avoid defeat, or to make it happen and immediately add a new Truth to a situation. Fortune Points are regained at the start of each adventure, but can also be gained by voluntarily failing a Skill Test or invoking a scar and having an Agent’s past trauma or an injury inhibit his action.
For example, a team of agents is searching Colonel Köhler’s office for documents to photograph. Whilst another agent sneaks in, Eddie Chapman, posing as a German officer, will distract his secretary. The Game Master sets the Difficulty at two, as she is busy and wants to leave for lunch. Eddie combines his Insight Attribute of 11 with his Persuasion skill of 4. Eddie also has the Charm Focus. So Eddie’s player is rolling under a target number of 15 and any roll under the Charm skill’s value will generate Critical successes. Eddie’s player uses a point of Momentum to purchase a third twenty-sided die, so his player has three to roll rather than two. He rolls fourteen, five, and four. This generates a total of five successes—two each for the four and five as Critical successes, and one for the fourteen. Eddie succeeds in distracting the secretary and generates three Momentum. His player adds one to the Momentum pool, but spends two to add a Truth to the game, which is that the secretary is enamoured of Eddie and will accept his dinner invitation.The Achtung! Cthulhu 2d20: Player’s Guide goes into some detail for its combat mechanics. It uses the same core mechanics, but adds further uses for Momentum. This starts with the Keep Initiative option. In combat, the Game Master chooses who acts first, typically a Player Character. Then turn proceeds back and forth in turn between the Player Character Agents and the Game Master’s NPCs, but Momentum can be spent to enable an Agent to act straight after another Agent rather than an NPC. In a turn, a character can take a Minor Action—Aim, Draw Item, Movement, or Prepare, and a Major Action—Assist, Attack, Cast a Spell, Catch Breath, Create Truth, Pass, Ready, Rush, Stabilise, or make a Skill Test. Of these, Aim grants an extra twenty-sided die to an attack; Prepare readies a Major Action, typically Cast a Spell; Catch Breath can remove stress or a damage condition; Create Truth adds, alters, or removes a Truth in a situation; and Stabilise is an attempt to give medical attention to someone who is dying.
Skill Tests in combat are made using the appropriate Attribute and Skill, with Melee attacks being opposed rolls and Ranged attacks not. Damage rolls are made with Challenge Dice. Extra Challenge Dice can be added to an attack for high Attributes—a high Brawn for melee attacks and a high Insight for ranged attacks. Each Challenge Die is marked with a ‘1’, ‘2’, two faces left blank, and two marked with the ‘Achtung! Cthulhu’ symbol, which is equal to ‘1 plus effect’. The Effect results on the Challenge Dice come into play with weapon effects. These can be ‘Area’, ‘Piercing X’, ‘Stun’, ‘Vicious’, and so on. For example, a Bat has a ‘Stun’ Condition, firearms have the ‘Vicious’ Condition, and a Lifebuoy Portable Flamethrower, No. 2 Mk. II has the ‘Persistent’ Condition.

The numbers are added up and that indicates the amount of Stress inflicted on the opponent. Resistance will reduce the amount of Stress inflicted, from Armour and Cover for physical Stress, and Courage and Morale for mental Stress. Stress can be mental or physical, so physical might be from getting shot or punched, but mental might be from a spell or having a knife held to the throat! An Agent only has the one Stress track for handling both, and if an Agent suffers five Stress from a single attack or has his Stress track completely filled in, he suffers an Injury. Multiple types of Injury are listed, for example, Amputee or Lingering Shrapnel for a Physical Injury or Compulsive/Obsessive Rituals or Post-Traumatic Stress Disorder for a Mental Injury. An Injury serves as a Truth which will impede him under certain circumstances, whether mental or physical. If an Agent suffers three Injuries, he is defeated and if he suffers another, he is dead. An Injury, of either type can be healed, but that comes with the possibility of leaving a Scar, a permanent sign of the Injury. An Injury or a Scar can impede an Agent in play and earn him a Fortune Point if either of them causes the Agent to voluntarily fail.

An Agent in Achtung! Cthulhu 2d20 is defined by his Attributes, Skills, associated Skill Focuses, Talents, Truths, Belongings, and Contacts. He has six Attributes—Agility, Brawn, Coordination, Insight, Reason, and Will—rated between eight and twelve, with eight being average, whilst his Skills are rated between one and five. To create an Agent, a player chooses an Archetype, for example, Boffin, Con Artist, or Occultist; Nationality; a Background such as Air Force, Labourer, or Spiritual Leader; and a distinct Characteristic, like Bookworm, Owned an Occult Artefact, or Young at Heart. At each stage, an Agent receives bonuses to his Attributes and Skills, as well as Skill Focuses, Talents, Truths, Belongings, and Contacts. The exception is Nationality, which provides a Nationality and Languages as Truths. The process consists of a player making choices at each stage, and the range of Archetype, Nationality, Background, and Characteristic options enable him to create a wide range of character types.

Eddie Chapman
Nationality: British
Archetype: Con Artist
Background: Criminal
Characteristic: Criminal Mindset

ATTRIBUTES
Agility 09 Brawn 07 Coordination 07 Insight 11 Reason 08 Will 09

STRESS TRACK – 10

RESISTANCE
Armour Resistance: 0
Courage Resistance: 1

BONUS DICE
Melee Attacks: 0
Ranged Attacks: +2
Magical/Mental Attacks: +1

SKILLS
Academia 1, Engineering 1, Observation 3 (Instincts), Persuasion 4 (Charm), Resilience 1 (Discipline), Stealth 4 (Urban Stealth), Tactics 1, Vehicles 1

TALENTS
A Way With Words, Subtle Cues, Perfect Timing

TRUTHS
English, Black Market Dealer, Criminal Mindset

LANGUAGES
English, German

BELONGINGS
Disguise Kit

Unlike other roleplaying games of Lovecraftian investigative horror, Player Characters—or Agents—can begin play knowing magic. This requires the Occultist Archetype and a Talent with the spellcaster keyword. Magic is either learnt through a Tradition—Runeweaving (draws on the power of Runes to channel the power of the Viking gods), Druidism (animistic and natural beliefs), or Psychic; Dabbling—typically by amateurs who initially learn flawed spells; or Research—through rigorous study. Spells include battlefield magic like Spear of Lug or Curse of Loki, and rituals such as Commune with Deity or Baldur’s Shield, which requires time and the caster to inflict Stress against the ritual’s Stress Track to successfully cast it. Psychic abilities include Combat Perception and Telepathy. A spellcaster has the base Power rating of one, indicating the number of Challenge Dice his player rolls to inflict Stress—both on the target or ritual, or the spellcaster himself as a consequence of casting the spell. Spell types include attack, banishment, blessing, control, curse, discharged, divination, manifestation, and summoning.

Spells can be miscast, indicated by a roll of a Complication on any die, the Complication widening the greater the Difficulty of casting the spell, and they can also be flawed, which means that the spell automatically generates a Complication, extra twenty-sided dice can only be bought using Threat, and there are no Momentum expenditures associated with that version of the spell. Spellcasters can also engage in magical duels. Overall, there are only a handful of spells for each Tradition, and only two Rituals. There are no Mythos spells, although Agents can learn them.

Henry Brinded
Nationality: American
Archetype: Occultist
Background: Academic
Characteristic: Veteran of the Great War

ATTRIBUTES
Agility 06 Brawn 08 Coordination 09 Insight 08 Reason 10 Will 10

STRESS TRACK – 12

RESISTANCE
Armour Resistance: 0
Courage Resistance: 2

BONUS DICE
Melee Attacks: 0
Ranged Attacks: 0
Magical/Mental Attacks: +2

BASE POWER: 2

SPELLS
Wisdom of Frigg, Balm of Belenus

SKILLS
Academia 4 (Linguistics, Occultism), Fighting 1, Observation 2, Persuasion 3 (Invocation), Resilience 2 (Discipline), Stealth 1, Survival 2


TALENTS
Occult Scholar, Library Dweller, Sharpshooter

TRUTHS
English, Professor of Classics

LANGUAGES
English, Latin

Beyond the rules, character creation, and magic, most of the Achtung! Cthulhu 2d20: Player’s Guide is devoted to the arms, armour, equipment and forces of the Allied and Axis powers. This includes guns, tanks, and more, primarily for the American, British, and German forces. There are rules here too for vehicular combat. The coverage of the armed forces is broad, focusing mainly on the special forces and intelligence agencies, and on actual historical agencies rather than the ones operating in the world of Achtung! Cthulhu. Stats are given for various Allied troop types and there is a discussion of the Home Front too.

So the question is, what is missing from the Achtung! Cthulhu 2d20: Player’s Guide? Primarily the Mythos. This is understandable, given that actual knowledge should be for the Game Master to know and the players and their Agents to find out. However, what this also means is that there are no Mythos spells despite some Occultist Agents being allowed to learn them, and perhaps worse, no rules for handling Sanity when encountering the Mythos as per other roleplaying games of Lovecraftian investigative horror. Well, okay, perhaps the players and their Agents do not need to know how Sanity is lost—yet, but it is not difficult to surmise as a being a Skill Test using Will and Resilience against a Difficulty which will vary according to the unnatural nature of the Mythos entity encountered or spell cast, with failures leading to Challenge Dice rolls which inflict Stress and mental Injuries. Oddly, whilst there are stats for Allied forces, there are none for the enemy, despite there being stats for German vehicles and tanks.

Physically, the Achtung! Cthulhu 2d20: Player’s Guide is well presented. It does need an edit in places, but it is well written, and there are some excellent examples of play which explain how the roleplaying game is intended to be played. However, the book’s full colour artwork is fantastic. Much of it has been seen in the previous iteration of Achtung! Cthulhu, but the new artwork in the Achtung! Cthulhu 2d20: Player’s Guide is really good, capturing the action, excitement, and horror of the war against the darkest forces of the Axis powers.

Achtung! Cthulhu 2d20 is not a roleplaying game of Lovecraftian investigative horror for the player who prefers the Purist style of play. It is too action orientated with guns aplenty and Agents who can cast magic, and thus too Pulpy in tone and style. In fact, Achtung! Cthulhu 2d20 is not a roleplaying game of Lovecraftian investigative horror at all. Rather Achtung! Cthulhu 2d20 is instead a roleplaying game of Lovecraftian action horror in which the Player Characters fight evil as well as confront the unknowable—and the Achtung! Cthulhu 2d20: Player’s Guide is a great start to the action and the horror.

Mapping Your Dungeon

Given the origins of the roleplaying hobby—in wargaming and in the drawing of dungeons that the first player characters, and a great many since, explored and plundered—it should be no surprise just how important maps are to the hobby. They serve as a means to show a tactical situation when using miniatures or tokens and to track the progress of the player characters through the dungeon—by both the players and the Dungeon Master. And since the publication of Dungeon Geomorphs, Set One: Basic Dungeon by TSR, Inc. in 1976, the hobby has found different ways in which to provide us with maps. Games Workshop published several Dungeon Floor Sets in the 1980s, culminating in Dungeon Planner Set 1: Caverns of the Dead and Dungeon Planner Set 2: Nightmare in Blackmarsh; Dwarven Forge has supplied dungeon enthusiasts with highly detailed, three-dimensional modular terrain since 1996; and any number of publishers have sold maps as PDFs via Drivethrurpg.com. Loke Battle Mats does something a little different with its maps. It publishes them as books.

A Loke BattleMats book comes as a spiral-bound book. Every page is a map and every page actually light card with a plastic covering. The fact that it is spiral-bound means that the book lies completely flat and because there is a map on every page, every map can be used on its own or combined with the map on the opposite page to work as one big, double-page spread map. The fact that the book is spiral bound means that it can be folded back on itself and thus just one map used with ease or the book unfolded to reveal the other half of the map as necessary. The fact that every page has a plastic covering means that every page can be drawn on using a write-on/wipe-off pen. It is a brilliantly simple concept which has already garnered the publisher the UK Games Expo 2019 People’s Choice Awards for Best Accessory for the Big Book of Battlemats and both the UK Games Expo 2019 Best Accessory and UK Games Expo 2019 People’s Choice Awards Best Accessory for Giant Book of Battle Mats.
The Dungeon Books of Battle Mats is a ‘Set of 2 Battle Map Books for RPG’. As a set, it comes as two volume set of map books in a slipcase—open ended at either side for easy access. Each of the two volumes is a twelve-inch squire square, spiral bound book, with each containing sixty maps, all marked with a square grid. These start with a pair of blank maps, but quickly leap into depicting particular locations. There are ruined courtyards verging on rough cave areas or overgrown grassed areas, before delving underground. Stairways leading down, a large room with a circular pool or fountain, eating or meeting areas around an open fire, a complex of rooms either partially flooded with either water or a gas or a magical field, a gaol area, a series of rough caves, a library and wizard’s work area, a puzzle trap over a roiling flame pit, a series of rooms accessed by a set of gear traps, sewer areas, and lastly, a demonic villain’s lair… And this is the same in each of the two books. This does not mean that the maps are exactly the same in each book. Rather they are thematically similar and this leads into what is perhaps the greatest feature of The Dungeon Books of Battle Mats.
Each two-page spread of the two volumes of The Dungeon Books of Battle Mats consists of two linked maps—physically and thematically. The Game Master can use either of the maps on the two-page spread on their own or together, as a twelve by twenty-four-inch rectangular map. That though is with the one volume. With two volumes together, the Game Master can combine any single map from one volume with any single map from the other, and if that is not flexible enough, any two-page spread from one volume can be placed next to a two-page spread from the other, in the process, creating a twenty-four by twenty-four-inch square map. This gives The Dungeon Books of Battle Mats a fantastic versatility which the Game Master can take advantage of again and again in choosing a combination of map pages from the two volumes to create location after location, and then use them to build encounter after encounter.
The individual maps are excellent, being bright, vibrant, detailed, and clear. They are easy to use and easy to modify. A Game Master can easily adjust them with a write-on/wipe-off pen to add features of her own. This is especially important if the Game Master wants to use a map which has previously featured in one of her adventures. She can also add stickers if she wants new features or even actual physical terrain features.
However, there is a limitation on how and when the two volumes in The Dungeon Books of Battle Mats can or should be used. To begin with, they are not necessarily that easy to use on the fly, to ready up an encounter at a moment’s notice. Instead, they are easier to use as part of the Game Master’s preparation and then have everything necessary to play. Then obviously, the maps cannot be used over and over lest familiarity become an issue. Lastly, there are the maps themselves, which are constrained by the square and rectangular formats, whether combining the two volumes or not. It means that the layouts are often too regular, too compact, and lacking in that sense of black, empty space in between locations within a dungeon. Now this is not obviously an issue in other collections such as The Towns & Taverns of Battle Mats or The Towns & Taverns of Battle Mats, where there is an expected sense of regularity and compact size, or a more open sense of space. Neither of these are issues which will prevent a Game Master from using The Dungeon Books of Battle Mats, but rather that she should be aware of them prior to bringing them to the table.
Physically, The Dungeon Books of Battle Mat is very nicely produced. The maps are clear, easy to use, fully painted, and vibrant with colour. One issue may well be with binding and the user might want to be a little careful folding the pages back and forth lest the pages crease or break around the spiral comb of the binding. Although there is some writing involved in The Dungeon Books of Battle Mats, it is not really what a Game Master is looking for with this two-volume set. Nevertheless, that writing very much needs the attention of an editor.
There is no denying the usefulness of maps when it comes to the tabletop gaming hobby. They help players and Game Masters alike visualise an area, they help track movement and position, and so on. If a gaming group does not regularly use miniatures in their Science Fiction games, The Dungeon Books of Battle Mats might not be useful, but it will still help them visualise an area, and it may even encourage them to use them. If they already use miniatures, whether fantasy roleplaying or wargaming, then the maps in The Dungeon Books of Battle Mats will be undeniably useful. And there are so many fantasy roleplaying games which The Dungeon Books of Battle Mats will work with, almost too many to list here…
The Dungeon Books of Battle Mats is full of attractive, ready-to-use maps that the Game Master can bring to the table for the fantasy roleplaying game of her choice. Both practical and pretty, The Dungeon Books of Battle Mats is an undeniably useful accessory for fantasy gaming in general. 

Hacking the Temple of Doom

The Slave Mines of Vindicus the Terrible is a scenario for Barbarians of the Ruined Earth which wears its influences clearly on its sleeves. These are Indiana Jones and the Temple of Doom and the Dungeon Crawl Classics roleplaying game—and they both align with each other. The influence of Indiana Jones and the Temple of Doom shows in the setting for the scenario and who the players roleplay and the influence of the Dungeon Crawl Classics roleplaying game shows in who and how the players roleplay. The setting for The Slave Mines of Vindicus the Terrible is, like Barbarians of the Ruined Earth, the far future that is the Ruined Erath, long after an alien planet crashed into the Moon and caused it to rain down on the Earth. In the wake of this disaster, the Earth has been radically changed, a world of Stupendous Science, of subjugation by vile Sorcerers, of scavengers searching the ruins for lost technology, of Robots with new found free will searching for a purpose, and of  fearless, mightily thewed barbarians saving the day with savage beastmen as their companions by their side. One of these Sorcerers is Vindicus, who has risen to power and sent out his Mooks to abduct children from nearby villages and make them work in his mine a la Indiana Jones and the Temple of Doom

Now in Indiana Jones and the Temple of Doom, these children escape due to the intervention of Indiana Jones, and in the typical adventure, it is the Player Characters who will take the Indiana Jones role. Not so in The Slave Mines of Vindicus the Terrible. Instead, the players take the roles of these children—four of them apiece—who take advantage of the disruption caused by the intervention of adventurers—who remain completely off camera for the entire scenario—to sneak out of the mines. As children, they do not yet have a Class or a Level, and are in fact, Level 0 Player Characters. If they survive long enough to escape the confines of the cave, then they may acquire sufficient Experience Points to step up to First Level. Here then is the influence of the Dungeon Crawl Classics roleplaying game and its infamous Character Funnel which pitches Zero Level Player Characters into a dangerous environment best suited to at least First Level characters. 

Surviving long enough is the issue though, particularly as the Player Character Children are both fragile and unskilled. Mechanically, this modelled with each only having four Hit Points and instead of having the standard set of Attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—which the player rolls against for any action as per The Black Hack rules used in Barbarians of the Ruined Earth, a Player Character has ‘Kid’s Luck’. This is a fifty percent chance of any action succeeding, although a player can roll with Advantage under certain circumstances, for example when his Child character is sneaking. Conversely, he will roll with disadvantage under other circumstances, such as his Child character attacking a creature larger than he is. Lastly, except at key points during their escape attempt, none of the Children will actually be killed. Instead, they will be simply recaptured and dragged back into the mine by the evil sorcerer Vindicus’ robo minions and miners. 

The adventure begins with a sudden break in the power throughout the mine and the halogen bulbs which provide the various areas going out and the doors to the cells where the Player Characters are incarcerated swinging open… On the one of the many television screens which hang on the walls of the mine, Vindicus the Terrible himself appears and rages at the temerity of the intruders come to steal his Battle Staff of Disruption! With the cage doors open, the Player Characters have an opportunity escape—if they can avoid Vindicus the Terrible’s miner-bots, robo-drones, robo-guardians, robo-warriors, and Overseer Glog. Let alone what horrid creatures might have crept into the abandoned parts of the mine—such as the dread Toxic Hipposludgeopus!! For the most, this is a stealth and exploration scenario, combat is to be avoided, but there are plenty of places to investigate and more than a few interesting things to find.

The Slave Mines of Vindicus the Terrible provides a lot of support for the Game Master. This includes stats for all of its monsters and NPCs—though not Vindicus the Terrible himself, so hopefully he will return in a future scenario—plus rules for handling swarms. It goes further with very good staging advice for the Game Master. Each entry in the mine is broken into a series of boxes as appropriate. Thus ‘White’ for general description, ‘Grey’ for random Events or Sorcerer’s TV—the latter broadcasting what happens to the scenario’s on-screen/off-screen villain, ‘Yellow’ for further details when the Player Characters investigate the area, and ‘Orange’ for elements or things which will only be revealed if searched for or interacted with, or are hidden. It makes the scenario incredibly easy to run, virtually straight off the page. 

Physically, The Slave Mines of Vindicus the Terrible is vibrantly presented in the big bold colours of the Saturday Morning Cartoons that inspire both the scenario and Barbarians of the Ruined Earth. The scenario is also clearly written and easy to grasp, and can be prepared with a minimum of fuss. 

The Slave Mines of Vindicus the Terrible is by no means a terrible scenario, but in some ways, it is a bad scenario for Barbarians of the Ruined Earth. The problem with the scenario is that it is as fun as it is, it does not showcase either the rules or what players can play in Barbarians of the Ruined Earth. The core rules in the scenario are different and none of the Classes are used. Further, unlike  Character Funnels for the Dungeon Crawl Classics roleplaying game, this scenario is different. The Slave Mines of Vindicus the Terrible is not a Zero Level done and then First Level scenario. That is, the Player Characters are not automatically First Level, but rather the experience in the mines becomes an event in their childhoods and one that forms the basis of the Bond between them. As much as it is an introduction to the setting, it is not an introduction to the actual roleplaying game, it does not provide the mechanical elements that they would normally expect. So much so that The Slave Mines of Vindicus the Terrible could all be run without any reference to Barbarians of the Ruined Earth! What this means is that at this point, Barbarians of the Ruined Earth really needs a scenario which does that, and when it does, it should be sequel to The Slave Mines of Vindicus the Terrible.

The Slave Mines of Vindicus the Terrible is a big, fun scenario for Barbarians of the Ruined Earth. It is easy to grasp and easy to run, and everyone, the players, their multiple characters, and the  Game Master should throw themselves into making their escape from The Slave Mines of Vindicus the Terrible!

Pages