Reviews from R'lyeh

[Fanzine Focus XXI] Kraching

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 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.

Kraching is a little different. Penned by Zedeck Siew—author of Lorn Song of the Bachelor—and drawn by Munkao, it is the second title published by the A Thousand Thousand Islands imprint, a Southeast Asian-themed fantasy visual world-building project, one which aims to draw from regional folklore and history to create a fantasy world truly rooted in the region’s myths, rather than a set of rules simply reskinned with a fantasy culture. The result of the project to date is four fanzines, each slightly different, the first of which is marked with a ‘1’ and is MR-KR-GR The Death-Rolled Kingdom. This described the Death-Rolled Kingdom, or the Dismembered Land, which sits on the lake and was once the site of a great city said to have been drowned by a thousand monsters, located far up a lush river. It is ruled by crocodiles in lazy, benign fashion, they police the river, and their decrees outlaw the exploration of the ruins of MR-KR-GR, and they sometimes hire adventurers.

What set MR-KR-GR The Death-Rolled Kingdom apart from its setting is the combination of art and text. The latter describes the place, its peoples and personalities, its places, and its strangeness with a very simple economy of words. Which is paired with the utterly delightful artwork which captures the strangeness and exoticism of the setting and brings it alive. Kraching is just the same and like MR-KR-GR The Death-Rolled Kingdom, it is systemless, having no mechanics bar a table or two—MR-KR-GR The Death-Rolled Kingdom has more—meaning that Kraching could be run using any manner of roleplaying games and systems. Where MR-KR-GR The Death-Rolled Kingdom described a kingdom though, Kraching—marked with a ‘2’—details a village and its forest environs.

Kraching lies five days to the west on foot, the route lined with wooden posts carved with cats—snarling tigers, sulking tabbies, and sleepy tomcats, each of them watching you warily. Cats are found everywhere in Kraching, on the streets and in the houses, worn as hats, on the seat of the local ruler such that he has to perch on the edge of his seat, and of all sizes—from kittens to tigers, and carved everywhere. Even the local god, Auw, a six-legged panther with a human face has been carved as a statue which stands at the centre of the village, scratched by many cats and burned by many offerings. The villagers are famed for their skill in woodcarving, the wood they take from the surrounding forest possessed by spirits so bored their want is to be carved into masks and worn in the theatre. Thus, they will get to see the world, and many have gone on to have illustrious careers!

Both the details and the secrets of Kraching are revealed at a sedate pace. The Player Characters may encounter Neha, a Buffalo-woman who sells silks, fine tools, and pearl jewellery in return for crafts, forest goods, and the occasional adventuresome youth; priests who come to Kraching to commission idols of their gods in the forest’s holy rosewood—blasphemous acts cannot be performed in the presence of such idols; and whether a tabby or a tiger, no cat in the village is tame, all are wild and can only be distracted. This can be best done with a magical wand, ball, or chew toy, that is, a cat toy! Along the way, the relationship between the villagers and the cats they revere and honour is explained through the stories of Auw, from ‘Auw the Woodworker’ who carved cats to drive out soldiers who had come to cut the forest down and so filled it with felines of all sizes, to ‘Auw the Suitor, who would have cruelly taken a woodcarver, but she cleverly carved a tigress with which to capture his ardour and so force him to reign in his cruelty. It all builds a simple, but beautiful picture of the village and its surrounds.

Unlike MR-KR-GR The Death-Rolled Kingdom, there are no the tables for creating encounters and scenarios in Kraching. Instead a handful of scenario seeds are scattered across its pages, such as Neha the Buffalo-women having lost her Ari the Bookkeeper, her counting spirit, in the village or Mahi needing adventurers to escort her apprentice who has been sent to deliver an idol to a distant temple whose priesthood has suffered a schism. None of the seeds amount to more than a line or two, so a Game Master will need to do some development work, and further their number fits the sparseness of the descriptions and of the village itself. Kraching is a quiet, sleepy place and to have fulsome encounter tables might have made it feel too busy. Plus of course, it leaves plenty of room for the Game Master to add her own content.

Physically, Kraching is a slim booklet which possesses a lovely simplicity, both in terms of the words and the art. Together they evoke visions of a very different world and of a very different fantasy to which a Western audience is used, but the light text makes it all very accessible as the art entrances the reader. For the Game Master wanting to take her campaign to somewhere a little strange, somewhere warily bucolic in a far-off land, Kraching is a perfect destination.

—oOo—
As much as it would be fantastic to see MR-KR-GR The Death-Rolled Kingdom, Kraching, and the other two—Upper Heleng and Andjang—collected in volume of their own, they are currently available here.

[Fanzine Focus XXI] Wormskin Issue Number 8

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 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 Wormskin fanzine, published by Necrotic Gnome is written for use with Labyrinth Lord and issue by issue, details an area known as Dolmenwood, a mythical wood, an ancient place of tall trees and thick soil, rich in fungi and festooned with moss and brambles and rife with dark whimsy. Wormskin No. 1 was published in December, 2015, and was followed by Wormskin No. 2 in March, 2016. Both issues introduced the setting with a set of articles rich in flavour and atmosphere, but lacking a certain focus in that the region itself, Dolmenwood, was not detailed. Fortunately, in March, 2017, Necrotic Gnome Productions released Welcome to Dolmenwood, a free introduction to the setting. Further, Wormskin No. 3 and Wormskin No. 4, published in July, 2016 and Winter 2016 respectively, improved hugely upon the first and second issues, together providing a better introduction to Dolmenwood, giving some excellent answers to some very good questions about the setting before delving into what is the biggest secret of Dolmenwood. Published in the winter of 2017, Wormskin No. 5 looked at how the region might be explored, whilst also presenting the region around ‘Hag’s Addle’. Wormskin No. 6 focused on the area around Prigwort, as well as detailing ‘The Fairy Lords of Dolmenwood’ and the ‘Unseasons’ that beset the region, whilst Wormskin No. 7, published in the autumn of 2017, added both personal names and honourifics to Dolmenwood as well detailing further hexes under the eaves of the extensive forest.

Wormskin Issue Number 8 was published in February 2018, and exposed further secrets of Dolmenwood, presented a further guide to travelling in the region, and added further monsters. It feels like a relatively short issue, just containing four, reasonably lengthy articles, but all four do add to the setting. The issue opens with ‘The Sisters of the Chalice and the Moon’, an examination of witches and the witch cults to be found in Dolmenwood. The witches of Dolmenwood worship and become companions, guardians, and wives to otherworldly wood-gods known as Gwyrigons, and are highly secretive about their beliefs and practices. Their tenets are given as well as their initiation rites, how they live, their powers and abilities, schemes and goals, rumours about them, and their relationship with the factions also in the region. So they are cast spells like Magic-Users, gain certain powers from the Wood-gods—these are detailed in Wormskin Issue Number 7, can craft potions, talismans, and charms, and so on. For the most part, these are fairly typical abilities accorded witches, and since no mechanical details are given, the Game Master could easily refer to The Craft of the Wise: The Pagan Witch Tradition for the game stats. The relationships with other factions is just as useful, such as the Elf Lords’ view that the witches’ communion with the daemon nobles of the Otherworlds as discourteous, treacherous, and disgusting, whilst the witches claim fairies to be selfish and false; that the Duchy of Brackenwold and Barony of the High Wold tend to pointedly ignore the witches—since some of their family members might actually be witches, whilst the witches see both as ephemeral and irrelevant; and the witches seeing adventurers as useful when they need a task done that they themselves cannot do. Overall, it is good to a faction like the witches covered in such detail, and for the most part they are going to remain as NPCs, so the Game Master will need to provide the mechanics and rules herself should one of her players want a witch character.

In the course of eight issues, Wormskin has described a lot of the hexes, roads, and locations in Dolmenwood and since the region is quite a wide area, the Player Characters are going to be doing a lot of travel throughout the wood. Which also means that they are going to be staying out in the forest overnight on a regular basis. This is where ‘Camping in Dolmenwood’ comes into play, which provides rules and guidelines and charts for camping wild in the woods. This covers finding a suitable campsite, setting it up—fetching firewood, building a fire, fining water, foraging, hunting, and more, activities they might undertake during the evening, setting watches, and sleep. It all looks a bit mechanical, but with the roll of a few dice—including a thirty-sided die to determine a particular campsite and its features—a Game Master and her players can determine where and how well the Player Characters are camping, and from that derive a bit of roleplaying and party interplay. How often a Game Master wants to use these rules depends how much she wants to make travel a strong feature of her campaign (for example, it is a strong feature of The One Ring: Adventures Over The Edge Of The Wild), but can also be used to reinforce the fact that Dolmenwood does not being weird and eerie when the Player Character beds down for the night.

‘Strange Waters’ lists thirty different types and forms of water, their appearance, taste, and effect if consumed to be found in Dolmenwood—whether at the end of the day when setting up a campsite. For example, a shallow, muddy pool decorated by lilies and inhabited by amphibians whose surface is a perfect mirror and which tastes perfumed, but if drunk, instils an insatiably lascivious urge to remove your clothing! With thirty options for each element, the Game Master can use this table to make some of the waters to be found in the forest weird and hint at some the magics which run through them.

Rounding out Wormskin Issue Number 8 is more ‘Monsters of the Wood’. This entry in the department has a mycological theme with the inclusion of the Brainconk, Jack-o’-Lantern, Ochre Slime-Hulk, Pook Morel, and Wronguncle. These are all predatory fungi, some even sentient, such as carnivorous Brainconk which creep down from their current treetop homes to latch onto sleeping victims and slurp out their brains, and Pook Morels, which are tiny, but which project psychic horrors upon their victims who drop their possessions. These the Pook Morels scoop up and scamper back to their lairs to hide! All five of these fungi are accompanied by superb illustrations which will be sure to highlight their creepiness when shown to the players.

Physically, Wormskin Issue Number 8 is as well presented as previous issues. It is well written and cleanly and simply laid out. The artwork is good too, a mix of colour and black and white, which captures the weird and dreamy feel of Dolmenwood.

Of course, if you have previous issues of Wormskin, then Wormskin Issue Number 8 is absolutely worth adding—a major faction, something to engage the players and their characters with, a little of the weirdness to be region’s waters—literally, and new monsters. There is a nice sense of scale to the issue too, moving from the overview of the witches and their place in Dolmenwood, then getting smaller and smaller down to the mycology.


Sadly, Wormskin Issue Number 8 is the last issue. This is not as bad as it sounds, since Necrotic Gnome is planning to create a definitive Dolmenwood supplement, one which would best showcase the setting’s promise first hinted at with Wormskin Issue Number 1. Looking back at the eight issues, the ultimate problem with them is their ‘partwork’ structure, resulting in an incoherent feel. It meant that there would be several issues before there was a real introduction to the setting and articles which asked the most basic of questions about the region. What it felt like was needed is to take all eight issues and then split their articles up and assemble in some sort of order. With any luck, the forthcoming Dolmenwood setting supplement will address these issues, for the Wormskin fanzine has never been without flavour or atmosphere, just organisation.

[Fanzine Focus XXI] Crawl! Issue V: Monsters

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 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.

Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continues the run of themed issues.

As the title suggests, Crawl! Issue V: Monsters is all about monsters in the Dungeon Crawl Classics Role Playing Game. To that end, its seven articles do several things, such as adding Class-like features to monsters, adding a monstrous Player Class in the form of the ORC, providing a cheat sheet for creating monsters quickly—and more. Published in February 2013, Crawl! Issue V: Monsters is no mere menagerie of new creatures to kill and loot—though it does include a few new creatures—but in general a collection of ideas to help the Judge handle her monsters, from creation to making them interesting.

Crawl! Issue V: Monsters opens with Reverend Dak’s ‘Monsters with Class’. This provides a means giving monsters one of the four core classes in the Dungeon Crawl Classics Role Playing Game—the Cleric, the Thief, the Warrior, and the Wizard. It does this by applying a simple template. So to make a Goblin Thief, the Judge would decrease its Hit Dice by one, increase its Reflex and Fortitude Saves by one, and give it the Sneak Attack, Trickster, and Trapper abilities equal to a member of the Thief Class four Levels higher than the Goblin’s Hit Dice. It is a quick and dirty method, but it adds quick abilities to the monsters, and it does one more thing—it hints at the possibility of playing monsters as Player Characters! Now it does not follow through on that, but the possibility is there. However, Shane Clements’ ‘Orc: A monstrous class’ does follow through in detailing the Orc as a playable character type, adhering to the ‘Race as Class’ model of the Dungeon Crawl Classics Role Playing Game. There is definitely an Old School Renaissance feel to the design in making the Orc nasty, brutal, and (probably) short. Orcs are Chaotically-aligned fighters, preferring to use two-handed weapons and the power necessary to wield them. The Orc can also enter into Rages to gain bonuses to his attack bonus and damage, as well as movement, Hit Points, Fortitude Saving Throws, and more. For the most part, this looks very much like the Barbarian of the traditional Dungeons & Dragons, but again, point to the possibility of monsters as a Player Characters. (As an aside, it would be fun to do that with Goblins for something like In The Shadow of Mount Rotten.)

‘Quick Monster Stats’ by Jeremy Deram provides a ‘cheat sheet’ for creating and adjusting monsters very quickly. It is similar to the earlier ‘Monsters with Class’ in allowing similar options, but broadens the types of monsters it covers by type, from Aberration, Animal, and Beast to Shapechanger, Undead, and Vermin. It is not immediately obvious quite how it works, so it could have done with an example or two, but once adapted to, it should help the Judge fairly easily. Sean Ellis’ ‘Consider the Greenskins’ attempts to tackle the hoary old issue of how to make your monsters unique—or least less generic. It gives three different takes up three types of ‘Greenskin’, the Goblin, the Hobgoblin, and the Ork. So for the Goblin suggests that they are patron-bound to demons and often to come to work as go-betweens between demons and the mortals who truck with each other; the Hobgoblin is not as warlike as portrayed elsewhere and prefers to serve others, but his thieving tendencies often get him into trouble; and the Ork serves as warriors. Unfortunately, for all of the efforts upon the part of the author to make these creatures (more) unique, there is very little here that does this—especially for the Ork. There is potential here, but ‘Consider the Greenskins’ is underwritten and underdeveloped and just not that easy to bring to a game.

Jeff Rients—author of Broodmother Skyfortress—provides ‘Quickie Wandering Monster Tables’, something that the Dungeon Crawl Classics Role Playing Game actually lacks. These run from Level 1 to Level 5 and enable the Judge to use some of the roleplaying game’s weirder shaped dice. In general, the Judge will need to generate some Primeval Slimes and Type I Demons if using these tables. Rounding out Crawl! Issue V: Monsters is an actual quartet of monsters. These include Brad Littman’s ‘Fung-Eye’ and ‘Stonecrawler’. The ‘Fung-Eye’ is a carnivorous fungus which has stalks ending in eyes that blink in a disturbing fashion and can daze those who walk into areas they carpet—dazed victims become food, whilst the ‘Stonecrawler’ is a Primordial creature resembling a massive, if flat boulder, which it turns out, is incredibly difficult to nudge into action. It might be worth it though, for the Stonecrawler’s Black Adamantine heart can be ground up for amazing benefits if consumed, such as a permanent +5 bonus to Armour Class and Fortitude saving throws. Lastly, Colin Chapman’s ‘Hounds from Hell: A Pair of Monstrous Canines’ offers two nasty types of dog. The Blood Hound is a vampiric dog capable of gliding short distances on the membranes between its front and rear legs, and from its high perch ambush and feed upon its victims with its tubular, bloodsucking tongue. The Gloom Hound is a silent, hairless, white dog which lives and hunts in packs deep underground, often able to spot the invisible through its sense of small and its echolocation ability. The Blood Hound has never been domesticated, but supposedly, the Gloom Hound can be. Nicely, both of these alternate dogs come with a scenario seed for the Judge to develop for her game.

Physically, Crawl! Issue V: Monsters is neat and tidy. The few pieces of artwork are decent, and the writing only needs a slight edit here or there. As an issue though, Crawl! Issue V: Monsters feels more utilitarian rather than inspirational. That in part is down to the inclusion of not one, but two means of tweaking monsters which cover some of the same ground, and the fact that the one article which discusses new interpretations of standard humanoid races, ‘Consider the Greenskins’, is underwhelming. However, both ‘Monsters with Class’ and ‘Quick Monster Stats’ are useful. ‘Orc: A monstrous class’ is perhaps a bit more interesting, and it would have been nice to have seen the inclusion of other Orcish or Goblinoid Classes to really push the monstrous theme in a different direction. Overall, Crawl! Issue V: Monsters is not a great issue of the fanzine, but neither is it a bad one either. Rather it is just lacking a certain something.

Miskatonic Monday #51: Prison for a Thousand Young

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: Prison for a Thousand Young

Publisher: Chaosium, Inc.
Author: Jessica Gunn & Skippy

Setting: A Correctional Centre in 1950s USA

Product: Scenario
What You Get: Eleven page, 5.15 MB Full Colour PDF
Elevator Pitch: Sometimes escaping one prison means ending up in another.
Plot Hook:  Escape is your only hope of getting out of here.
Plot Support: Five handouts/maps/Mythos tomes, five NPCs, and four pregenerated inmates (investigators).
Production Values: Tidy layout, needs another edit, but double-page spreads.

Pros
# Focused one-shot
# Different time, different setting
# Good mix of stealth, action, investigation, and roleplaying
# Potential convention scenario
# Horrible flashback scenario?
# Easily transported to other times and places

Cons
# Linear plot
# Double-page spreads
# Difficult to work into a campaign

Conclusion
# Good mix of stealth, action, investigation, and roleplaying
# Different time, different setting
# The Shawshank Redemption meets Shub-Niggurath

Miskatonic Monday #50: Leptis Magna

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: Leptis Magna

Publisher: Chaosium, Inc.
Author: Marco Carrer

Setting: 1930s Libya for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos

Product: Scenario
What You Get: Eleven page, 606.96 KB Full Colour PDF
Elevator Pitch: Imperial ambitions don’t always end in glory, sometimes they end in gore.
Plot Hook:  Exemplary service got you noticed, a special mission could get you sent home—a fine reward. 
Plot Support: Three NPCs, multiple Mythos creatures, and four pregenerated Italian Regio
Esercito soldier player characters.
Production Values: Tidy layout, scrappy art, and needs localising.

Pros
# Different time, different place
# Scenario for Pulp Cthulhu

Cons
# Linear
# Just following orders
# No investigator agency
# How are you with the fascist regime? 
# Pulp Cthulhu or Call of Cthulhu, Seventh Edition—does it matter?

Conclusion
# Just following orders
# More novel than scenario

Miskatonic Monday #49: Hidden Within

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: Hidden Within

Publisher: Chaosium, Inc.
Author: Avery M. Viers

Setting: Jazz Age Toledo

Product: Scenario
What You Get: Thirteen page, 820.88 KB Full Colour PDF
Elevator Pitch: Blue murder in the doghouse
Plot Hook:  When family members suddenly turn giggly, obese, and standoffish, something strange must be going on.
Plot Support: Four NPCs, two Mythos creatures, one Mythos tome, and one handout.
Production Values: Tidy layout, needs another edit, and functional map.

Pros
# Bloody body horror
# Charnel house horror
# Decent mix of investigation and combat
# ‘Aliens’ in Toledo?

Cons
# Bloody body horror
# Potentially too combat focused?

Conclusion
# Decent mix of investigation and combat
# Charnel house horror-oneshot

Miskatonic Monday #48: Nightmare in Providence

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.


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Name: Nightmare in Providence

Publisher: Chaosium, Inc.
Author: Justin Fanzo

Setting: Jazz Age Lovecraft Country

Product: Scenario
What You Get: Thirty-three page, 2.0 MB Full Colour PDF
Elevator Pitch: Sometimes it really is possible to get lost in movies.
Plot Hook: Occult experts—the investigators—are asked to look for a missing Nickleodeon owner and a missing wouldbe star. 
Plot Support: Two gods and eleven handouts.
Production Values: Plain layout, needs another edit, and ordinary maps.

Pros
# Linear like a silent movie
# Verbally challenging
# Lunar cameo

Cons
# Linear
# Minimal roleplaying
# Pointless puzzles
# Overeggs the Sanity losses

Conclusion
# Linear
# Minimal roleplaying
# Pointless puzzles

Miskatonic Monday #47: Call of Cthulhu Occupation Kit: Occultist

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.


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Name: Call of Cthulhu Occupation Kit: Occultist

Publisher: Chaosium, Inc.
Author: Evan Perlman

Setting: Jazz Age

Product: Investigator supplement
What You Get: 264.37 KB, four-page, full-colour PDF.
Elevator Pitch: Want extra depth and detail for your Occultist Investigator?
Investigator Hook: Delve into the ‘hidden’, the Occult world of folklore, spiritualism, Theosophy, esoteric magic, and other traditions for this classic Occupation for Call of Cthulhu, Seventh Edition.
Investigator Support: Career Paths, Roleplaying Tips, Public Perceptions, Real-life Examples, Variant Skill Lists, and Equipment Lists.
Production Values: Plain and simple, but needs an edit.

Pros
# Good overview of the Occupation
# Touches upon various traditions
# Introduces real world examples
# Roleplaying tips
# Public perception of the Occupation an interesting inclusion.
# Solid concept

Cons
# Feels underdeveloped
# Good overview of the Occupation
# No sample Occultist Investigators
# No sample Occultist NPCs

Conclusion
# More magazine article than supplement
# Feels underdeveloped
# Solid concept

Miskatonic Monday #46: The Pipeline: A Call of Cthulhu Scenario for the 1980s

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.


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Name: The Pipeline: A Call of Cthulhu Scenario for the 1980s

Publisher: Chaosium, Inc.
Author: Alex Guillotte

Setting: 1980s British Columbia, Canada

Product: Scenario
What You Get: seventy-two page, full colour softback book.
Elevator Pitch: The oil must flow, the pipeline must be kept open.
Plot Hook: Contact has been lost with Exxon Pumping Station #31 in British Columbia. Mechanical fault or radical environmentalists, you are assigned to find out.
Plot Support: Seven arctic hazards, eleven handouts, fifty-six NPCs (alive, deceased, and/or insignificant), eight pregenerated investigators, a new Mythos creature, the Arctic Guide Occupation, and new equipment and archaic weapons.
Production Values: Needs another edit, but clean layout, excellent artwork, and nice handouts..

Pros
# Grueling mechanically and narratively
# Grueling mentally and physically
# A wealth of detail
# Fantastic handouts
# Marginalia!
# Potential Delta Green flashback?
# Survival horror

Cons
# Grueling mechanically and narratively
# Grueling mentally and physically
# A wealth of detail
# New Mythos monster when the Yeti would have done?
# Linear plot—as in a ‘Pipeline’

Conclusion
# Potential Delta Green flashback?
# Grueling and linear
# Superbly presented

Miskatonic Monday #45: The Reunion

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 Reunion

Publisher: Chaosium, Inc.
Author: Esko Evtyukov
Artists: Ina Pylkkö

Setting: Jazz Age Lovecraft Country

Product: Scenario
What You Get: 15.14 MB, twenty-page full colour PDF
Elevator Pitch: “In time of test, family is best.”
Plot Hook: Magic and the Mythos do not exist, but even the FBI hates to see a sorcerous criminal with the wrong book.
Plot Support: ‘New’ investigator organisation, eight NPCs and creatures, and a Mythos tome.
Production Values: Needs another edit, but clean layout.

Pros
Delta Green-not Delta Green
# Family-focused scenario
# Federally-backed investigation
# Bowler-hatted Man-in-Black
# Suitable for a smaller group of investigators # Decent first scenario by new author

Cons
Delta Green-not Delta Green
# FBI rather than P-Division?
# No maps
# Illustrations more placeholders than helpful
# Monster motivations underdeveloped

Conclusion
# Too close to Delta Green
# Decent first scenario by new author
# Suitable for a smaller group of investigators

Miskatonic Monday #44: Akhenaten Unveiled

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

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

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Name: Akhenaten Unveiled

Publisher: Chaosium, Inc.
Author: James Austin
Setting: Ancient Egypt (Cthulhu Invictus)
Product: Scenario
What You Get: 38.56 MB, thirty-five-page full colour PDF
Elevator Pitch: ‘Death on the Nile’

Plot Hook: King Amenhotep IV rejected the Egyptian gods. You have been assigned to assassinate him.
Plot Development: A perilous trip down the Nile leads to party town, strange magic, and ‘The King is dead! Long live the King!’
Plot Support: Glossary, twelve NPCs and monsters, its own Appendix N, two handouts, one spell, and six pregenerated investigators.

 Pros
# Intriguing plot
# Cthulhu Invictus one-s+hot
# Set in Ancient Egypt
# Physical puzzles
# Cthulhu Invictus meets Stargate

Cons
Cthulhu Invictus meets Stargate
# Pregenerated Investigators lack motivation
# Assassination set-ups needs development 
# Non-Mythos scenario

Conclusion
# Feels underdeveloped in places
# Physical puzzles
# Original, but non-Mythos plot

Miskatonic Monday #43: Little Torches

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

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

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Name: Little Torches 

Publisher: Chaosium, Inc.
Author: Heinrich D. Moore
Setting: 1990s

Product: Scenario
What You Get: 8.29 MB sixty-page, full-colour PDF
Elevator Pitch: “Fly too close to the sun, and you’ll burn your wings.”
Plot Hook: What causes a college student to immolate herself in front of you? Her depression? Her mother’s cult? Or something else…? Plot Development: An explosively fiery beginning, a constantly burning box, dreams of a lighthouse, and the warmth of the sun.Plot Support: Fourteen full-colour Investigator handouts, twenty NPCs and Mythos creatures and entities, and five pregenenrated Investigators.

Pros
# Opens strongly, with a fiery bang!!
# Cast of interesting NPCs
# Well explained artefact
# Straightforward plot literally becomes labyrinthine
# Parallel plots in and out of dream
# Adaptable to other time periods with a little effort
# Potential to be developed into a Mythos versus the Mythos campaign
# Innovative use of handouts to pull investigators into the plot
# Handouts used to help develop each investigator
# Interesting in-game interpretation of the Great Old One, Cthugha 

Cons# Themes of isolation and alienation not suitable for all
# Pregenerated investigators tied to the plot, but not the set-up
# Innovative use of handouts to pull investigators into plot may feel too much like solo play.
# Needs careful preparation by the Keeper
# Overeggs the Mythos in places
# Handout and scenario structure gives Keeper a lot to keep track off.

Conclusion
# Intriguing encounter with the Mythos which starts with a bang!
# Innovative use of handouts to encourage roleplaying# Needs careful preparation by the Keeper

Jonstown Jottings #26: Valley of Plenty

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 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.

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What is it?
Valley of Plenty is the first part of The Jaldonkillers Saga, a campaign for QuestWorlds (HeroQuest Glorantha). 

It is a one-hundred-and-fifty page, full colour, Print on Demand softback book.

Although it needs a slight edit in places, Valley of Plenty is nicely presented with some reasonable artwork. The cover is pleasingly bucolic.

Where is it set?
Valley of Plenty is set in the lands of the Blue Jay clan of the Dundealos tribe in southwest Sartar on the border with Prax.

When is it set?
Valley of Plenty begins in 1602 and will explore events which take place in 1602, 1605, 1607, and 1608.

Who do you play?
Members of the Wildlings, the gang led by the younger daughters of Dinorth Many-Spears, leader of the Blue Jay clan and King of the Dundealos tribe. They are in turn children, teenagers, young adults, and finally adults, who will play and then grow into their roles in the tribe.

What do you need?
Valley of Plenty requires QuestWorlds to play. (At the time of the publication of Valley of Plenty, only the QuestWorlds - System Reference Document is available. Alternatively, Valley of Plenty can be run using HeroQuest: Glorantha.).

Valley of Plenty also makes reference to Sartar: Kingdom of Heroes, Sartar Companion, Sartar Player’s Primer, The Coming Storm: The Red Cow Volume I, The Eleven Lights: The Red Cow Volume II, The Guide to Glorantha, and The Glorantha Sourcebook. Of these, Sartar: Kingdom of Heroes will provide details of the gods and their associated cults that are also worshiped by the Blue Jay clan, whilst The Glorantha Sourcebook provides wider background.

What do you get?
Valley of Plenty is notable as a release on the Jonstown Compendium for being the first for use with QuestWorlds rule-system—Chaosium, Inc.’s update for HeroQuest. It is both a sourcebook for, and the first part of, The Jaldonkillers Saga, a campaign set in Sartar which will take a group of characters from the idyll of their childhood through the sundering of their tribe and beyond to its reconstitution in exile and then the efforts made to retake both their tribe’s lands and glory. This is framed against the invasion of Sartar by the Lunar Empire and its repulsion following the Dragonrise. Valley of Plenty only covers the first part of this and sets everything up and deeply involves the players and their characters in their clan through notable events in the early lives.

The player characters begin play as children. They are members of the Wildings, a gang lead by the younger daughters of Dinorth Many-Spears leader of the Blue Jay clan and King of the Dundealos tribe, who have plenty of time to play and have fun. No matter what trouble they get into, the Wildlings have the favour of the king—though sometimes not his wife—and this has interesting implications for the campaign. It means that as the campaign progresses and the characters grow, the characters’ friendship with the king’s daughters and his favour enable them to grow into a place close to the king and the events that will beset the clan, rather than being the default set-up from the outset. So initially, the campaign will have a little of the feel of Swallows and Amazons or Five Go Adventuring Again, but this will change as the characters grow, become adults, and assume their full roles in the clan.

The structure of the campaign is episodic. The first takes place when the Player Characters are eight or nine, beginning with a day that many players will recognise from a hot summer’s day from their own childhoods, before going on to explore the consequences of the day. From an adult perspective, it is very light-hearted, but not so from that of children. In particular, the second scenario, ‘Two Frogs Too Many’ presents a challenge typical of that which might be faced by an adult adventurer in Glorantha, but here appropriately scaled down to match the ability levels of the children. (Mechanically, of course, this does mean that the abilities of the Player Characters or the threat they face have been scaled down, but for QuestWorlds, they have been scaled down narratively.) The second is set in 1605 when they are eleven or twelve, have some responsibilities, but still time to slip away on an adventure, one that brings then face-to-face with the clan’s enemies and then have a day at the races. In 1607, the Player Characters will undergo their rites of passage and become adults, before in 1608, engage in adult activities—a raid and the difficulties of engaging with a rival clan. The Player Characters will have their first encounter with the Lunars, a sign of things to come in future parts of The Jaldonkillers Saga.

In between these periods of intense activities, the players roll for events which will affect them and their families and learn of ongoing events in the tribe and the wider world. All the adventures though, are really well done, in presenting tasks and challenges appropriate to the ages of the Player Characters, the risks and responsibilities growing with each new chapter. Each period comes with additional seeds and throughout the bonuses to be gained and changes to be made to each character’s stats as they grow up and eventually gain responsibilities, meaning that the characters grow up both mechanically and narratively into adults and members of the tribe. At the same time, both they and the Game Master are growing into QuestWorlds’ mechanics, the campaign introducing different elements of the rules as it progresses.

In addition to the mechanical progression, Valley of Plenty also presents the background information that the Player Characters would know, also progress. Notably, this is done through two player handouts, ‘Child’s Knowledge’ and ‘Youngster’s Knowledge’, which present their world view rather than that the clan’s adults. These present a Sartarite clan from first principles, then second principles, and then the wider world, introducing Glorantha in an easy to digest step-by-step fashion. Other handouts cover the gods commonly worshiped by the Blue Jay Clan and the Dundealos tribe and details of the small city of Dundealosford, and the surrounding area. For the Game Master, there is more information about the Jaldonkillers tribe, including very full write-ups of the cults of Elmal (the Jaldonkillers being Horse Orlanthi, though the Player Characters are ‘City Jays’, living in Dundealosford), Redalda, Andred, and Drogarsi the Skald, as well as the Shamanic Tradition of the Steadfast Circle. These are exceptionally well done, and full of suggestions as what benefits worshippers—and the Player Characters—can gain from belonging to each cult as well as extra details that the Game Master can bring into play and each cult’s role in Blue Jay society. The cult of Andred—she is the goddess of victory and justice deferred—is new, as is the shamanic tradition write-up, and it should be noted that the cult descriptions for Elmal, Redalda, and Drogarsi are written from a non-Orlanthi perspective. So if a player would participate in a different campaign, he would need to be apprised of the differences. Further, not all of the cults which the Blue Jays belong to are covered in Valley of Plenty and a Game Master may need access to Sartar: Kingdom of Heroes if a player decides his character belongs to one of those.

On the downside, some of these handouts are lengthy and in places it feels as if the players need to do a bit of homework to play Valley of Plenty. As much as it is designed as an introduction to Glorantha—although one from a particular point of view—there is still a degree of buy-in upon the part of the players. Another issue is that Valley of Plenty only takes The Jaldonkillers Saga campaign so far, that is from childhood to adulthood, and not as far as the events surrounding the sundering of the tribe. Of course, Valley of Plenty sets up and hints at the events to come, but anyone expecting more will be disappointed, plus the scenarios in Valley of Plenty do not really end on a high point or a low point, or indeed with any great sense of a climax. These issues are minor, however, and will not really impinge on a play-through of Valley of Plenty.

With Valley of Plenty, the Jonstown Compendium has not one, but two good starter campaigns—campaigns that start from first principles about Glorantha and who the Player Characters are in the world—and take them deeper into the setting. The other of course is Six Seasons in Sartar. It is not difficult to draw comparisons between the two, because they share a number of similarities. They both focus on the one clan, their storylines both involve the sundering of their clans and subsequent reclamations, and both have the Player Characters beginning play before they are adults. However, whilst the events of Six Seasons in Sartar are more direct, those of Valley of Plenty are gentler, with more adventures before the Player Characters come of age. Of course, the big difference between Six Seasons in Sartar and Valley of Plenty is that the former is written for RuneQuest: Roleplaying in Glorantha whereas the latter is written for QuestWorlds. In fact, this is a good thing, since it means that they do compete with each other, though there is nothing to stop a Game Master adapting Valley of Plenty for use with RuneQuest: Roleplaying in Glorantha. However, she would need to take care as the RuneQuest: Roleplaying in Glorantha mechnics are not as forgiving when handling children Player Characters as QuestWorlds is.

Valley of Plenty is an excellent campaign, an excellent campaign for Glorantha, and an excellent entry point for playing in Glorantha—so good that it could easy have been published by Chaosium. It guides both Game Master and her players, step-by-step, into the game and the world of Glorantha as well as the mechanics of QuestWorlds, in an enjoyably gentle fashion, supporting the process with an easily digestible background and details that can be brought into play. As an introduction to, and a first campaign—literally and narratively—for, Glorantha for QuestWorlds, this is a must buy, and were not for the fact that Valley of Plenty is written for use with QuestWorlds rather than RuneQuest: Roleplaying in Glorantha, one of the first purchases which should be made from the Jonstown Compendium. 

Is it worth your time?
YesValley of Plenty is a near perfect introduction to gaming in Glorantha and should be your first QuestWorlds purchase.
NoValley of Plenty is another Glorantha campaign starter and for another set of rules when there is more enough for RuneQuest: Roleplaying in Glorantha right now.
MaybeValley of Plenty contains background as well as adventures which could be adapted to your campaign or indeed, rules system, of your choice.

Your Numbers Are Up

The Last Equation is a short, but challenging investigation for use with Arc Dream Publishing’s Delta Green: The Role-Playing Game. It can be played using either the roleplaying game’s full rules or those from Delta Green: Need to Know. It opens with bloody murder. The Agents are activated by Delta Green after the secret interagency conspiracy is alerted to the presence of a strange series of numbers painted on Highway Six in Teaneck, New Jersey, right outside the home of a family of eight who had just been gunned down by an assailant who was witnessed spray-painting the numbers before blowing his own head off. He has been identified as  Michael Wei, a mathematics student at Columbia University in New York, which makes the crime an interstate case and so the FBI is already involved. Which makes getting the Delta Green Agents involved a whole lot easier.

At the outset, The Last Equation looks to be relatively straightforward case. After all, the identity of the murderer is clear and he committed suicide. However, the Agents are not tasked with investigating the case per se, but rather with providing an acceptable cause for Wei’s action and then eradicating any traces of his research. This is not an easy task and the Agents are faced with difficulties right from the start. Not only do they have to take care to maintain their covers, they also have to alter the evidence—and both are criminal acts. At the same time, the Agents face two other dangers. One is a news team which takes an understandable, but annoying interest in what is a sensationalist crime as well as the members of law enforcement assigned to investigate it. The other is the nature of the threat itself—a cross between a virus and a meme—which threatens to spiral out of control and begin to replicate. Unless the Agents are careful, this will come home to them very quickly.

The second part of the scenario takes the Agents from New Jersey to New York and beyond—certainly if events spiral out of control, which they very much threaten to do in The Last Equation. As the danger appears to spread, there is the chance that one or more of the Agents falls victim to it and as they too spiral into madness, the likelihood increases they too, will become part of the problem. In a way, The Last Equation models an Agent’s mental trajectory in the long term as he investigates a multitude of cases on behalf of Delta Green, but radically and deleteriously accelerated. It also highlights Delta Green’s ruthlessness and there are also some quite weird and creepy moments once the investigation moves away from New Jersey, which under any other circumstances would look like coincidences, but in The Last Equation are anything but. Ultimately, The Last Equation is not a scenario about investigating the Unnatural, but about containing it.

Previously available from the author’s websiteThe Last Equation has been redesigned and presented in full colour. As will other titles for Delta Green: The Roleplaying Game, it is generally well presented and well written, and as you would expect, the artwork is excellent. However, there is not enough of it and the Handler will probably want to supply portraits of the scenario’s various NPCs. There is solid advice on how to handle the consequences of the Agents’ evidence cover up or alteration—whether successful or not, but Handler may want to prepare a timeline for easy reference. Two timelines of events are included, but whilst separate, they cover the same period of time and might be easier to track as one timeline.

The Last Equation could be run as a one-shot or even as a convention scenario, but it would need to be played with some alacrity to fit easily within a four-hour slot. It is better run as a two to three session scenario, and it is easy to add to a campaign. Overall, The Last Equation is a nasty scenario which will challenge the Agents’ capacity to not only deal with the Unnatural, but also with the consequences of their cover-up. 

Liminal London

Pax Londinium is a supplement for Liminal, the urban fantasy roleplaying game set entirely within the United Kingdom, a United Kingdom with a Hidden World populated by the strange and the otherworldly, in which magic and magicians, vampires, werewolves, the fae, and many myths of the British Isles are real. The United Kingdom of Liminal is riven by factions, such as the conservative Council of Merlin, the scheming vampires of the Soldality of the Crown, the Fae lords, the Queen of Hyde Park and the wife-hunting Winter King of the north, whilst the Order of St, Bede, a Christian order, is dedicated to protecting the mundane world from magic and the supernatural and keeping it and the existence of magic a secret. Where Fortean or inexplicable crimes occur, P Division, a national agency of the British police, are likely to investigate, but cannot mention magic, for fear such knowledge might leak… The players take the role of ‘Liminals’, able to stand astride the mundane and the Hidden World, working as a Crew—which the players create along with their characters—which has its own objectives and facilities, to investigate the weirdness and mysteries that seeps into the real from the Hidden World. 

As its title suggests, Pax Londinium takes the Crew to the capital of the United Kingdom and steps back and forth across the Liminal to explore its strange and long history, its factions and personalities, its diverse cultures and their place in the Liminal, and more. In doing so, what it is not, is a London source book per se—either mundane or magical. There is so much to mundane London that the pages of Pax Londinium would be overflowing before it even made the crossing of the Liminal and back again—and anyway, there are available numerous books on mundane and magical London (many of which are listed in Pax Londinuim’s bibliography in the introduction). There is also plenty that is magical or mystical in London, whether that is Jack the Ripper or Doctor John Dee, but Pax Londinium steadfastly avoids such obvious elements—and is very much the better book for it. The book also wears its influences upon its sleeve—the fiction of Ben Aaronovitch, Paul Cornell and Neil Gaiman—and both acknowledges and is unapologetical about doing so, most obviously in the inclusion of the Hidden, the homeless folk of the city who have slipped across the Liminal, to be in the city, but never seen by its mundane inhabitants.

Pax Londinium begins by stating what makes the city of London different, highlighting the differences between Greater London the City of London, that it is multicultural and constantly changing, and that its history is both obvious and obfuscated. It also states that it is home to lots of Liminal beings—ghosts, gods and goddesses, trolls, the fae, magicians, and more. What keeps them from acting against each other is the ‘Pax Londinium’, which divides the city in two, north and south, the dividing barrier being the River Thames. North of the river and the Hidden are free to act and plot as they will, but south, such Liminal activity is all but forbidden. In fact, the Hidden are often prevented from crossing the river, whether this by a taxi driver telling that he won’t go south of the river—in fact, this is the Knowledge, a neutral manifestation of the genus loci of the city; the Trolls of the Duchess of Bridges physically stopping you; or P Division suggesting that you had best be moving on.

As you would expect, the supplement covers the presence of the core factions in Liminal in the city. So the Council of Merlin somewhat reluctantly maintains a private members club, often accessed by its members via their privately created and maintained Thriceway Gates. The Court of Queen of Hyde Park is a powerful presence, but must contend with the thieving Boggarts ruled by King Pilferer which infest the Hidden city and Temese, the River Spirit of the Thames who would have her throne. She has the support of the Duchess of Bridges who commands the Trolls found on very many bridges and in as many tunnels and the Lady of Flowers, the spirit of the city’s trees and plants whose fortune and presence wax and wane with the seasons and whose Flower Knights act to protect all women. The Mercury Collegium has four guilds in the city—one of which, the East End Guild, is a firm of magical gangsters! The Order of St. Bede cannot prevent London being home to a multitude of the Hidden, but attempts to curb their influence, whilst also maintaining the Pax Londinium. P Division does the same, but is more proactive as its branch, working closely with the Order of St. Bede to stamp out any vampire presence in the city. Thus, the Sodality of the Crown keeps out of city—despite its obvious attractions for any vampire, though it fears that there might be rogue vampire at large. Similarly, the werewolves of the Jaeger Family are rarely seen in the city.

Of course, Pax Londinium adds new factions. These include the aforementioned The Knowledge and the Hidden, but also add numerous guilds, such as the Guild of Water and Light—or Lighters, who guide fallen Visible Londoners back to the mundane world, the Guild of Sewer Hunters, which hunts the horrors below, and the Guild of Toshers, which scours the city’s sewers and tunnels for lost things. The sewers are home to Queen Rat, who takes secret lovers and grants them incredible luck—as long as they keep their liaison a secret. There is a handful of mysteries too, some obvious like the Ravens and the Raven Master and his duties—and who he might report to, and the Ancient Livery Companies, but others less so, like the Pig-Headed Woman of Maida Vale and the Bleeding Heart which sometimes plays a big role in swearing pacts and agreements.

London is also a city of both gods and the dead—no surprise given its history. The gods include a mixture of the native and the non-native. The former includes the Guardian Head of Bran the Blessed, who watches over Britain and whose head is buried under the Tower of London, as well as Branwen, the actual goddess of Britain, her fate tied to the land. The latter includes the Cult of Diana the Hunter, a ruthless cult dedicated to the ambitions of its female members; the Children of Ra, which is attempting to increase the city’s connection to Egyptian magic and so dominate the Council of Merlin and the Mercury Collegium; and the spirits known Orisha, which accept Liminal from around the world with the Queen of Hyde Park’s blessing, in ‘Little Lagos’, south of the river. In general, that non-native gods are the more interesting of the two and the more developed. The dead make their presence felt through the negative magical energy released in the spiritual disruption caused by the excavations for the Underground and Eurostar, which now seethes through the London Underground, while Mr. Killburn’s Acquisitions Association keeps bodysnatching very modern and the #7 Ghost Bus, which runs round London, even south of the river unimpeded and into the Ghost Domains where Ghost Courts meet.

Pax Londinium comes with a number of encounters, including ‘Ahmed’s VHS Wonderland’, a grimy VHS video equipment and cassettes which is actually a cover for an emporium of magical artefacts, spell components, and more, and New Aeon Books, a trendy magical crafts shop which is gleefully treated as a joke by the Hidden. These are all easy to use and drop into a Liminal game set in the capital, or simply serve as inspiration for the Game Master. Similarly, ‘The Worshipful Company of Investigators’, a Crew which investigates instances of the Hidden seeping into the mundane at the behest of its anonymous benefactor, The Professor, can work as a Player Character organisation for a Liminal game set in London, as an example, or a rival organisation. It includes writeups of several read-to-play would be Player Characters or NPCs. Lastly, the new rules add Chronomancy as a power for a Mage.

There is a lot to like about Pax Londinium. Primarily what it does is add a lot to the city, whilst leaving more than enough space for the Game Master to develop her own ideas. Plus, for the most part, a great of the content is new and original. It could have gone for the cliché, but mostly avoids that, so that when it includes the Ravens of London, its familiarity grounds the setting rather than overegging it. Which would have happened if Jack the Ripper had been included for example. Perhaps one element which is left unexplained is why London was divided north and south by the River Thames as part of the Pax Londinium—the reason why the Pax Londinium was made is given, the reason for the exact terms is not. What it amounts to though, is a means to control the Hidden and magic in the city by the factions north of the river.

Physically, this book is both simple and beautiful. The layout is the former, clean and easy to read. The art is the latter. It consists of a mix of stunning depictions of London vistas and London Liminal. The artwork throughout Pax Londinium is in turns weird and wonderful, mystical and majestic, intriguing and inspiring. This is award-winning artwork.

At just eighty pages, Pax Londinium is a short book, but it uses its space in a very economical fashion. It sketches out Liminal London in broad details before narrowing its focus again and again, first on the city’s factions, then its gods, right down to individual locations and elements which the Liminal Game Master can bring into her game. It makes the content both easy to access and bring to the table, and it is backed up by an excellent bibliography should the Game Master want to conduct research of her own. Pax Londinium showcases how to do a city book for Pax Londinium and showcases not the capital as we see it, but the peace of London on the other side the Liminal.

The 'Whose a Good Dog?' Guide

Buried Bones: Creating in the Realms of Pugmire is a supplement for the trilogy of post-Man, post-apocalypse fantasy roleplaying games—Pugmire Fantasy Tabletop Roleplaying Game, Monarchies of Mau, and Pirates of Pugmire. It is something of an odd product, not being the Realms of Pugmire Guide’s Handbook, for an example, and not really possessing a singular focus. Now it does contain advice for the Guide—as the Game Master is known in the Realms of Pugmire roleplaying games—but it also contains a whole lot more. This includes the Realms of Pugmire Style Guide, useful for example for wouldbe authors wanting to create content for the Canis Minor Community Content Program; a number of blog posts which explore the setting and reveal some of its secrets; a conversion guide between the OGL for Dungeons & Dragons, Fifth Edition and Pugmire; and a FAQ.

Buried Bones: Creating in the Realms of Pugmire opens with the Style Guide for the Realms of Pugmire roleplaying game. This not only lists the lexicon of game-related terms and their correct spellings, but also covers the game line’s tone, how magic and religion is handled, that it is ‘Inclusive Fantasy’, and it uses ‘Gendered Language’. For example, Pugmire is game of adventure and quiet morality, light-hearted with implied humour rather than out and out humour; never revealing to the characters that their magic is actually lost technology; that it is best in general to default gender-neutral terms like ‘dog’ and ‘cat’ rather than ‘he’ and ‘she’; to avoid both binary and non-binary gender terms; and so on. In some ways, this is a dull start to Buried Bones and of limited use. However, as an editor and reviewer it is interesting to see a Style Guide in print, it is actually of use to the Realms of Pugmire Guide. Especially if she wants to create content for the Canis Minor Community Content Program, but also if she wants a more explicit guide to how the designer wants Pugmire and its companion roleplaying games to feel.

‘Claws and Effect’ draws from a series of blog posts to explore various topics not necessarily explored in Pugmire Fantasy Tabletop Roleplaying Game, Monarchies of Mau, or Pirates of Pugmire. In the process, it addresses a number of topics are commonly raised when it comes to both games and setting. Most notable amongst these are the question, ‘Is this a Joke?’ and the description of Pugmire as ‘Just D&D with Dogs’. In addressing the former, it makes clear that although Pugmire Fantasy Tabletop Roleplaying Game is not necessarily a serious game, it is not a jokey one despite there being elements of implied humour in the setting. In fact, it does explore serious issues, such as loss—particularly of every Good Dog’s Master, the ethics and dogma of being a Good Dog, both cultural and racial (or rather, species) differences. Now when it comes to the latter, I have been guilty of giving Pugmire that description, but essentially not what the game is about, but rather as an elevator pitch to sell the game (verbally rather than in a written review). The chapter also discusses the nature of the different Breeds and Callings in Pugmire—the equivalent of Race and Class in Dungeons & Dragons, Fifth Edition. Here Buried Bones begins to dig into the author’s design decisions, why he created the game as he did, not just for Pugmire Fantasy Tabletop Roleplaying Game, but also for Monarchies of Mau and Pirates of Pugmire.

Other elements of the setting and rules are also explored—how money or ‘Plastic’ is handled in the setting, the implied rules of the Fortune mechanics, and the dynamics between the various species in the setting. All of this is designer commentary, giving the Guide a peek behind the curtain, answering what turns out to be not-so important questions such as, ‘Where is Humanity?’, ‘What exactly happened in the War of Cats and Dogs?’, ‘What is the exact nature of Nine Lives in Mau?’, and ‘What lies in the Lands Beyond?’. What is so pleasing here is the designer’s honesty. This is not to say that other designers are not honest, but rather that here where the designer says that he does not know something or has not decided something about the Realms of Pugmire setting, then he simply says so. There is Guide Advice too, covering different types of play like long-term and troupe play, styles of play including silly, gritty, and epic, and creating adventures. The advice emphasises the importance of the player characters, balancing types of scenes, setting jokes and humour within the setting, but letting the players get the punchline rather than have the author or scenario deliver it, and making every NPC important. All of this is solid advice, not just for the Guide wanting to create adventures for her own group, but for the Guide wanting to publish and submit them as part of the Canis Minor Community Content Program. Lastly, there is an ‘Appendix P’—the equivalent of the ‘Appendix N’ of inspiration found in the Dungeon Master’s Guide for Advanced Dungeons & Dragons—but for the Realms of Pugmire setting. This includes books such as The Amazing Maurice and his Educated Rodents and The Tao of Pooh, comics like Mouseguard and Maus, roleplaying games and supplements such as S3 Expedition to the Barrier Peaks and Tales of the Floating Vagabond. It is a good selection of books and titles and more, and there is even little explanation with some of the entries.

Rounding out Buried Bones is ‘5e OGL Changes’ and ‘Frequently Asked Questions’. The ‘5e OGL Changes’ enables a Dungeon Master to run a Dungeons & Dragons, Fifth Edition game of Pugmire. It also highlights the differences, useful if a playing group or would be author is moving between the two. The ‘Frequently Asked Questions’ does exactly what you would expect.

Physically, Buried Bones: Creating in the Realms of Pugmire is a slim book, easy to read, and illustrated with several fully painted pieces. None of the artwork is new, having appeared in previous Realms of Pugmire titles, but that does not mean that it is not good. Overall, Buried Bones is as good looking a book as you would expect for the line.

However, Buried Bones: Creating in the Realms of Pugmire is not a book that the Pugmire Guide absolutely must have. She can run or write adventures for own playing group without it, but it does contain plenty of interesting information, working as it does, as the equivalent of the Guide’s Companion—the referee’s handbook, the designer’s notes, and the style guide all in one. So not only interesting, but also useful if the Guide wants to know a little more of the context and the secrets to the setting. However, if a Guide or an author wants to write her own scenarios or content for publication as part of Canis Minor Community Content Program, Buried Bones: Creating in the Realms of Pugmire is a must-have. 

Friday Filler: Super Colt Express

Published in 2014, Colt Express is a super fun game of bandits raiding a train in the Wild West, which would go to be the 2015 Spiel des Jahres Winner. It has been supported by a handful of expansions, such as Colt Express: Horses & Stagecoach, including even a Delorean! However, as good as it looks and as fun as it is to play, it can be slightly fiddly to set up, being played as it is, on a cardboard train along which the players move their bandits, grab bags of loot, punch and shoot their rivals, all the while avoiding the US Marshall protecting the local mine’s payroll. This of course, is done through pre-programmed movement and then resolved in a chaotic slew of actions. The latest addition to the Colt Express family is designed to counter all of that—it is a pocket-sized, pocket-friendly, time-friendly game in which the bandits race up and down a Union Pacific train, guns blazing at each other as the train crew uncouples Train Car after Train Car. Which bandit will be the last standing on the speeding train and so be the one to get away and win Super Colt Express?

Published by Ludonaute, Super Colt Express is designed be played by between three and seven players, aged eight and up, and in just fifteen minutes. Inside the little square box can be found seven Bandit meeples—one each for Belle, Cheyenne, Django, Doc, Ghost, Mei, and Tuco, eight Train Cars and one Locomotive card, a First Player card, and six sets of Action cards, one for each Bandit. The Train Cards have a Loot value on their reverse which is only revealed when there is a tie between the Bandits—the highest Loot value wins! Each Bandit meeple holds a revolver in his or her hand, and whichever direction the gun is pointing, that is the direction in which the Bandit is facing. Apart from the artwork, each set of Action cards is identical, providing four manoeuvres. ‘Flip’ changes the direction in which a Bandit is pointing his or her gun—up the train to the Locomotive or down the train to the last car or caboose. ‘Change Floor’ enables a Bandit to climb up to, or down from, the roof of the train. ‘Move’ enables a Bandit to move to the adjacent Train Car in the direction he or she is facing. ‘Fire’ enables a Bandit to shoot the first rival Bandit in his or her line of sight. Any Bandit who is shot, is knocked back one car and onto his or her back, stunned. If a Bandit is shot and is knocked off the train, then he or she is out of the game, but if not knocked from the train, a player can use any Action card to do a ‘Wake Up’ Action and get up.

Game set-up for Super Colt Express is simple. The Locomotive card and one Train Card per player are placed on the table in a line with the Locomotive at the front. Each player receives his Bandit meeple and four associated Action cards—‘Change Floor’, ‘Flip’, ‘Move’, and ‘Fire’. One player is randomly determined to be the First Player and his Bandit is placed in the penultimate Train Car, and then the other players place their Bandits in the next Train Car, one-by-one. The Bandits in the rear half of the train face towards the Locomotive, the other facing away from it towards the rear of the train.

From Round to Round, Super Colt Express is played out over two phases. In ‘Phase 1: Schemin’!’, each player chooses three of his Bandit’s Action cards and places them face down in stack. These will be played in order from the top down, so a player needs to be careful to get the order right to reflect what he wants his Bandit to do in a Round. In ‘Phase 2: Shootin’!’, beginning with the First Player, each reveals his topmost Action and carries out that Action. So the Bandits will move, shoot, change direction or ‘Flip’, and climb up or down from the roof, or ‘Change Floor’. At the end of the Round, once all Action cards have been resolved, the last Train Car in the train—the Caboose—is unhitched and left behind by the train. If a Bandit is aboard this Train Car, he or she is out of the game. The Bandit furthest towards the front of the train is awarded the lost Train Car for its Loot value on te back of its card.

A new Round then begins with a new First Player. Super Colt Express ends when the last Train Car has been unhooked and only the Locomotive remains. If the one Bandit survives, then he or she wins and gets away. If there are multiple Bandits on the Locomotive, then the Bandit with the most Loot—as determined by the value of the Train Cards in their hands, is the winner.

In addition, Super Colt Express comes with two expansions. These are optional and can be used with each other or on their own with the core game. ‘Extension: Horse’ gives each Bandit a ‘Horse’ Action which enables him or her to ride to the Locomotive at the front of the train, whilst ‘Extension: Reflex’ allows a Bandit who is stunned to get up and shoot the first bandit he or she sees. If not stunned, a Bandit instead shoots himself or herself in the foot and consequently, is stunned! Neither expansion increases the maximum number of Action cards a Bandit can play—they are still limited to three per Round.

Physically, Super Colt Express is very well presented. The artwork is excellent, much of which players will recognise from Colt Express. The rules are easy to read and grasp, and Super Colt Express can be played almost out of the box, with no more than five minutes preparation. The cards are of good quality and the meeple Bandits sturdy and attractive.

Super Colt Express plays quickly and easily as intended. However, the fewer number and similarity of actions in the game when compared to Colt Express does mean that some of the flavour has been lost from the original game and thus less scope for table talk and interaction between the Bandits and the players. Certainly, anyone who has played Colt Express will miss that.

On initial play, the temptation is to try and blast away with the ‘Fire’ Action, but the ‘Move’ and ‘Flip’ Actions quickly become as important as Bandits closer to the rear of the train need to move forward to the front before a Train Car is uncouple and lost and Bandits closer to the front of the train need to turn round if they are to move away from the soon to be uncoupled rear of the train. As the Bandits move from Train Car to the next and climb up or down from the roof, then there is room for more chaos and random results. Once issue though, is if a stunned Bandit gets up after a ‘Wake Up’ Action has been played and is then shot again, effectively meaning that not only does the Bandit lose his or her current action in getting up, but his or her next action too because another Action card has to be played as ‘Wake Up’ Action—and that is no fun. Thankfully, this does not last as there are only three Actions per Round and it is quickly over.

Super Colt Express is a quick-playing, fun blast ’em sort of game. However, it gets better later in the game as there are fewer players—their Bandits having been knocked off the train—and becomes a bit more of a ‘cat and mouse’ game of trying manoeuvre into the right place, at the right time to keep your opponents from the front of the train, as Train car after Train Car is lost from the rear of the train.

2000: Death in Freeport

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


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The year 2000 is significant in the gaming hobby because it marked the beginning of the ‘d20 Era’, a period of unparalleled creativity by publishers large and small—and tiny, as they used the d20 System to power game after game, scenario after scenario, supplement after supplement, genre after genre. Some new, some old, some simple reskins. And there are publishers twenty or so years later who are still writing using the d20 System. As much as publishers explored different worlds and settings using the d20 System and its System Reference Document, at its heart was one roleplaying game, launched in the year 2000—Dungeons & Dragons, Third Edition. Just as Dungeons & Dragons, Fifth Edition is the top roleplaying game today, Dungeons  Dragons, Third Edition was the top roleplaying game of its day, and the advent of the d20 System let other publishers play in the Dungeons & Dragons sandpit, just as many had back in the early days of the hobby. The aim of this series of reviews is not to review Dungeons & Dragons, Third Edition itself, for that would not necessarily make for an interesting review. Rather it is to look at some of the interesting titles which came out of the d20 System boom that started twenty years ago.

From the off, the d20 System allowed publishers to ride the wave of popularity that was Dungeons & Dragons, Third Edition, and that started at Gen Con 2000 with adventures from publishers such as Atlas Games and Green Ronin Publishing. The former was an established publisher, best known for roleplaying games such as Over the Edge and Feng Shui: Action Movie Roleplaying, would launch its Penumbra line of d20 System supplements with one of the first adventures for Dungeons & Dragons, Third EditionThree Days to Kill. The latter was new publisher with just Ork! The Roleplaying Game to its name, but with its own first for scenario for Dungeons & Dragons, Third Edition, would not only launch its own line of d20 System supplements and scenarios, it would also launch the first setting for the d20 System and the first genres for the d20 System. The title from Green Ronin Publishing was, of course, Death in Freeport.


Death in Freeport is a short adventure for use with Dungeons & Dragons, Third Edition, released on August 10th, 2000 at Gen Con, the same day the new Player’s Handbook. Designed to be played by four or so Player Characters of First to Third Level, it did exactly the same thing as The Wizard’s Amulet from Necromancer Games and Three Days to Kill from Atlas Games—also released at the same time, and that is provide some which a purchaser of the Player’s Handbook could run with a minimum of preparation. Death in Freeport did more though. It presented a setting in the form of Freeport, a pirate city with elements of Lovecraftian horror, which Green Ronin would revisit in numerous supplements over the next decade, not just for Dungeons & Dragons, Third Edition, but also for other game systems, such as the Pathfinder Roleplaying Game, FATE, and Shadow of the Demon Lord. It also promised sequels and within a year, two sequels, Terror in Freeport and Madness in Freeport, would follow, which together withDeath in Freeport would form the Freeport Trilogy.

The setting for the trilogy and Death in Freeport is the Freeport of the title, a pirate city built around a safe harbour in the Serpent’s Teeth islands. Millennia ago, the islands were part of the continent ruled by the Serpent People Empire of Valossa. A religious schism between the worshippers of Yig, Father of Serpents, and the Brotherhood of the Yellow Sign would fester until the Brotherhood summoned their own dark god, a Great Old One known as the Unspeakable One. This would shatter both the scientifically and magically advanced Empire of Valossa and the continent it stood—leaving only the islands of the Serpent’s Teeth. The survivors would be scattered, leaving room for the rise of humanity and other races. Today, Freeport is a ruled by a pirate captain known as the Sea Lord and become a powerful force rivalling many nations, but currently seems concerned more with its own affairs rather than of the continental powers.

The scenario itself opens with four protagonists—a Gnome Fighter, a Half-Elf Sorcerer, a Human Rogue, and a Dwarf Cleric—arrive on the docks in Freeport. They are quickly beset upon by a press gang looking to take them back to sea, but will be quickly driven by determined action upon the part of the Player Characters. Consequently, they are asked by Brother Egil, a cleric of the Brotherhood of Knowledge, to look for a colleague, Lucius, who has gone missing. Curiously, Lucius has form here, having suffered a personality change, begun asking strange questions, and then disappearing some six years previously. He reappeared two years ago, much like his old self, but Brother Egil fears that his friend has suffered another relapse.

As an investigative plot, Death in Freeport is quite straightforward. It will lead the Player Characters—or Investigators—from the docks to Lucius’ house to an all-Orc crewed ship whose captain has information about Lucius’ past, and then to the Temple of Knowledge and beyond. There are a number of confrontations along the way, effectively highlighting the lawless nature of Freeport, but ultimately the Player Characters will find themselves underneath the city in the headquarters of a secret eldritch cult where they will confront a number of Lovecraftian horrors. This is quite a tough confrontation, the scenario’s antagonist being several Levels higher than the Player Characters, so having more than the four pre-generated Player Characters is probably a good idea.

At its heart, Death in Freeport is a Call of Cthulhu scenario in a fantasy setting. It shows in the choice of antagonists and the power behind them—Serpent People and the Great Old One known as the Unspeakable One, and in the investigative style plot complete with its handout clues. As a Call of Cthulhu scenario in a fantasy setting, Death in Freeport is undeniably a fantastical, slightly pulpy combination. That said, for Call of Cthulhu veterans, it may not offer a strong investigative plot, but will provide for a more-action orientated adventure in the style of Dungeons & Dragons, even perhaps as a Dreamlands-set adventure…? Whereas, for Dungeons & Dragons players it offers an investigative style of play that may be new to them, and less of the dungeoneering style of play. Dungeons & Dragons players may also be disappointed by the relative lack of loot or treasure to be found throughout the scenario, but that seems fitting given that Death in Freeport is not a traditional Dungeons & Dragons scenario.

One issue with the scenario is its brevity. It is quite short, offering perhaps just a couple of session’s worth of play. However, this makes it quite easy to bring Death in Freeport to the table and with a minimum of preparation, the point being that it is designed to showcase what Dungeons & Dragons, Third Edition can do and provide something that can be played straight after the Player’s Handbook has been purchased. The scenario is not only supported with the four pre-generated adventurers, but also a good history of Freeport, a short overview of the city, full stats for all of the NPCs, and a monster in the form of the Serpent People. The scenario has a couple of handouts and there is also a map of Freeport, which in combination with the short description is enough for the Dungeon Master to work with until the release of more background. The relative lack of information about Freeport also gives Death in Freeport plenty of flexibility when it comes to the Dungeon Master adding it to her own campaign world—as does not naming the gods and temples in Freeport, which are instead kept generic, like the Temple of Knowledge.

Physically, Death in Freeport is handily presented. If the front cover by Brom is not exactly relevant to the scenario, there is no denying its impact. The interior artwork is excellent though and nicely depicts the grim, sometimes eldritch feel to both plot and city. The maps are also decent.


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Death in Freeport would go on to win the Origins Awards for Best Roleplaying Adventure in 2001 and the 2001 ENnie Award for ‘Best Adventure’. It was reviewed in Polyhedron 147 (Vol. 21, No, 2 July 2001) in The Polyhedron Review by Stephen Radney-MacFarland. He wrote, that a successful d20 product,  “...[H]as to present enough fun to be contagious to as many imaginations as possible while giving enough slack to allow it to fit into almost everyone's vision of the ideal fantasy game setting.” before concluding that. “Almost no d20 adventure. thus far, has been able to do that as well as Death in Freeport.” He also awarded the scenario high scores for its accessibility, art, design, and value.


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Death in Freeport is a Pulpy ‘B’ movie of a scenario, one which wears its influences on its sleeve, but it showcased the fact that Dungeons & Dragons, Third Edition could do more than just generic fantasy and that fantasy could very much be fun. The simple plot and themes to Death in Freeport mean it is still easy to run the scenario thirty years on and just as easily adapt to the rules system of your choice. Better, more detailed, and more involving scenarios and settings would follow for the d20 System—including a great deal of support for Freeport—but Death in Freeport was there at the start with adventure that was both eldritch and exciting, and hinted at what was to come.

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To celebrate the twentieth anniversary of the release of Death in Freeport, Green Ronin Publishing is releasing an updated version for use with Dungeons & Dragons, Fifth Edition. You can Return to Freeport with new edition here.

2000: Dune: Chronicles of the Imperium

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


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Dune: Chronicles of the Imperium was published by Wizards of the Coast in the year 2000. With the forthcoming DUNE: ADVENTURES in the IMPERIUM roleplaying game from Modiphius Entertainment as well as a new film directed by Denis Villeneuve, the 2020 is the perfect time to re-examine the hobby’s first attempt to bring Frank Herbert’s seminal Science Fiction work to tabletop roleplaying. That Wizards of the Coast published Dune: Chronicles of the Imperium in a limited release is something of surprise, for it had originally been designed by Last Unicorn Games, a publisher best known for its three, highly regarded roleplaying games based on the Star Trek franchise. When Wizards of the Coast purchased Last Unicorn Games, it agreed to publish the roleplaying game, but declined to renew the licence with the Herbert Estate and so there it ended. Dune: Chronicles of the Imperium, limited to just three thousand copies, was destined to become a collector’s piece, often selling for hundreds, if not thousands, of dollars. It would never get a reprint and the supplements announced in its pages, including Federated Houses of the Landsraad and The Spacing Guild Companion, would never see print. Similarly, a d20 System version of Dune: Chronicles of the Imperium from Wizards of the Coast would not see print either, although one of the designers did release The Voice from the Outer World, Chapter One, an excerpt from what would be one the first adventure.

Dune: Chronicles of the Imperium is set before the events of the first novel, Dune. The Imperium has ruled mankind across the Known Universe for some ten millennia following a fierce anti-technological backlash—the Butlerian Jihad—which led to the rejection of all thinking machines and the profound development of the human potential. Over the centuries since these have coalesced into several great schools—the Spacing Guild, many of its members forcibly evolved into the Guild Navigators capable of folding space and enabling interstellar travel; the Bene Gesserit sisterhood and its genetics programme to protect humanity; the Mentat school, its graduates capable of great acts of computation and analysis; the Suk Medical School, its doctors incapable of harming their patients due to their ‘imperial conditioning’; and the Swordsmaster’s School of Ginaz, its graduates peerless soldiers and duellists. 

For millennia, power in the Imperium has rested on several pillars. These are the Padishah Emperor, backed by his elite Sardaukar military forces; the Landsraad Council which represented the Imperium’s Great Houses—was headed by the Emperor; and CHOAM—or Combine Honnete Over Advanced Mercantiles—the great mercantile body which controlled the Imperium’s economy and every product or service manufactured, sold, and purchased. Most of the Great Houses hold directorships in CHOAM as well as their fiefdoms from the Emperor. The most important of these products is the Spice melange, which is only mined on the planet Arrakis, and as well as its anagathic properties, also enables the Guild Navigators to fold space. The last pillar is the Space Guild, which holds a monopoly on space travel and maintains a strictly neutral stance when it comes to Imperial politics.

Although the Imperium is at peace and open warfare is rare, both the Great Houses and the Houses Minor feud with each other, sometimes over rivalries going back to the foundation of the Imperium. The Rules of Kanly guide negotiations and diplomacy, but also govern how the Houses wage war on each other—typically through formal duels, assassination, and political hostage-taking and ransoms. These rules are very likely to play a great role in any campaign of Dune: Chronicles of the Imperium, because the default set-up for such a campaign is to cast the Player Characters as members of the Entourage belonging to a House Minor allied to one of the Great Houses. They will be House Adepts of the Bene Gesserit, House Assassins, House Strategists, House Mentats, House Nobles—perhaps even the heir, House Swordmaster, or House Suk. This leaves a lot of character options, whether that is Fremen Warrior or spice smuggler, to be covered in other supplements—which of course, never appeared.

Dune: Chronicles of the Imperium presents six Great Houses—three known and three new—to which the Player Character House Minor can ally—and three Houses Minor for each. The three Great Houses are House Atreides, both feted and hated for its leadership, courage, and morality—and whose fortunes are the subject of the novel; House Corrino, the Imperial House which sits on the Golden Lion Throne and which fears the influence of the Atreides; and House Harkonnen, the rapaciously mercantile and treacherous enemies of the Atreides. The three new Great Houses are House Moritani, which successfully waged a War of Assassins against House Ginaz and now occupy the world of Grumman; House Tsieda, a withdrawn and traditionalist House which specialises in legal consultation and representation; and House Wallach, a military House staunchly loyal to the Emperor. Each of the six Great Houses is given a solid write-up, whilst allied Houses Minor are given shorter, though enough to develop more details from, descriptions, and one is given full stats.

Alternatively, the Game Master and her players could create their one House Minor. Each House Minor is defined by four Attributes, each of which has two Edges, or particular talents related to the attributes. The Attributes are rated between one and five and the Edges between minus two and plus two. The House Attributes and their Edges are Status plus Aegis and Favour, Wealth plus Holdings and Stockpiles, Influence plus Popularity and Authority, and Security plus Military and Intelligence. A House Minor also has an Ancestry, including Name and Homeworld, a Title and a Fiefdom, Renown, and Assets. The Fiefdom can anything from a City District to a Subfief, and the Title from Magistrate to Siridar Governor or Baronet. To create a House Minor, a House Minor Archetype is selected from a choice of six—House Defender, House Pawn, House Favourite, House Reformer, House Pretender, and House Sleeper—which provide the base stats for House Minor, and fifteen Development Points are spent on various House aspects.

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House Molo claims its origins date back to before it was granted to House Harkonnen. Its relationship with its liege has always been rocky and House Molo has long agitated under the Harkonnen grasp, almost to the point of rebellion on a number of times. To date, the Imperial Charter granted to the Tormburg School of Engineering—famed for its petrochemical and chemical engineers—has afforded the House Minor a degree of protection as has a number of careful marriages. The family has a strong tradition of fielding arena champions, which goes to back to the clan matriarch, Althena IX von Molo, successfully settling a legal dispute with the House Minor’s liege, the Harkonnens, some centuries ago. House Minor von Molo has also fielded champions on behalf of other Houses Minor on Gedi Prime and consequently, it is not unknown for the Harkonnen Barons in frustration to appoint von Molo champions to represent its enemies. House Minor von Molo is all but loyal to the Harkonnens, but wants better treatment for the populace and less avaricious policies.

House Minor Profile
Name: von Molo
Ancestry: Harkonnen
Homeworld: Gedi Prime
Title: 3 (Siridar-Ritter) 
Fiefdom: 2 (Free-City of Tormburg)
Renown: 1
Assets: 5
Attributes (House Sleeper archetype)
Status: 3
Wealth: 3 (Stockpiles +1)
Influence: 2 (Authority -1, Popularity -1)
Security: 3 (Intelligence +1)

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The stats for the Player Characters’ House Minor come into play during ‘Interludes’, the periods between adventures when both players and the Narrator conduct a   ‘Narrative Debriefing’ during which they can discuss how the Player Characters’ actions furthered their House’s goals, the aim having been to complete anyone of a number of Narrative Ventures. These might be an act of diplomacy or political campaign at the Sysselraad—the planetary equivalent of the Lansraad for all of the Houses Minor on a planet, training military forces, intelligence or counter-intelligence manoeuvres, investing in a business venture, and so on. Mechanically, they require investment upon the part of the players using the House Minor’s Asset points and their success depends upon a Test similar to Skill Test. However, the rewards are simply numerical—more Asset points to spent on developing the House Minor. Arguably there is a missed opportunity here to present something more interesting and more involving, perhaps not dissimilar to what Green Ronin Publishing did for A Song of Ice and Fire Roleplaying, the RPG based on the fantasy works of George R.R. Martin. Perhaps more interesting and more involving would have been published in the unpublished Federated Houses of the Landsraad?

A character in Dune: Chronicles of the Imperium is defined by Attributes, Edges, Skills, Traits, Renown, Caste, and Equipment. There are five Attributes, and each has four Edges. The Attributes are rated between one and six—the latter the limits of Human potential, and the Edges between minus two and plus two. The character Attributes and their Edges are Physique plus Strength and Constitution, Coordination plus Dexterity and Reaction, Intellect plus Perception and Logic, Charisma plus Presence and Willpower, and Prescience plus Sight and Vision. Skills are rated between one and five, and typically require a specialisation, for example, Culture (House), Computation (Straight-Line), and BG Way (Petit Betrayals). It should be pointed out that the skill list is fairly extensive, and there is no little nuance to them, especially in the Specialisations. For example, the Statecraft skills has the Specialisations of Artifice, Equivocation, Mind Games, and Perjury. In addition, there is some overlap between some Skills and Specialisations, such as Statecraft (Threats), Interrogation (Coercion), and Racketeering (Extortion), which could be used to blackmail or intimidate an enemy—all depending upon the circumstances, of course. Now this is can either be interpreted as too many skills or it could simply be a matter of nuance and as well as circumstances, could represent differing approaches to a task. A nice touch is how example difficulties are given for each skill.

Of course, Dune: Chronicles of the Imperium being set in the Dune universe, it needs certain skills to reflect the special abilities of graduates of schools such as the Mentat and the Bene Gesserit. So for the Mentat there is Computation, Mentat Trance, and Projection, whilst for the Bene Gesserit, there is BG Way, Ritualism, and Voice. Also included are the Prescience and Prophecy Skills, which when used grant glimpses of the future. Apart from the latter two Skills—since they are less likely to appear in a campaign—these all do feel as if they are could use further development and explanation. As useful as the example difficulties given to each skill description are, one thing that is missing is explanations of what the Specialisations are. In general, this is not a problem, it can in some cases leave Narrator and player alike scratching their head. For example, the Mentat Computation Skill has the Specialisations of Probability Computation, Straight-line computation, and Comparative Induction, whilst the Projection skill has the Approximation Analysis, Factual Analysis, Proximity Hypothesis, and Zero-bias Matrices Specialisations, but in neither is there any explanation of how they work or what they are. Given that the Mentat will have these Specialisations, it is frustrating to have them explained. In the short term, the Narrator could probably have said that more information was forthcoming in a supplement—perhaps the Narrator’s Guide?—but not in the long term.

Traits are advantages or disadvantages, such as Bimanual Fighting, Latent Prescience—necessary to raise the Prescience Attribute to one and to be able to choose its associated Skills, Shield Fighting, Addiction, Human—meaning you have been tested as the Bene Gesserit, Genetic Eunuch, and so on. Some Traits are particular to certain Schools, such as Prana-Bindu Conditioning, Truthsaying, and Weirding Combat for the Bene Gesserit, Imperial Conditioning and  Pyretic Conscience of the Suk Doctors, and Machine Logic and Mental Awareness of the Mentats.

Every character will have a place on the ‘Faufreluches’ or Imperial caste system. The Emperor, the Imperial Family, the Great Houses, Houses Minor, and so on, are Regis-Familia. Most Player Characters will Na-Familia—named family, Household vassals, or Imperial citizens, or Bondsman—Bonded Professionals. Dune: Chronicles of the Imperium is not a roleplaying game which dwells particularly on equipment, though there is some discussion of it since it has distinct ramifications upon play, whether that is the use of melee weapons or slow projectile weapons against opponents wearing shields—infamously, shooting a lasgun at a shield can result in an atomic explosion, or the need to contract the Spacing Guild to travel from one star system to another. In general though, a Player Character will have whatever he needs to do his job.

Once the players and Narrator have decided upon or created their House Minor, each player can create his character who will be part of the House Minor’s Entourage. Three methods are provided to create a character. The first is to choose one of the seven pre-generated templates—House Adept, House Assassin, House Strategist, House Mentat, House Noble, House Swordmaster, and House Suk—and then personalise it a few Development Points. The second is to build it out of a series of four packages and overlays. These consist of a character’s House Allegiance, which determines which Great House the House Minor is allied to and his base Attributes, Skills, and Traits; Vocational Conditioning, such as Bene Gesserit Adept or Master Strategist; and a Background History package like Mentat Priming or Slave Pits, House Service like Personal Confidante or Warmaster, ad Personal Calling like Advocate or Sleeper Agent. Lastly, a player has a few Development Points to personalise his character with, and his Caste and Renown to set. The third method is point-based, a player being give one-hundred-and-thirty Development Points to spend. This is the longest and most complex method.

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Olifer Taheri grew up in the notorious Harkonnen slave pits on Gedi Prime. He not only survived, but was part of a rebellion in his youth. This was put viciously by the planetary police and many of Olifer’s friends were killed, even butchered. He was captured and thrown into the arenas to fight again and again until he was killed. Not only did he survive, but defeated his first opponents, and eventually he gained some notoriety. House Harkonnen came to hate him and was planning to execute for his ‘crimes’ during the slave rebellion, but House Molo instead offered to purchase him. The Harkonnens did, and House Molo sent him to Ginaz. Currently he serves as the House Swordmaster and takes pleasure defeating Harkonnen fighters in the arena.

Olifer Taheri
House Allegiance: House Harkonnen
House: Molo
Vocational Conditioning: Swordmaster 
Background History: Slave Pits
House Service: Weapons Master
Personal Calling: Arena Fighting

Attributes:
Physique 2 (Constitution +1, Strength +1)
Coordination 4 (Reaction +1) 
Intellect 2 (Perception +1)
Charisma 2 (Presence +2, Willpower +1)
Prescience 0

Skills:
Armament 3 (Operation 2, Repair 2)
Armed Combat 3 (Duelling 4)
Athletics 2 (Climbing 1, Running 1)
Charm 1 (Flattery 1)
Culture 1 (Harkonnen 1)
Dodge 4 (Evade 2, Sidestep 1)
First Aid 1
History 1 (Harkonnen 1)
Leadership 2 (Guerrilla Operations 2)
Military Operations 2 (Guerrilla Warfare 2)
Observation 1 (Search 1)
Politics 1 (Harkonnen 1)
Ranged Combat 2 (Stunner 1)
Security 1 (Systems 2)
Stealth 1
Survival 1
Unarmed Combat 3
World Knowledge 1 (Gedi Prime 1)

Traits
Alertness 1, Bimanual Fighting 2, Duelling 3, Heroism 2, Information Network 1, Resilience 1, Shield Fighting 1, Whipcord Reflexes3, Code of Conduct +3

Renown: Valor 1
Caste: 3 (Bondsman)

Karama: 3

Equipment: House uniform, personal shield, slip-tip, stunner, sword

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Mechanically, Dune: Chronicles of the Imperium uses the ICON System, as used in Last Unicorn Games’ Star Trek: The Next Generation, Deep Space Nine, and Star Trek Role Playing Game. It is a six-sided dice mechanic. To undertake an action a player rolls a number of dice equal to an Attribute plus an applicable Edge, one which should be of a different colour. This is the Drama Die. The player takes the highest value rolled on the dice and adds the Skill to get a total. This is compared to a Test Difficulty, which ranges from four or Routine all the way up to thirteen or Difficult. If a six is rolled on the Drama Die, then the player can use that and add the result of the next highest die to the total. Rolling a six on the Drama Die will typically result in a critical success, whilst rolling a one on the Drama Die and not succeeding, a grievous failure. 
For example, Olifer Taheri is attending some arena games with his master, Tobias Molo and they are accompanying Adan Fosconi, the Master of the Arena on a tour of the training area. Fosconi asks Taheri his opinion of the fighters there and the swordmaster decides to flatter the Arena Master. The Narrator describes this as a Routine Test, giving Taheri a Difficulty number of six. Taheri’s player will be rolling a total of four dice, two for his Charisma and another two for his Presence Edge. He will be adding one for his Charm Skill and one for his Flattery Specialisation. Taheri’s player rolls one, three, six, and six on the Drama Die. This means he adds the next highest value die—also a six—plus Taheri’s skill for a total of fourteen. This is an exceptional roll and being both six higher than the Difficulty and a six was rolled on the Drama Die means that a critical success has been scored. Master Fosconi laps up Taheri’s praise and is already thinking of how much money he can win by betting on his fighters in the arena that afternoon.In addition, each Player Characters also has Karma, which can be spent on a one-for-one basis to modify the results of Test. However, he will only have a few points and this may not be enough given how difficult it is to roll overcome a Moderate or Test Difficulty of seven if a character has a low skill value, and a Challenging or Test Difficulty of ten or more   with medium or high skill values. The problem here is that rolling high is dependent on roll a six on the one die—the Drama Die. Thus, rolling high is a relatively rare occurrence. Otherwise, the ICON System is generally simple and easy to use.

In comparison, combat in Dune: Chronicles of the Imperium is much more complex. Its focus is on personal combat and it leaves the larger combats, guerrilla actions or other acts of warfare to be handled as House Ventures. What this means is that combat is tactically rich, but strategically poor, which undermines so much of what the roleplaying game is about—the fortunes of a House Minor and the Player Characters’ involvement in that. The rules do cover elements particular to the Dune universe, and much like the setting there is an emphasis on melee combat and duelling. So the Duelling Trait grants access to various special manoeuvres in combat, as does Shield Fighting, which teaches a fighter to be slower in combat in order to penetrate an opponent’s shield, but penalises them when unshielded, because he trained to be slow. The Bene Gesserit have their own form of martial arts, called Weirding Combat.

Mechanically, combat is not merely a matter of trading blows back and forth from one round to the next. Combatants receive a pool of Option Points to spend on manoeuvres in combat, but effectively this pool becomes two, because each combatant will be spending and tracking points spent on two types of manoeuvre Option—Actions and Reactions—and each combatant can spend an equal number of points on both. Actions include Aim, Hand attack, Slow Attack, and Autofire, whilst Block, Parry, and Riposte, are Reactions. Some can be both, such as Attack Sinister and Slow Sinister Attack. With each subsequent manoeuvre—Action or Reaction—the cost in terms of Action Points goes up, and as long as a character has Action Points to spend, he can act. Traits such as Weirding Combat and Duelling grant access to particular subsets of manoeuvre, invariably better than the standard attack and defensive manoeuvres. The range of manoeuvres available in combat is what makes combat so tactically rich and used effectively, it can reflect the cut, thrust, block, counter strike, and more of a duel or combat. Although it helps that there is extensive example of combat in the rules, there is no denying their complexity and the fact that they give a lot for both Narrator and player to keep track of from round to round.
For example, later the same day at the arena, Adan Fosconi, the Master of the Arena enraged at the loses made on the bets he placed on his gladiators decides to take his revenge by sending some thugs to beat up Olifer Taheri and perhaps even kidnap his master, Tobias Molo. Olifer Taheri has the Alertness Trait and the Narrator has rolled in secret to determine if the swordmaster spots the thugs. He does and with a shout of, “Get behind me, my lord!”, reaches down to his belt to activate his shield and draw his sword and dagger. Taheri’s Initiative is equal to his Coordination of 4 and Reaction +1, so a total of five, and this is also the number of Option Points his player has to spend. The Criminals have Coordination of 2 and Reaction +1, so have three Initiative and three Option Points. The Narrator declares that the first action of the Criminals is to Attack. This costs them one Option Point each, leaving one point remaining for Attack Options and three for Reaction Options. Taherio declares that his is to Parry Sinister, a Reaction which will cost him one, leaving five points remaining for Attack Options and four for Reaction Options. The Narrator rolls for the first Criminal—two dice for his Coordination of 2 and adds his Armed Combat of 3—and gets a total of eight. Tehari’s player rolls five dice for his Coordination of 4 and adds his Armed Combat of 3 and Duelling of 4. His total of ten easily beats the Criminal’s eight, and Tehari blocks the attack with his dagger. Tehari then declares a Riposte. This has a cost of one, but because he has done one Reaction, its cost goes up to two, leaving him with two for Reaction Options. The Narrator states that the first Criminal will attempt to Dodge, which will set the Difficulty Test for Tehari’s Riposte. The Dodge will leave the Criminal with one point for Reaction Options. The Criminal rolls three dice—two for his Coordination of 2 and one for his Reaction +1—and adds the Criminal  Dodge Skill of 1. The Narrator rolls a total of 6. Tehari’s player rolls four dice for his Coordination of 4 and adds his Armed Combat of 3 and Duelling of 4. Unfortunately, Tehari’s player rolls a total of 13. This is more than the Criminal’s Dodge value and likely a critical hit, so the first Criminal is probably badly hurt. However, there are still two other Criminals to Tehari to defeat and they have not attacked yet…In terms of background, Dune: Chronicles of the Imperium provides a history of the Imperium—though no timeline, a discussion of the Great Convention which keeps the peace, details of six of the Great Houses and their worlds, technology and equipment, the Great Schools, and some of the personages of the Imperium. It is overall, a good overview, but in the long term will likely be found wanting as the Narrator wants more information. Where there is focused information is in the presentation of ‘Chusuk, the ‘Music Planet’’, which gets a whole chapter of its own. This is the presentation of a single planet as an example setting, Great House, and Houses Minor. It is home to a relatively new Great House, House Varota, renowned for its musicianship, craft as instrument makers, its devotion to the arts, and also spies. Chusuk is also home to a notable religious sect, the Navachristians. It is a good example of what a Narrator could come up with as a world for his own chronicle and showcases perhaps what a supplement devoted to the worlds of the Dune universe would have looked like. It is followed by short scenario in its own chapter, ‘Instrument of Kanly’, which continues the musical theme and sees the Player Characters’ Entourage come to Chusek in search of a stolen musical instrument. Again, this is a decent, a low-key adventure suitable for beginning players and characters, only really let down by the fact that it is the first part of a two-chapter story arc. It involves lots of diplomacy, interaction, treachery, and some combat, effectively showcasing various elements of the rules, and along the way, allowing the authors to have fun with some musical puns. That said, both chapters containing the adventure and the planetary description do feel out of place in the middle of the book.

In addition, the Narrator is given not one, but effectively two chapters on how to be a good Game Master. ‘Chapter VI: A Voice from the Outer Void’ is general advice, covering how to set a scene, using the mechanics, keeping the players interested, and so on. It is useful, solid advice. It is followed by ‘Chapter VII: Pillars of the Universe’ which delves into themes and ideas particular to Dune—Human Conditioning, Plans within Plans, Preservation of Bloodlines, Messianic Prophecy, and more, before going on to discuss how to create a chronicle of the Narrator’s own. The discussion of the themes and ideas is fascinating, but ultimately feels too short. Hopefully the release of a supplement like the Narrator’s Guide would have presented these subjects in much more of the depth they deserved, but of course, this was not to be.

Physically, Dune: Chronicles of the Imperium is very nicely presented. There is plenty of artwork, much of it very good, the book is generally well written, and well laid throughout. No little thought has been given to the organisation of the book thematically. So, the book is divided into ‘Book One: Imperium Familia’, introducing the setting and rules, and ‘Book Two: DUNE Oracle’ and ‘Book Three: Imperial Archives’ providing more background and a scenario. Then Skills and Traits are organised thematically into Valour of the Brave, Learning of the Wise, Justice of the Great, and Prayers of the Righteous—covering physical and combat, knowledge, political and social, and other Skills and Traits respectively.

Dune: Chronicles of the Imperium is a fantastic game, there is an undeniable depth to its treatment of the Frank Herbert’s Dune universe—which comes the quantification necessary when designing and playing a roleplaying game, it enables players to create characters which feel right for the setting, it provides a decent enough of background, and it provides both a reason to play in what the player characters do and something for them to play in the form of the scenario. However, that background is unlikely to be enough to support a campaign in the long term, especially when delving into the intricacies of the Bene Gesserit or the Mentats, and the other Great Schools, and much of the background is not presented in an easy-to-use fashion—for example, there is no chronology attached to the extensive history. The focus of Dune: Chronicles of the Imperium is also narrow in terms of what you can play, the types of campaign, and the scope of the background—Arrakis is very much an afterthought and it is not possible to create characters from there with any ease. The rules feel overwritten in places, for example, in the number of Skills available, and underwritten in others, in their explanation, whilst the ICON System does not feel quite up to the task. Nor do the rules effectively support or explain the House progress through the use of the House Ventures, which is disappointing given the fact that the Dune: Chronicles of the Imperium is all about roleplaying the fortunes of a House Minor.

Today, Dune: Chronicles of the Imperium is a collector’s piece, worth no little amount of money. Unless you are a collector or an avid fan of the Dune setting, it probably is not worth your having. As a roleplaying game, Dune: Chronicles of the Imperium is everything that want to start playing the Dune universe—characters, background, advice, starting adventure, and more. Only in a particular way though—as a House Minor Entourage—but a resourceful playing group could deconstruct the rules to run other games in the Dune universe with some effort. However, as written, the scope of Dune: Chronicles of the Imperium is limited, indeed the clue is on the front cover where it says, ‘Limited Edition’, and any Narrator would probably exhaust those limitations fairly quickly. This is not necessarily the fault of the Dune: Chronicles of the Imperium Core Rulebook itself, which really should be seen the starting point for the rest of the line, just as with any other roleplaying game. Although underdeveloped in places, Dune: Chronicles of the Imperium successfully gives you the means to roleplay in the Dune universe and makes the setting a believable one to roleplay in, both for fans of the Dune universe and roleplayers in general, but ultimately, its potential will remain lost and untapped.

Hollow Earth Horror

To date, Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, Chaosium, Inc’s supplement of Pulp action set during the nineteen thirties for Call of Cthulhu, Seventh Edition has been supported by not one, but two campaigns. The better known of these is The Two-Headed Serpent: An Epic Action-Packed and Globe-Spanning Campaign for Pulp Cthulhu, a campaign in the traditional sense of Lovecraftian investigative horror. It presented a world-spanning conspiracy, which took the heroic investigators from Bolivia, New York, Borneo, and Oklahoma to the Belgian Congo, Iceland, and Brazil—and beyond! The other campaign is A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu, which although like The Two-Headed Serpent is set in New York and takes place in the nineteen thirties, is very different in tone and scope.

A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu takes place in 1935, ‘technically’ never leaves New York State, and focuses on investigators with Psychic abilities—using the optional Psychic ability rules from Pulp Cthulhu—or have an interest in Parapsychology. It takes two works of fiction as its inspiration. The first is ‘The Mound’, the horror/science fiction novella ghost-written by H. P. Lovecraft for Zealia Bishop, which tells of a mound that conceals a gateway to a subterranean civilization, the realm of K’n-yan. The second is Sinclair Lewis’ alternate history satire, It Can’t Happen Here, in which populist demagogue Berzelius ‘Buzz’ Windrip is elected President of the United States and with the help of a ruthless paramilitary force imposes totalitarian rule similar to the Germany and Italy of the Desperate Decade. Against this febrile background, the campaign draws links between the fringe science—whether Parapsychology or Occultism—and the fringe politics of the period.

Campaign set-up is supported by six pre-generated Investigators. They include a diverse range of backgrounds, from a Russian Cult Leader, an African American female Mechanic/Aviator, and a female Investigative Journalist to a Hispanic ex-Soldier, a female Scientist, and an Explorer. Only two of them have Psychic Talents, but the campaign can be run with the optional Psychic Talents rules from Pulp Cthulhu or without. It also adds a new Investigator Organisation, The Open Mind Group, a hero organisation whose members are fascinated by the possibility of powers of the mind—whatever their source. In general, the organisation is apolitical and politely asks members who are overtly political to refrain from discussing their views or leave.

The structure of the campaign, over the course of five of its six chapters, is linear. It takes the Investigators from New York City upstate into New York state’s Catskill Mountains, and from there, it takes a turn for weird as it plunges deep into the bowels of the Earth and across the sybarite and immortal remnants of the K’n-yan Empire. It begins with a missing persons case, a fellow member of The Open Mind Group approaching the Investigators because Brendan Sterling, her husband, has gone missing. He has a greater fascination with the outré than she does, and this has led him to participate in experiments in past-life regression. Investigating Sterling’s disappearance will first lead them to his links with various populist fringe political movements and then to the scientists who associate with them. Unfortunately, no sign of him has been seen either, and following him will lead the investigators upstate and into the Catskills. From there, the path literally leads inexplicably into the depths and the strange realms of the Empire of the K’n-yan. By now the Investigators will have already encountered some strangeness, most notably their  suddenly being cast into space and having to find their way back—being chased by some very strange cats—and ghosts haunting the halls of a centre for parapsychological studies in what is arguably one of the most bizarre encounters in Call of Cthulhu. These and similar encounters hint at the things to come in later chapters—far below the surface.

What lies below is the remains of the K’n-yan Empire, its immortal survivors divided between indolent sybarites residing in the mouldering towns and plantations, their buildings a combination of gold and weird science, and religious fanatics out in the surrounding wilds. Often cannibals and evilly indifferent, they are not perhaps the worst that the Investigators will encounter for there are surface dwellers other than their quarry down here and some of are looking to re-establish the K’n-yan Empire… It is here too that the Investigators will learn perhaps of the ultimate aims of the campaign’s antagonists and just what they will have to do to stop them. The culmination of the campaign itself is a suitably over-the-top drive further into the depths of the Earth to confront the villains of the piece and prevent their plans. The sixth chapter takes the campaign in an even more radical direction and can be run at any time in the campaign once the Investigators have sufficient means and motivation—even in the middle of other chapters.

As a campaign, A Cold Fire Within does something different. There have been plenty of scenarios for Call of Cthulhu which deal with the Science Fictional aspects of Lovecraft’s Cosmic Horror, but not a campaign. It is very much not a campaign of Lovecraftian investigative horror in the eldritch sense, but rather one of fringe science—or ‘Science!’ and fringe theories ranging from Theosophy to the Hollow Earth. A campaign which sees one ancient subterranean scientific empire attempt to rise again, aided by zealous surface dwellers, as the power and influence of Fascism grows and spreads on the surface world. However, as linear and as straightforward as the campaign is, and as solid a hook it provides to pull the Investigators into its events, the Keeper will need to work hard to keep the players and their Investigators on track and motivated. Especially to the point in the campaign where they learn what is really going on and then have a few more options in what they can do. The Keeper also has a lot of NPCs to portray, there being quite a large cast given the relatively short nature of the campaign. If the campaign misses an opportunity, it is perhaps the chance for a flashforward to see the consequences if they fail to stop the antagonists’ plans—this is only hinted at in the conclusion.

Rounding out A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu is a set of four appendices. These collect the campaign’s handouts and maps for easy copying by the Keeper, new tomes and spells, new skills and psychic power, and K’n-yanian Equipment and Vehicles. The new skills include Lore (K’n-yan) and Language (K’n-yan), and Science (Parapsychology), whilst the new Psychic Powers are Dematerialisation and Telepathy. The section on K’n-yanian Equipment and Vehicles details all of the devices and artefacts which the Investigators will discover in the subterranean world of the K’n-yan and any Investigator with a mechanical bent—especially if he falls into the Grease Monkey archetype—will undoubtedly want to tinker with and repair. Lastly, the six pre-generated Investigators are given.

Physically, A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu is a slim, full colour hardback. In keeping with the other Call of Cthulhu titles, the book looks superb, the layout is clean, the artwork—whether black and white, two-tone, or full colour—is superb throughout, though the cover is not necessarily as eye-catching as could have been. The maps are excellent throughout though, although perhaps the campaign could have benefited from better maps of the Catskill Mountains, New York state, and New York City.

There is a Science Fiction genre called Planetary Romance—best typified by the Barsoom-set of stories by Edgar Rice Burroughs—in which much of the story’s action and adventure takes place on exotic alien worlds, noted for their distinctive physical and cultural backgrounds. Now A Cold Fire Within is not set on another world, but it is set in another world, one which also has distinctive physical and cultural backgrounds in the form of the differing groups of the K’n-yan. Further, A Cold Fire Within is a Science Fiction campaign, involving as it does ‘fringe’ science and strange technologies, but of course against a background of Cosmic Horror. What this means is that A Cold Fire Within is a campaign of ‘Inner Planetary Horror’, one which both proves the existence of fringe science and to the horrific applications it can be put to. 

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