Reviews from R'lyeh

Miskatonic Monday #310: For Whom The Bells Toll No More

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

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Name: For Whom The Bells Toll No MorePublisher: Chaosium, Inc.
Author: Borja Morrow

Setting: Spain 1924Product: Scenario
What You Get: Twenty-four page, 3.07 MB Full Colour PDF
Elevator Pitch: History never dies. It just comes back to haunt us.Plot Hook: A culture of cilence could be a culture of secretsPlot Support: Staging advice, four pre-generated Investigators, six handouts, two maps, four NPCs, and one Mythos monster.Production Values: Plain
Pros# Interesting setting# Engaging sense of history# Ypositismosphobia# Blennophobia# Catholophobia
Cons# Needs a good edit# No floor plans# Needs a timeline on which to hang the plot# Needs development to clarify the plot

Conclusion# Too densely presented to use with any ease# Decent setting and idea undermined by lack of clarity

Miskatonic Monday #309: Temple of the Crawling Chaos

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

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Name: Temple of the Crawling ChaosPublisher: Chaosium, Inc.
Author: Man Of Thousand Hobbies

Setting: Egypt 1923Product: Scenario
What You Get: Ten page, 287.19 MB Full Colour PDF
Elevator Pitch: Is there more to the tomb of Tutankhamun?Plot Hook: Something has been stolen from the tomb of Tutankhamun... possibly.Plot Support: Staging advice, one map, three NPCs, and two Mythos monsters.Production Values: Slapdash
Pros# Intended to be a starter scenario# Something of a ‘Doer-Upper’ for the Keeper# Taphephobia# Claustrophobia# Egyptophobia
Cons# Not a starter scenario# Does not clearly state the plot# Needs a slight edit

Conclusion# Too bare bones and not enough clarity# Underdeveloped and ‘Pay What You Want’ is still underdeveloped
# Reviews from R’lyeh Discommends

Miskatonic Monday #308: The Game is Rigged

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

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Name: The Game is RiggedPublisher: Chaosium, Inc.
Author: Ryan Graham Theobalds

Setting: Gulf of MexicoProduct: Scenario
What You Get: Twenty-seven page, 2.63 MB Full Colour PDF
Elevator Pitch: The Thing, but on an oil rigPlot Hook: Some diversions are just not worth the dangerPlot Support: Staging advice, five pre-generated Investigators, two handouts, four maps, eleven NPCs, one Mythos tome, and six Mythos monsters.Production Values: Good
Pros# Tightly plotted scenario # Dramatic set-up# Nice build up of tension# Cinematic style# Myxophobia# Oleophobia# Hoplophobia
Cons# More maps of the oil rig would have been useful# Tightly plotted
# Not every NPC has stats
# Could have been a shoggoth
Conclusion# Tensely plotted, paranoid disaster versus Mythos film# The Thing, but on another platform

Miskatonic Monday #307: No Witness

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

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Name: No Witness: a 1940s Film Noir MysteryPublisher: Chaosium, Inc.
Author: Brendan Lahey

Setting: Montreal, 1943Product: Scenario
What You Get: Fifty-one page, 10.18 MB Full Colour PDF
Elevator Pitch: Serial killer, murder Mythos mysteryPlot Hook: A suicide is murder by any other name... Unless it’s an actual murderPlot Support: Staging advice, four pre-generated Investigators, twelve handouts, one map, eleven NPCs, two Mythos tomes, one Mythos spell, and six Mythos monsters.Production Values: Good
Pros# Clue rich, delightfully investigative scenario# Suitably plotted like a Film Noir# Good use of period photographs# Could be the start of a series# Hemophobia# Wiccanophobia# Foniasophobia
Cons# A would be singer with no Sing skill?# Needs a slight edit
# Many photographs could be handouts if organised better
# A floorplan or two would have been useful
Conclusion# Enjoyably muscular investigative mystery# “Down these Mythos streets, a man must go who is not himself Mythos, and who is neither insane nor afraid.” (with apologies to) – Raymond Chandler

Miskatonic Monday #306: Chaos in Chiapas

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

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Name: Chaos in Chiapas: A Modern Call of Cthulhu AdventurePublisher: Chaosium, Inc.
Author: David Waldron

Setting: Modern Day MexicoProduct: Scenario
What You Get: Sixty-one page, 29.06 MB Full Colour PDF
Elevator Pitch: Tourist Terror in Mythos MeltdownPlot Hook: Some diversions are just not worth the dangerPlot Support: Staging advice, five pre-generated Investigators, one handout, four maps, six NPCs, and three Mythos monsters.Production Values: Shaky
Pros# Scenario for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Solid set-up# Brawling, gunfest of a scenario# One night, one session scenario
# Decent use of setting photographs# Feels like it needs miniatures for the showdown# Megalophobia# Xylophobia# Hoplophobia
Cons# Needs a good edit# More action than investigation
# Feels like it needs miniatures for the showdown
Conclusion# Low budget horror shoot ’em up in the jungle# More miniatures and the Mythos than classic investigation

A Positive Apocalypse II

Dreams and Machines is a post-apocalyptic future set on another planet. One that has suffered not one, but two calamitous events. The world is Evera Prime, settled as one of Earth’s colonies following the establishment of the Gateway that enabled relatively fast travel between the Earth and Evera Prime. The first disaster the colonists faced was when the Gateway stopped functioning, cutting off contact with Earth, forcing them to adapt and survive on their own. The second would come centuries later, after the colony had prospered and developed, establishing Project Builder, a programme to develop resource and power control that was so successful that it would usher in a golden age of post-scarcity and rapid scientific advancement. Then the Builder and its connected systems began to glitch. It stopped anticipating the needs of the people of Evera Prime, and worse, when scientist tried to fix the problem, it turned on them, unleashing its Mech servants and its armoury in a conflagration in which cities would be destroyed, the landscape pockmarked with craters, populations atomised, and worse. Two centuries have passed, and the people of Evera Prime survived and then thrived, hoping one day that a way would be found to make contact with the Earth again. The broad background to the setting are detailed in the Dreams and Machines: Player’s Guide, which also includes the rules for character creation and action, as well as some of the technology of the setting, a mix of high-tech nanotechnology and low-tech scrap, the former almost having magic-like properties.

The Dreams And Machines: Gamemaster’s Guide expands upon the Dreams and Machines: Player’s Guide, both in terms of setting and rules, as well as guidance for running the game. Published by Modiphius Entertainment, this is a post-apocalyptic roleplaying game of exploration and hope, in which the Player Characters delve into the ruins of the past, examine old technology, and protect the many surviving communities against attacks by the Wakers, the robots still working after the events of the apocalypse, and waiting for the moment they detect survivors and the use of advanced technology, to activate and stalk and attack as the last fragments of their programming dictate, the creatures mutated by the affects of the apocalypse, and the Thralls, humans wrapped in loops of wire and marked with ash and paint, who boil up out of the ground to aggressively raid and steal food and technology from the communities.

The Dreams And Machines: Gamemaster’s Guide begins with an exploration of the setting, its history and timeline, its geography, and its factions. There is an overview of technology in the setting, the stats and details of individual devices given in the Dreams and Machines: Player’s Guide. Overall, this expands upon the material given in the Dreams and Machines: Player’s Guide, most notably in developing and detailing more of the factions’ backgrounds. This covers their origins, views on technology, what others think of them, and so on. The various views on technology vary widely from faction to faction, such as the Everans accepting, but not developing technology, the Archivists actively searching for new old technology, and the Dreamers loathing technology. The one faction that is in effect, new here, are the Conduits and the Thralls, barely mentioned in the Dreams and Machines: Player’s Guide. Here they are greatly expanded upon. ‘Thralls’ are the name that the surface dwellers, that is, the Player Characters and others, give to the Conduits. The Conduits are a highly religious group who worship and embrace technology and believe that the Builder saved them from the worst of the war, their fanaticism driving them to raid the surface. They work in secret to restore the technology of the past and the Builder’s network, working from their secret base in the Dark City. Only a very little is known about the Dark City, the Archivists having some knowledge as to why the Builder’s War started, but not necessarily knowing if that is connected to the Dark City and the Conduits.

These are only some of the secrets explored in Dreams And Machines: Gamemaster’s Guide. Also detailed is the history of the Builder and why it was built, and what its current status is now. This is as fragmented and widely dispersed pieces of code, attempting to make contact with each other and rebuild. For most people on Evera Prime, the Builder was intrinsic in triggering the war, and whilst the environmental effects of the war can be found everywhere, the most obvious holdover from the Builder War are the innumerable robots which litter many parts of the landscape, nothing more than mouldering heaps of junk until they receive the right signal, activate, and go on murderous rampages. Such occurrences are rare, but this does not stop most people on Evera Prima fearing the Wakers, as such robots are known. Dreams And Machines: Gamemaster’s Guide also reveals two further hidden aspects of the setting. One is the human involvement in the Builder’s War, whilst the other is the involvement of another ‘agency’. Although the book talks about this ‘agency’ and its involvement in events leading up to the war, it does not actually reveal the identity of what the ‘agency’ is, and nor does it examine how the Player Characters might eventually discover that and other secrets of the setting.

In terms of running the game, the Dreams And Machines: Gamemaster’s Guide provides the Game Master with some excellent advice. It not only covers her responsibilities, but also examines the uses of Truths in play, how to frame scenes and action, handling Threat and how to spend it, and more. In particular, it notes that Threat—the means by which the Game Master can enhance the actions of her NPCs, monsters, and villains—can be used to cajole characters into action when their players are dithering, such as when coming up with a plan, and that it is in the interest of players to give the Game Master points of Theat. This is done when the players have run out of Momentum to give their characters an advantage, and whilst it obviously benefits any opposition that they might face, what the Dreams And Machines: Gamemaster’s Guide makes clear is that it benefits the story too, building tension and making confrontations dramatic. There is advice too on the use of Safety Tools and of Spirit, a Player Character’s inner reserves of concentration and stamina, typically only used in desperate situations.

The advice for the Game Master is both slick and helpful, even well practised. Which should be no surprise given the number of 2d20 System roleplaying games that Modiphius Entertainment has published. Where it disappoints though, is in the lack of advice in terms of what stories the Game Master will tell, what type of scenarios she should be creating for her players. Obviously, the Game Master can draw heavily from the post-apocalyptic genre, but the Dreams And Machines: Gamemaster’s Guide does not explore what makes a Dream and Machines post-apocalyptic story different from that of any other post-apocalyptic story.

The Dreams And Machines: Gamemaster’s Guide does provide a range of NPCs, creatures, adversaries, and other threats. This includes flora and fauna native to both Earth and Evera Prime, as well as mutants. Only the one Earth creature, the Horse, is given stats, though others like the Tiger are mentioned, whilst native fauna includes the Akriti, a nomadic tree that migrates in herds. The arachnid Cryptid, the Prowlcat with its overlapping plates instead of fur, and the wolf-like Snarlback with its extendible mouth, are examples of the Mutant creatures found on Evera Prime. Technology comes in the form of the Nano-Geist, a nanogram capable of interacting with the world as part of its programming, and the Locus, a nanogram tied to an individual location or building. There are random tables for nanogram actions, as there are for Waker functions, which are also detailed in the book. Lastly, there are stats and details for NPCs, including Thralls.

The Dreams And Machines: Gamemaster’s Guide provides a broad overview of the continent of Nedrestia, but goes further in describing a region where the Game Master and her players can begin play. It focuses on New Mossgrove, a trade and exploration hub located in the Regid-Kasteel region, near Kasteel city ruins. Both the ruins of Kasteel and of the mini-city, Sanktejo, provides environments to explore, whilst New Mossgrove serves as a base and source of rumours and possible tasks. It is also the starting point for the included adventure, ‘Secrets in Lost Rios’. This is a sequel to the scenario in the Dreams and Machines Starter Set, but ‘Secrets in Lost Rios’ can be adjusted so that the Game Master need not have had to run the scenario in the Dreams and Machines Starter Set. It opens with New Mossgrove having suffered a Waker attack, a rare occurrence that puts everyone on edge. (This attack is actually the climax to the scenario in the Dreams and Machines Starter Set.) The Player Characters are hired by an Archivist to search for a friend who led an expedition into the wilderness who is missing and is presumed dead. The only known survivor of the expedition was killed in the Waker attack on the town. The expedition was investigating a laboratory in the former resort town of Los Rios, once standing between two rivers, but now between two ravines. There is scope for some decent encounters between New Mossgrove and Los Rios, but when they get there, they discover that someone has already got there before them—a band of scavenging Thralls! The Player Characters will need to drive them off in order to investigate the laboratory fully and confirm that the missing friend is there. The scenario includes some rather ideas as to what happens next and also some ideas for some further adventures. Overall, it is a decent adventure, but probably better as a payoff for the scenario Dreams and Machines Starter Set.

Physically, Dreams And Machines: Gamemaster’s Guide is well presented, the artwork is good, and the writing is really easy to read. Like the Dreams and Machines: Player’s Guide, it has been scribbled on as if it was a child’s journal or diary.

The Dreams And Machines: Gamemaster’s Guide, as intended, completes the core of the roleplaying game with the Dreams and Machines: Player’s Guide. It decently expands upon the information given in the Dreams and Machines: Player’s Guide, coupled with well-practised advice, but the extra information only goes so far. There are still secrets to the setting to be revealed, and there is a lack of advice for creating adventures specific to the setting of Evera Prime that would have been helpful too. That though will have to wait for the Dreams And Machines: GM’s Toolkit. In the meantime, if the Game Master wants to create her own content, Dreams And Machines is probably best suited to someone who already has experience of writing her own adventures. Overall, the Dreams And Machines: Gamemaster’s Guide is a nicely accessible and solid book for the Dreams And Machines Games Master.

Gloombusters

In the aftermath of a post-apocalyptic event, there is only one thing standing between the fate of the survivors and the ever-encroaching, ever-hungry, evil known as The Gloom, and that is the Samurai Goths! Which is about as much background as there is in Samurai Goths of the Apocalypse, a roleplaying of gonzo survival horror inspired by the Gothic musical culture that grew out of the Punk movement in the late nineteen seventies. All that matters is that the Samurai Goths look good and know where their tessen, tanto, shuriken, and katanas are. Published by Uknite the Realm, this is a straight-to-DVD action movie of a roleplaying game in which the Samurai Goth face the Gloom and fight creatures like the ‘Danger Louse’, the ‘Tornacrow’, and the ‘Eyelasher’, all before coming home with their shopping for a nice hot cup of tea or a glass of absinthe or a snakebite and black.

A Samurai Goth in Samurai Goths of the Apocalypse has a Goth dynasty, a Samurai weapon, three attributes—‘Samurai’, ‘Goth’, and ‘Apocalypse’, and then a Name, Nature, and Band. The latter is the name for the Samurai Goths’ group as a whole. The seven Goth Dynasties are the Corporate Goth, the Cybergoth, the Gothabilly, the Pastel Goth, the Romantic Goth, the Traditional Goth, and the Western Goth. Each Dynasty provides a Free Ability and an Action Point Ability, the latter needing the expenditure of Action Points to use. For example, the Traditional Goth has the Free Ability of ‘Levitate’, simply floating in the air, and the Action Point Ability of ‘Trailblazer’, which lets them give an ally an extra ally and add a bonus to their own next attack, whilst the Cybergoth has the Free Ability of ‘Neon Night’, a temporary light, and the Action Point Ability of ‘Sonic Rave Blast’, which lets them let out a sonic blast of industrial goth rave music which knocks prone all enemies close by. Similarly, each Samurai weapon has its own Action Point Ability, such as the ‘Counterstrike’ of the katana and the ‘Pinning’ of the Yari.

The three attributes—‘Samurai’, ‘Goth’, and ‘Apocalypse’—correspond to ‘Combat’, ‘Persona’, and ‘Survival’ respectively, and are rated one, two, or three. The Samurai Goth will also have Talents, such as Truck Driver, Accordionist, Charming, and Medicine, but these are selected during play rather than during the creation process. Overall, the process is very quick and easy, a player having only to make a handful of choices.

Name: Buffy Hayes
Nature: Perky
Band Name: Resist The Bitter Cabaret
Goth Dynasty: Traditional Goth
Samurai 2 Goth 3 Apocalypse 1
Feathers: 1
Willpower: 6
Goth Dynasty Abilities: Levitate (Free), Trailblazer (Action Point)
Samurai Weapon: Tessen (Deflect)

Mechanically, Samurai Goths of the Apocalypse used the CONSUMED6 game system. This uses six-sided dice that the players roll, rather than the Gloom Weaver, as the Game Master is known in Samurai Goths of the Apocalypse. To have his Samurai Goth undertake an action, a player rolls a number of dice equal to the appropriate attribute. A Talent, if appropriate, can add an extra die, as can an ability from a Dynasty. The highest die result counts, and if the result is four, five, or six, the action is a success, but a failure if the highest result is a one, two, or three.

Combat in Samurai Goths of the Apocalypse expands on this quite a bit. Initiative is a simple roll of a single die, a success indicating that the Samurai Goths act first, a failure indicating that they act second. When in combat against the Gloom, it has two effects upon the mechanics. The first is that rolls of six explode and enable a player to roll another die, whilst the second is that rolls of one consume the highest success. If any successes are left over, the number of successes indicates the amount of damage inflicted on the enemy, whilst if there only failures left over, the number indicates the amount of damage suffered by the Samurai Goth.

In addition to standard actions, Weapon Abilities and Goth Dynasty Abilities can be activated by expending Action Points. Weapon Abilities cost two Action Points to activate and Goth Dynasty Abilities cost one. A Samurai Goth has a maximum of three Action Points and is earned by inflicting damage and as a Gloom Weaver reward during play. A Samurai Goth also has ‘Feathers’. He starts play with one and earns more by completing missions, up to a maximum of six. They can then be spent to alter a single die rolled by an ally by a single pip, but more feathers will alter it by more. Once earned, ‘Feathers’ reset between adventures.

When a Samurai Goth suffers damage, it is deducted from his Willpower. He can only suffer a total of six damage, but if he suffers a seventh, the corruptive influence of the Gloom, he will fall unconscious and suffer a ‘Gloomagen’. This means that the Gloom has infected and mutated him. For example, ‘Stygian Sight’ means that one of the Samurai Goth’s eyes has swollen and becomes with a swirling pool of complete blackness, meaning that he can see in the dark and even great distances. The Samurai Goth’s Willpower then resets to six. However, a Samurai Goth can only possess two Gloomagens. If a third would be suffered, the Gloom consumes him and he becomes one of its servants!

For the Gloom Weaver, there is a set of tables for creating Gloom monsters, some sample Gloom monsters, a table of prompts, and that is it. Which is underwhelming to say the least. For a roleplaying game designed for quick play, it does leave a lot for the Gloom Weaver to do in terms of setting and missions for her Samurai Goths to play through. Worse, there are a couple of pages devoted to just art—and as nice as that is—they could have been better used to support the Gloom Weaver. So yes, this is disappointing, but in terms of setting, the simplest thing that the Gloom Weaver could do is actually set her Samurai Goths of the Apocalypse campaign in a twisted, post-apocalyptic version of her own neighbourhood or somewhere that is familiar to most of her players. Then take that community and have it changed and twisted by the Gloom-laden apocalypse and use it to drive plots.

Physically, Samurai Goths of the Apocalypse is a black and neon affair. The book is easy to read and the artwork is suitably scrappy and cartoonish.

Samurai Goths of the Apocalypse is a quick-to-learn, throw down and play kind of roleplaying game. It is a cheesy combination of stereotypes and action that reeks of high-concept, low budget films and offers a few sessions worth stand against the Gloom storytelling once the Gloom Weaver has her setting and a scenario or two in hand.

Friday Fantasy: The Veiled Dungeon

Given the origins of the roleplaying hobby—in wargaming and in the drawing of dungeons that the first player characters, and a great many since, explored and plundered—it should be no surprise just how important maps are to the hobby. They serve as a means to show a tactical situation when using miniatures or tokens and to track the progress of the player characters through the dungeon—by both the players and the Dungeon Master. And since the publication of Dungeon Geomorphs, Set One: Basic Dungeon by TSR, Inc. in 1976, the hobby has found different ways in which to provide us with maps. Games Workshop published several Dungeon Floor Sets in the 1980s, culminating in Dungeon Planner Set 1: Caverns of the Dead and Dungeon Planner Set 2: Nightmare in Blackmarsh; Dwarven Forge has supplied dungeon enthusiasts with highly detailed, three-dimensional modular terrain since 1996; and any number of publishers have sold maps as PDFs via Drivethrurpg.com. Loke BattleMats does something a little different with its maps. It publishes them as books. To date, this has included the Big Book of Battle Mats: Rooms, Vaults, & Chambers, the Big Book of Cyberpunk Battle Mats, The Dungeon Books of Battle Mats, The Wilderness Books of Battle Mats, The Towns & Taverns Books of Battle Mats, and Castles, Crypts, & Caverns Books of Battle Mats. However, The Veiled Dungeon is something a little different, something more like Dungeon Planner Set 1: Caverns of the Dead and Dungeon Planner Set 2: Nightmare in Blackmarsh.
The Veiled Dungeon is a boxed set containing a set of maps, encounter cards, and a book of encounters and monsters, all of which can be used in the adventure in the book or used by the Dungeon Master to create her own encounters. It is designed as both toolkit and ready-to-play adventure and comes decently appointed in whatever way the Dungeon Master wants to use it. The adventure itself, ‘The Raiders of the Cerulean Ruins’, is designed for Player Characters of between Third and Fifth Level for Dungeons & Dragons, Fifth Edition. It comes as a boxed set containing twenty separate maps, forty monster cards, and a reference book.

The maps are done on double-sided seventeen by eleven light card sheets, in full colour and marked with a grid of one-inch squares. All are suitable for use with both wet and dry markers. They include hallways, corridors, dormitories, storerooms, workrooms, crumbling bridges over yawning magical chasms, grand staircases, magical circles, ziggurats, shattered rooms, courtyards and entrances, and more. They are bright and colourful and done in the style recognisable from maps from Loke BattleMats. They are also compatible with them, meaning that they can be used alongside all of the publisher’s maps to expand the playing area and add variety.
The monster cards are also double-sided and done in full colour. On the front is an illustration of the creature, which of course, can be shown to the players when their characters encounter them, whilst on the back is its full stats for easy reference by the Dungeon Master. There are one or two NPCs, such as the Veteran Scholar, but the rest are all monsters. Many of them are animated objects—animated objects to be found in the scenario—and it is clear that the author has had a lot of fun naming and designing them. There is the ‘Animated Scroll Storm’, which acts like a swarm of paper that inflicts paper cuts and on a critical can cast a random cantrip; ‘Bad Dreams’ is animated bed that inflicts ‘Things that go bump’ damage and if a target is prone makes them fall asleep ‘Night, Night!’; and ‘Belligerent Bookcase’, a ‘Vindictive Teacher’ that makes attacks against targets with an Intelligence of twelve or less at Advantage and will then ‘Throw the Book’ at them! The most fun, at least in terms of names, is the ‘Chest of Jaws’, that likes to grapple its targets and steal small items with ‘’That’s Mine’ and then hangs on with ‘Lockjaw’ for both Advantage and extra damage. The animated furniture is especially fun and all of the pieces could easily be used elsewhere—as could many of the monsters.
The Reference Book for The Veiled Dungeon is initially somewhat confusing. Is it, or is it not, a scenario called ‘The Veiled Dungeon’? Well, sort of, but first what the Reference Book does is actually break down the elements of the dungeon, not necessarily to help the Dungeon Master run the pre-written version which follows later in the book, but to help the Dungeon Master create something of her own, but still similar. The elements common to both the adventure contained in the box and the one that the Dungeon Master might create include the myth of the Veiled Dungeon and its invasive fog that shifts and walls that move. How scholars keep discovering it and as they dig deeper, becoming obsessed with exploring further, arousing the interest of a deity of madness and obsession, until they make one terrible discovery, and the fog is unleashed, wreathing its way through the complex, changing and twisting the walls and rooms and letting deadly new monsters in!
The Reference Book then takes the Dungeon Master through the different elements of the adventure. This begins with the maps and then provides tables for creating motivations, persons and organisations that might employ the Player Characters, the size of the dungeon and variations upon it, and then multiple different encounters. It breaks these encounters down area by area rather than by individual locations. The last part of Reference Book consists of the bestiary for ‘The Veiled Dungeon’. From ‘Activated Rope’, ‘Animated Scroll Storm’, and ‘Arcane Golem’ to ‘Veteran Scholar’, ‘Unwelcome Rug’, and ‘Wyrmspawn’, every monster gets a decent write-up, typically a paragraph in length. The more major monsters, like the ‘Malevolent Veil Fiend’ and the ‘Sentinel Statue’, get much longer write-ups, as befitting the threats they represent.

The tools are there for the Dungeon Master to create her own version of ‘The Veiled Dungeon’, but the Reference Book also includes its own pre-written adventure, essentially the designer’s own version of ‘The Veiled Dungeon’. This is ‘The Raiders of the Cerulean Ruins’. The Cerulean Ruins are an important ‘Site of Special Arcane Interest’—or ‘SSAI’—currently being excavated by the Yore Institute. The latter hires the Player Characters to investigate the complex after contact has been lost with its staff and students. It is part-scholar, part-archaeological dig, that gets increasingly darker and weirder. The Player Characters will initially gain some information about the status of the complex from a former employee who has turned ‘ruin raider’, but it does not quite prepare them for what they find. Much of the fittings and furniture have been twisted into malevolent monstrosities and there is a growing sense of madness and chaos, the deeper the Player Characters go. Progress through the dungeon is intentionally compartmenalised. This is done by making the Player Characters need to find keys to unlock particular sections of the dungeon. This is not only a device to have the Player Characters explore every section, but also to prevent them from haring through the dungeon, so forcing the Dungeon Master to clear the table of one set of maps and then set up another.

In the epilogue to the adventure there is an interesting line: “One of the scholars also points out that they have uncovered rumours that might lead to another set of ruins similar to this one!” Which, should the players and their characters follow up on, would enable the Dungeon Master to use the tools to create a new version of ‘The Veiled Dungeon’ of her own, which almost exactly, but not like The Cerulean Ruins. What happens if the Player Characters do follow up on this lead is not explored in the Reference Book, sadly, since some overarching plot could have provided more motivation and storytelling possibilities than simple repetition. Nevertheless, ‘The Raiders of the Cerulean Ruins’ is a good scenario with a decent mix of exploration and combat and a few clues to help the players and their characters work out what is going on.

Physically, The Veiled Dungeon is a handsome boxed set. Everything is well presented. The artwork is excellent and the cartography is as good as you would expect.

The Veiled Dungeon is a slightly odd product, both an adventure and a toolkit to create similarly themed adventures. It perhaps could have done with advice to connect the adventures or provide a bigger plot perhaps, so that the Dungeon Master would have found it easier to create and link, if that is what she desires, the variants upon ‘The Veiled Dungeon’. Nevertheless, whether she is running the included ‘The Raiders of the Cerulean Ruins’ or a version of ‘The Veiled Dungeon’ of her own devising, the contents of The Veiled Dungeon are going to look good on the table.

The Other OSR: HOWL

Sailing in search of work—the ruler of a distant port is said to be offering a generous reward for investigating a great dungeon under the city—the Player Characters find themselves aboard The Erebus, when it is caught in a sudden storm that brews in ferocity until it and its crew, as well as the Player Characters are dashed onto a desolate shore marked only by cliffs! When they awake, cold and sodden, half the crew are dead and half the crew are missing, drag marks in the rough sand the only indication of their fate. As the Player Characters stare up at the cliffs a pair of glowing red eyes appear over the lip and a brutally bulky creature stares down at them before letting out a thunderous howl that shakes their very souls! This is the start of HOWL: A Horror Adventure of Dark Folklore for Cairn. Published by By Odin’s Beard, best known for Runecairn Wardensaga and We Deal in Lead, it was previously available as The Howling Caverns, written for use with Dungeons & Dragons, Fifth Edition, but has now been adapted to the micro-clone, Cairn. The name of the ship, The Erebus, the high cliffs, and the howling beast all lend themselves to certain inspirations and HOWL is upfront about them. This is a scenario inspired by Bram Stoker’s Dracula, the Yorkshire port of Whitby where Dracula came ashore after travelling aboard The Erebus, English folklore, and Ravenloft, the classic horror setting for Dungeons & Dragons.

HOWL: A Horror Adventure of Dark Folklore for Cairn begins with the Player Characters aboard The Erebus and have the opportunity to help the ship’s crew and so perhaps help save the ship. Of course, that does not happen, but they may be able to keep some of the crew alive who will help them later ashore. What they also discover once they wake up from the shipwreck, they find a number of skeletons that rise to attack and once defeated, they learn from a note carried by one of the skeletons that they have been cursed! A Barghest—perhaps the beast on the cliff—is abroad and is stalking them. The only solution seems to lie up the narrow cliff path and onwards to the nearby village of Krasnaloz. What is quickly apparent is that the village is run down and its inhabitants disaffected, but they are forthcoming about the Barghest and its legend. This is, that last night, after three days of violent storms, lightning struck a tree and when it fell, it opened up a cave out of which it is said that the Barghest exited and let out its first howl!

The Player Characters have the opportunity to gather more background and clues, many of them freely given by the few staff patrons of the amusingly named ‘The Slaughtered Lamb’. This includes too, the possible means of lifting the cure that they are under and even an offer of help from a bard who recently lost her partner to the Barghest. Other clues can be gathered at a ruined temple, long fallen into disuse, before the Player Characters set out to investigate the caves located in the countryside to the north of the village. Bar a possible encounter or two in the wintery surrounds, the Player Characters will quickly arrive at the cave and begin to explore its depths. The first few chambers in the network show signs of occupation, but have clearly been abandoned, whilst the later ones show signs of exploration and hide secrets. Only in the last chamber will the Barghest be found and in confronting the creature, some secrets will be revealed.

The adventure is linear, but well designed and atmospheric. In the first part, there is a definite feeling of the cold and isolation on a bleak coast, whilst the dungeon itself is a contrasting split between a lair and a magical retreat. The former having abandoned, whilst the latter is being explored, a mixture of puzzles and traps with a dose of the weirdness of the deep thrown in. Altogether, the scenario should provide three or so sessions to play through, a single taking the Player Characters from the shipwreck to the village and the second two sessions into the cave system. At the end though, HOWL may leave the players and their characters unsatisfied. There is resolution, but not one likely to leave them happy. In part, this is due to the fact that HOWL is the first part of an extended campaign, and as yet, the sequel, Colossus Wake, has not been adapted from Dungeons & Dragons, Fifth Edition. In part, because the Player Characters are going to feel manipulated by the end of the scenario and without that sequel, there is no way in which they can address the issue themselves.

Physically, HOWL is very cleanly and tidily presented. The layout is excellent and although the location descriptions for the cave do not include individual excerpts from the main dungeon map, there is a relationship diagram showing the links between one room and another. The artwork is decent and the maps are good too. The NPC and monster stats are listed at the back, so the Game Master will need to flip back and forth.

As a scenario for the Old School Renaissance, HOWL is easy to adapt to other retroclones, but as a scenario for Cairn, with a little effort, it could easily be adapted to Into the Odd and run more like a scenario for Masque of the Red Death and Other Tales. Overall, HOWL: A Horror Adventure of Dark Folklore for Cairn pleasingly combines Gothic horror with fantasy horror in a very easy-to-use format.

Companion Chronicles #1: The Tree Hazardous

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

—oOo—

What is the Nature of the Quest?The Tree Hazardous – Three Mini Adventures for Pendragon 6th Edition is a scenario for use with Pendragon, Sixth Edition which details a minor quest deep into the forest that can be used as side quest or adventure and played through in a single session.

It is a full colour, twenty page, 2.54 MB PDF.

The layout is tidy and it is nicely illustrated.
Where is the Quest Set?The Tree Hazardous is set northeast of Hertford, deep in the Quinqueroi Forest in Logres. It can very easily be shifted to the forest of the Game Master’s choice.
Who should go on this Quest?
The Tree Hazardous does not require any specific type of knight. However, a good range of skills is required, and each the three mini-quests tests not only tests a range of skills including combat skills, Singing, and Play (Instrument), but also features one or more sets of Personality Traits in the course of their encounters.
It is best suited for play by one, two, or three Player-knights, each of whom will undertake an individual quest when encountering the ‘Tree Hazardous’ of the title.
What does the Quest require?
The Tree Hazardous requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.
Where will the Quest take the Knights?The Tree Hazardous opens with the Player-knights already having learned of the local legend of the Tree hazardous, which tells of the unusually large yew tree deep within the forest and the supposedly strangeness high up in its branches. With a little time searching, they will be able to locate this tree and as daylight ebbs away and the Tree Hazardous is found, the Player-knights each hear voices from high up in the branches. In climbing the tree and going to investigate the voices will lead the Player-knights to one of the three mini-quests that make up the meat of the scenario.
The three mini-quests are ‘The Ivy Knight’, ‘The Bird Chorus’, and ‘The Devil Squirrel’. In ‘The Ivy Knight’, the Player-knight will have his ‘Valorous/Cowardly’ Traits tested when he is faced by a knight who wishes to escape a curse. ‘Honest/Deceitful’ and ‘Modest/Proud’ are the Traits tested in ‘The Bird Chorus’ as the Player-knight gets to sing or play and engage with some musical birds, whilst ‘Merciful/Cruel’, ‘Trusting/Suspicious’, and ‘Valorous/Cowardly’ are tested in ‘The Devil Squirrel’ as the Player-knight attempts to save both a young boy from the clutches a squirrelly sinister threat and themselves from a similar fate. Each of the three is quite different in tone. Thus, ‘The Ivy Knight’ is quite mournful; ‘The Bird Chorus’ veers between joyous and ever so slightly menacing, and ‘The Devil Squirrel’ is dark and dangerous. All end not only with their possible Glory awards, but also several loose ends that the Game Master and the Player-knights can follow up.
All three mini-quests are clearly presented, so that the Game Master could run them together with a group of three Player-knights, each tackling a different mini-quest. Alternatively, the Gamemaster can take any one of the three mini-quests and present it on its own in a one-on-one session with the player and his knight. All three also make clear which personality Traits and which skills are involved so that not only is each mini-quest easy to run, but easy to tailor to a Player-knight and his personality Traits and skills if the Game Master chooses to do so.
Should the Knights ride out on this Quest?Although there is an element of utilitarianism to collection in that its contents can be run in a single session for a handful of Player-knights or extracted so each of its mini-quests can be run for a single player, The Tree Hazardous – Three Mini Adventures for Pendragon 6th Edition presents three nicely written and engaging little quests that will test both the knights and their players. Their format and their length mean that whether as a single mini-quest or all three, The Tree Hazardous – Three Mini Adventures for Pendragon 6th Edition is quick and easy to prepare and slot into a campaign.

Jonstown Jottings #92: Night at the Sunshine Inn

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, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?Night at the Sunshine Inn is a scenario inspired by Night of the Living Dead for use with RuneQuest: Roleplaying in Glorantha in which the Player Characters are hired by an Issaries merchant to guard a shipment of ore being transported from Jonstown to Boldholme.

It is a possible sequel to the scenario, ‘A Rough Landing’, from the RuneQuest Starter Set.

It is a full colour, seventeen page, 3.66 MB PDF.

The layout is a bit tight and it is lightly illustrated.

The cartography is excellent.
It needs an edit.
Where is it set?Night at the Sunshine Inn begins in Jonstown, but will take the Player Characters east to the Old Tarsh Road and from there to a stop at the Sunshine Inn overnight, before (supposedly) travelling onto Boldholme.

It is set after Scared Time, 1625.
Who do you play?
Night at the Sunshine Inn does not require any specific character type, but Player Characters who are capable warriors are highly recommended.
What do you need?
Night at the Sunshine Inn requires RuneQuest: Roleplaying in Glorantha, the RuneQuest Gamemaster Screen Pack, and the RuneQuest: Glorantha Bestiary.
What do you get?Night at the Sunshine Inn sets up a tale of revenge as the Player Characters find themselves at an inn which is suddenly attacked in the night. their initial challenge will be in properly arming themselves and donning their armour as the Chaos of the attack plays out around them. The Player Characters will need to hold off three waves of attacks from a band of Scorpionmen and their allies over the course of the night. Effectively, this is ‘tower defence’ style scenario, though much like the Zombies mode for the Call of Duty computer games, the Player Characters have access to timber, nails, and a hammer so that they can board up broken doors and windows between attacks. It echoes the classic ‘Gringle’s Pawnshop’ from Apple Lane.
By the time morning comes, the fact that their employer never turns up—he was supposed to join them at then Sunshine Inn—and the person he wanted them to meet at the inn is not there, should suggest to the players and their characters that something very odd is going on here. The likelihood is that the Player Characters are going to want to ask him some questions. He is a rather shifty-looking character, so that may tip the players and their characters off to the fact that he is up to no good.

Night at the Sunshine Inn is a simple scenario, primarily combat focused, though there is opportunity for roleplaying and interaction with the other customers at the Sunshine Inn. The Game Master may want to reduce the Reputation reward as it is a little high and since its climax is the defence of a single location, actually run it as a battle with miniatures to keep track of everything as there are a lot of combatants. One aspect not explored is what happens to the Sunshine Inn afterwards and what effect the attack has upon the fortunes of the Goodhaven clan that own it.
Is it worth your time?YesNight at the Sunshine Inn is a quick and dirty scenario that provides a single session of action and combat that can be easily inserted into a campaign or run as a side mission when a player or two cannot make it.NoNight at the Sunshine Inn is simplistic and combat-focused and the antagonist may be too shifty for the players to trust him, let alone their characters. Plus, the Game Master may not yet have run the scenarios from the RuneQuest Starter Set.MaybeNight at the Sunshine Inn is easy to run and add to a campaign, and may serve as a change of tone and pace between more interesting and sophisticated adventures.

Screams on Screen

They say that if you want to make it big in Hollywood, you are going to have to sell your soul. Not necessarily the devil, but to some studio executive for certain. Life is hard trying to make it big in Tinseltown, but that does not stop a whole lot of people trying—and when they get there, from working just as hard to stay on top, or as close as they can get. Fame and fortune, and your name up in lights on the marquee at Grauman’s Chinese Theatre on Hollywood Boulevard beckon if you work hard enough, have got the talent, and get lucky. Right now, you got some of that and more—a contract. A contract with Starfall Studios, where, “The Brightest Stars are brought down to earth, just for you!”. In truth, you are a B-List actor, perhaps on the way up, perhaps on the way down, and also in truth, Starfall Studios has not had a hit in years. However, you know you can change that, because you know you are good and with the new management and the new funding, this could be your chance to get noticed. If not make a big hit, then big enough to maybe get an award nomination, get picked up by a bigger studio, and get put in bigger pictures.

This is the set-up for SHIVER Blockbuster: Legends of the Silver Scream, a cinema-themed campaign for Shiver – Role-playing Tales in the Strange & the Unknown, the horror roleplaying game published by Parable Games. In the campaign, the players take on the roles of actors working for a small film studio in Hollywood, trying to make some blockbusters and get noticed. It has five scripts, each bound to be a surefire hit in which the actors get to prove how good—or bad—they are and make Hollywood sit up and take notice! Effectively, each player is roleplaying an actor who is playing a role in five different films, so five times—and slightly more—the roleplaying as in any other campaign or roleplaying game, unless they always play the same role and play it to the camera. Then, the best thing of all, a roleplaying game like Shiver – Role-playing Tales in the Strange & the Unknown and thus SHIVER Blockbuster: Legends of the Silver Scream, has got a budget bigger than any Hollywood studio. So, it can make any film and it will never blow the budget!

Actor creation in SHIVER Blockbuster: Legends of the Silver Scream works like that in Shiver – Role-playing Tales in the Strange & the Unknown. First, a player selects an Archetype, a Background, and a Fear. Then for SHIVER Blockbuster: Legends of the Silver Scream, he selects a Starring Role. This can be ‘The Leading Hero’, ‘The Stunt Performer’, ‘The Thespian’, ‘The Heartthrob’, ‘The Love Interest’, ‘The Comic Relief’, ‘The Method’, and more. Each Starring Role has a Star Power and Audience Expectation. The Star Power is a unique ability that the Actor can perform once per quarter of the Doom Clock, whilst the Audience Expectation is something that if done on screen will gain the Actor the favour of both the audience and the Director, and so boost his career. So, for ‘The Love Interest’, the Star Power is a ‘A Healing Heart’ that enables the Actor to make a Heart Check and regain Hit Points if they perform a romantic scene, whilst the Audience Expectation ‘Break Heart/Bow Minds’ in which the Actor wants the audience’s favour to fall in love with them and so will make romantic confessions, and have moments of passion or tear-jerking moments to get the audience to love them.

Depending upon how well an Actor performed, he or she can receive an Accolade or a Review. Both are awarded by the Director. Engage in both Star Power and Audience Expectation and an Actor will earn an Accolade, but if not, he or she may be in line for a Bad Review. Accolades include the ‘Performance Award’, ‘Hall of Fame’, ‘Rabid Fanbase’, ‘Top Billing’, and so on, whilst Bad Reviews include ‘Hamming It Up’, ‘Worst Actor Ever’, and ‘Boring Performance’. Accolades provide a minor benefit, whilst Bad Reviews act as minor disadvantage. For example, ‘Performance Award’ gives the Actor a piece of armour to use in the next film, but once used, it is gone, whilst ‘Looking Fit’ grants Advantage on acts of athleticism. The Bad Review, ‘Diva Reputation’ means that if the Actor fails a Check that would advance the Doom Clock, if they also fail a Strange Check, they suffer Soul damage.

It is possible for a player to change his Actor’s Starring Role and the book suggests that if multiple players want their Actor to take a particular Starring Role, then they should audition! However, the awarding of Accolades and Bad Reviews is the purview of the Director and can be subjective. The problem is that they are effectively grading a player’s roleplaying skill and performance—good, bad, or indifferent—and that is not natural to roleplaying as a hobby. The advice on the matter is cursory, but nevertheless, this is a fun mechanic and enforces the film studio and life in pictures set-up of SHIVER Blockbuster: Legends of the Silver Scream. What the Director might want to do perhaps is encourage the input of the players in deciding the Accolades and Bad Reviews, possibly forming an association of Hollywood critics and roleplaying its members too to expand the roles that the players take?

Once set up, SHIVER Blockbuster: Legends of the Silver Scream presents five very different ‘scripts’ or scenarios. Each is very nicely formatted, including a set-up, a Classification Board, details of what the Director knows, enemies, weapons, and items, the epilogue, and the Doom Events. The Doom Events are the four events per scenario that can be triggered over the course of the script, whilst the Classification Board categorises the scenario. Actually the ‘SHIVER Board of Classification’, for each scenario it lists the length of play time, number of players required, Subgenre, Film Age Rating, Content Warning, Recommended Ability Level, and Watchlist. The latter includes the archetypal films that the script references and that the Director should watch for inspiration. Every film lists the roles required as well.

All five adventures in SHIVER Blockbuster: Legends of the Silver Scream can be played through in a single session, or two at the most. The first is ‘A Little Adventure’, which is inspired by Honey I Shrunk the Kids and The Incredible Shrinking Man and finds a family visiting Grandpa for the weekend only to find him missing and themselves suddenly shrunk into a big world where they must battle toys, pets, and insects from doll’s house across the garden to find a way to get back to the right scale. ‘Crossbones’ Treasure’ is inspired by Pirates of the Caribbean and The Goonies, and is a classic pirate tale that has the cast race across the Caribbean in search of pirate treasure and facing ghosts, undead, and a giant crab. The third scenario is ‘Intergalactic Planetary Temple of Terror’ is a Science Fiction film which is in parts Guardians of the Galaxy, Star Wars, and Flash Gordon. The Player Characters are galactic criminals who escape space prison and are chased by their robot masters known as the Authority all the way to an ice planet where they will be faced by a dilemma whose outcome will affect the universe! A combination of Lord of the Rings, Legend, and Clash of the Titans*, ‘Medieval Dead’ is a fantasy romp in which the Player Characters are would be heroes, apprentice members of the Adventurer’s Guild, who are forced to suddenly graduate to actual, proper heroes when at the annual Merry Heroism Festival, an army of skeletons and a skeletal dragon, led by the Necromancer kills them all. Plus, he also kidnaps the princess. So not only a revenge mission, but a rescue one too which pokes a little fun at Dungeons & Dragons too, all the way to Mount Gloom. The last scenario is ‘Deep Red Sea’ which is inspired by the Indiana Jones series of films, Jaws, and Atlantis: The Lost City. What starts as a shark hunt to improve the tourism of a Pacific coast town in 1941 turns into a confrontation with a big sea monster and an evil cult from under the sea!

* Hopefully the original and not the dire 2010 remake.

Now all five of the scenarios in SHIVER Blockbuster: Legends of the Silver Scream are linear. This is to be expected, as after all, they are meant to be films being shot by a film studio. They could also be extracted from the book and run as one-shots, but that would be to ignore the meta-level written into the campaign, that is, the fact that the Player Characters are Actors. Where the players get to roleplay Actors in five different films over the course of SHIVER Blockbuster: Legends of the Silver Scream, in between, they get to play the Actors themselves. Between each film there is an interlude. Starfall Studio is running a very busy schedule, so the Actors will have little time between wrapping up shooting on one picture and shooting the next, so will be confined to the Star Trailer Park. In the first interlude, between ‘A Little Adventure’ and ‘Crossbones’ Treasure’, the players get to introduce their Actors and what their Starring Role is and each is visited by their Agent for the dreaded Performance Review. This is when the Accolades and Bad Reviews are handed out. One odd issue perhaps is that the Actors all share the same Agent, but that does also suggest a certain creepiness to their situation and this is only enhanced by the ominous events which can occur to one or more of the Actors. These ominous events are inspired by the previous films which the Actors have just finished making and serve to add to the creepiness as more and more of them occur as more films are made. One option to offset the oddness of the single Agent, is to have the players roleplay the different Agents for their Actors, which will add another level of roleplay to the campaign and make it a little more like troupe play.

Over the course of the four interludes, life at the Starfall Studio lot gets more and more mysterious, like the scriptwriter on all five films going missing or a rabid fan running amok, until ‘The Last Reel’. Drawing inspiration from This is the End and Scream 2, in this campaign climax, the Actors are forced to step out of their heroic roles and become heroes themselves as they attend the Star Gala at Starfall Studios’ Ciné Star Megaplex and confront one big conspiracy and one big villain, who has been pulling the strings all along, proving, of course, just how evil Hollywood actually is!

Supporting the campaign in SHIVER Blockbuster: Legends of the Silver Scream is ‘The Compendium’. This lists all of the NPCs and monsters which appear in the various films, plus the Inventory for each.

SHIVER Blockbuster: Legends of the Silver Scream is not just a collection of film-themed and film inspired horror adventures. It is more than that and in part, that is where the campaign comes alive, in having the players not only roleplay the cast of characters onscreen in the campaign’s five films, but also step back from that to have them roleplay the Actors performing as the cast of characters. It calls for more roleplaying upon the part of the players, which can be as hammy as they like, because, after all, the Starring Roles are archetypes. And if they want to be inspired by particular actors who resemble those Starring Roles, then all the better.

SHIVER Blockbuster: Legends of the Silver Scream is a really entertaining campaign that in presenting five films to make, offers lots of variety, and having the players roleplay both the film casts and the Actors, gives them lots of roleplay to get their teeth into—a clever, well-executed combination.

The Other OSR: Bridgetown

In between the Infinite Sky above and the fog-bound depths of the Under below, the Bridge goes ever on. Towns sprawl upwards into dense conurbations of towers as if to touch the Infinite Sky, whilst the narrow sewers and undercities thread in and out of between the Bridge’s great stone piles. Were one to descend below, you might discover labyrinths and hidden facilities, and deeper still, horrors and strangeness beyond the understanding of any Bridger, each fascinated by the Bridgers brave—or foolish—enough to descend so far. Some Spans of the Bridge are busy towns. Some the gated estates of the aristocracy. Some are broken—by accident or by too much theft of the Bridge’s stone and metal, the only source of either, for the Bridgers. Some have buildings upon which there are rooftop gardens—the only source of food for the Bridgers. Some have gone to seed and overgrown into wildernesses, as much as the cobbles of the Bridge will allow. There is said to be a Span on the Bridge where it is perpetual night and another where the Span revolves slowly to connect with the rest of the Bridge once a day. It is also said that the Bridge is alive and some can hear its whispers if they listen carefully enough. In between every Span, stands a Gatehouse. Most are operated by the Turnpike Guild, taking travellers money in return for supposedly safe passage, though most regard the supposedly protective guild members as nothing more than extortionists. From the Awful Birds in the Infinite Sky and the Gargoyles lurking seemingly everywhere, everything is hungry and resources are far from plentiful, and occasionally, something strange will happen on the Bridge, though no one will say what. As the Bridge crumbles underfoot, there are those who look beyond their Span, ready to go in search of… something. The Bridgers are at peace now, thanks to the mythical pact between the Trolls and Gruffolk and Humans and Coblins, so now is as good a time as any for a Bridge-Punk to go look for it, somewhere along Bridgetown.

Bridgetown describes itself as a pastoral, liminal roleplaying game. Liminal certainly, as it is always set somewhere in between along the infinite length of the Bridge. Pastoral? Perhaps, but then only so far as the cobbles of the Bridge allows. Published by Technical Grimoire Games, best known for Bones Deep, it uses the TROIKA!, published by the Melsonian Arts Council, this is a roleplaying game of picaresque adventure and exploration along a weird and winding bridge that never seems to end. It is possible for the players to select backgrounds from the core rules for TROIKA!, but Bridgetown has a dozen of its own that all help enforce the feel of the sitting. These are Coblins, Gruffolk, Humans, and Trolls. The Humans include the Cobble Canter, charlatans who beg and spread the word of new gods and ideas like the Unrequited Moon and the Bleeding Stone; the Fallen Aristocrat who has literally fallen out of his tower and been scored by his fellows; the Pebble-Pincher, the homeless of the Bridgetown, who cheerfully avoids the authorities and might be connected to the mysterious Bindlestick Syndicate; the Stonewright, who can shepherd the spirits of the dead into protective keystones and talk to them; and the Turnpike Turncoat, a member who has been turfed out of the Turnpike Guild. Coblins are tiny folk, who typically travel in very large groups, forced out of their homes following the pact that ended their enslavement, finding homes where they can squeeze into. Coblin Cranny-Crawlers travel more openly, whilst Coblins in a Trench Coat disguise themselves in human-sized clothes. Gruffolk are nomadic goat-folk, travelling in braying groups called trips. The Gruffolk Hostler is on an endless quest to feed his Gruffolk travellers, whilst the Gruffolk Pilgrim searches for the perfect destination, the Fat Pastures, the Gruffolk afterlife, with a zeal, but enjoy a good fight along the way. The Troll Sewer Worker maintains and protects the sewers in the Underbridge, and as a member of the Sewer Union, seeks to unionise other works and stand up against the Turnpike Guild, whilst the Troll Shaman, or ‘Croaker’, who sacrifices part of his own stony hide to cast various spells and cures. Lastly, the Stone Keening is a Troll-sized agglomeration of human souls not syphoned into a keystone by a Stonewright, who have animated a pile of rubble and are mostly looking to avoid getting turned into a pile of gravel by a braying mob or for a quiet place to grow moss.

Bridger creation in Bridgetown follows the same process as TROIKA! begins with character creation. A Bridger is defined by his Skill, Stamina, and Luck. A player rolls for each of these, notes his possessions, and then rolls for his Background. Each Background provides several Advanced Skills, which can be actual skills or they can be spells. The process is quick and easy, and also includes an objective or three that each Background might pursue.

Name: Cumil
Background: Troll Sewer Worker
Skill 4
Stamina 18
Luck 6

ADVANCED SKILLS
Sanitation 7, Swim 3, Awareness 6, Tunnel Fighting 6

SPECIAL
See well in dark tunnels and cloudy water
Inoculated against waterborne diseases

POSSESSIONS
Knife, rucksack, lantern, flask of oil, a grimy shovel, miniature trollhole cover (Sewer Union Badge of Membership), slimeproof ratskin cap, snapstipe mushrooms (three provisions)

LOOK’N FOR
Workers to unionise
A place in need of infrastructure
A real breath of fresh air

Bridgetown is described in twelve locations, such as The Heights (and Depths); Craterton with its massive rock that fell from the Infinite Sky; the Squeeze, which is so densely populated that a single path runs through it; the Great Excavation where the inhabitants have dug down so deep into the Bridge, that Bridgers have to climb down deep into the excavated pylon and climb back out again; and Sourstone, which is not home to the Fabled Candy Cobbled Streets where every stone is a treat, but something much worse… If this does not sound that all that many, they are not necessarily one and done locations. All have tables of events and NPCs, so that the Bridgers can visit certain locations again and again, like The Heights (and Depths) and The Wyld Bridge, which are given over to lengths of wilderness.

Between the spans the Gatehouses, massive blocks of stone manned by the various Turnpike Guilds who always charge extra, or special, for ne’er do wells like the Player Characters. The description of each Gatehouse includes the toll that the Bridgers will have to pay to pass. So, The Armistice Gate has a powerful keystone that enforces a ban against the use of all weapons, so the Turnpike Guildsmen have become expert martial artists and brawlers with a penchant for delivering impromptu sermons! To pass through the Gate, the Toll the Bridgers will need to pay is not monetary, but the gruelling ‘Embrace of Peace’ initiation rite and give up their arms and armour. Locations within the Gate include The Hall of Arms where the confiscated arms and armour—some of them actually a rare source of metal on the Bridge—are displayed and stored and The Path of Peace, the temple-point of crossing where travellers cross from one span to the next.
Essentially, every Span and Gate is an encounter all of its own, each unique in their own way and rife with flavour and small details that bring them to life. They can be played in order as written—and Bridgetown includes a full-colour map that both depicts all of the Spans and Gates and allows the Game Master to do that or alternatively, randomise their order. Bridgetown comes with a way to push the Bridgers along in addition to their individual motivations. This is the campaign starter, ‘Stone Soup’, in which the Bridgers come into possession of the Cauldron, a big iron pot with a smiling face in which can be cooked magical stews! Known recipes are few and ingredients rare, but start with a handful of provisions. Possible stews can be boring, fancy, or tainted, and have odd effects such as a fertile stew that makes anything planted in it grow to fruition in a day, turns into a blade that shatters are dealing maximum damage, or makes anyone eating it grow hungrier and hungrier until he finds what he is looking for. The Fertile Stew requires fresh and magical ingredients, the Bladed Stew needs sharp and old ingredients, and the Curiosity Stew wants dull and secret ingredients. In possession of the Cauldron, the Bridgers might be searching for the cure to a horrible disease, for the Perfect Stew that might be the best means of exchange to pass through the many Gates, and so on. The more immediate driver will be the search for more ingredients and recipes, and Bridgetown has lots of information about ingredients and recipes.

Of course, in addition the Game Master can create her Spans and Gates—in fact, a book of reader submitted Gates and Spans would be an excellent companion volume—and she can add her own dungeons to the Under below the Bridge or even insert a ready-to-play one! In addition to the events and NPC tables to be found in most of the Span locations, Bridgetown includes spells linked to the Bridge which require the caster to be touching the Bridge directly and to possess a Spell-Stone. Every Spell-Stone has its own Stamina, which is expended when a spell is cast and crumbles to dust when all of the Stamina is expended. However, overuse of magic in an area causes a Span to weaken and also begin to crumble… Spells include Word on the Street when the caster literally asks the street underfoot what has happened there recently or Stonewall to create a physical wall to slow pursuers or a metaphysical wall to cause obtuse instructions in getting answers! There are further random tables for ‘Weird Weather’, more ‘Bridgetown NPCs or Creatures’, the effects of ‘Magical Spells Run Amok’, ‘Items and Loot’, ‘Awful Birds’, and more.

Physically, Bridgetown is cleanly laid out and accessible. It is clearly designed to be used at the table. The artwork is a mix of the twee and the odd and the doleful, a delightful combination.

As befitting a setting for TROIKA!, there is a weirdness and whimsiness to Bridgetown. In terms of scope, it is designed for short campaigns that would likely take the Bridgers across many of the Spans and through several of the Gates described in its pages, in addition to whatever the Game Master devised of her own. In terms of character, Bridgetown offers some wonderfully engaging choices, but the real character is the Bridge itself, a combination of the original London Bridge and Castle Gormenghast that looms over the Bridgers in their Dickensian flânerie as they in turn trudge and cavort from one Span to the next.

Quick-Start Saturday: Space: 1999

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

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

—oOo—

What is it?
The Space: 1999 – Breakaway Quickstart Guide is the quick-start for Space: 1999 – The Roleplaying Game the post-disaster Science Fiction roleplaying game based on the British television series Space: 1999 which ran for two seasons between 1975 and 1977. Created by Gerry and Sylvia Anderson, famous for their Supermarionation television series such as Thunderbirds and Captain Scarlet, Space: 1999 is a live action series which told the story of the men and women of Moonbase Alpha. Just as mankind was set to launch a manned probe to investigate a signal from deep space, disaster struck and the Moon was blasted out of Earth’s orbit and hurled into deep space. The series told of the encounters and challenges that the personnel of Moonbase Alpha would face as they were thrust into the cosmos. It includes a basic explanation of the setting, rules for action and combat, setting rules, the adventure, ‘Breakaway’, and six ready-to-play, Player Characters.

It is a fifty-one-page, 23.94 MB full colour PDF.

It needs a slight edit in places.

The quick-start is decently illustrated with a mix of stills from the television series and excellent artwork. (The reader should be warned that the colour palette matches that of the television series, and since it was made in the seventies, this involves a lot of orange and tan, though no avocado.)* The rules are clearly explained and are a less mechanically detailed version of the 2d20 System.

* No bathrooms appear in the Space: 1999 – Breakaway Quickstart Guide so there is no way to be certain.
How long will it take to play?
The Space: 1999 – Breakaway Quickstart Guide and its adventure, ‘Breakaway’, is designed to be played through in one session, two at most.

What else do you need to play?
The Space: 1999 – Breakaway Quickstart Guide requires at least two twenty-sided dice per player and two sets of different coloured tokens, one to represent Momentum, one to represent Threat.

Who do you play?
The six Player Characters in the Space: 1999 – Breakaway Quickstart Guide consist of a a Team Commander, an Operations Officer with a penchant for a ‘Nice Cup of Tea’, a Security Officer, a quiet and dedicated pilot, a hard-working Scientist, and a Doctor with experience of working on frontiers.
How is a Player Character defined?
A Player Character in the Space: 1999 – Breakaway Quickstart Guide—and thus the Space: 1999 – The Roleplaying Game—will look familiar to anyone who has played a 2d20 System roleplaying game. A Player Character has six Skills and six Attitudes. The six Skills are Command, Flight, Medicine, Science, security, and Technical. These also cover Charm, Athletics, Cool, Education, Strength and Perception, and Practical Intelligence and Dexterity. The six Attitudes are Bravery, Compassion, Dedication, Improvisation, Mystery, and Perseverance. Both skills and attitudes are rated between four and eight.
A Player Character will also have several focuses, plus Traits, Assets, and possibly, Complications. Focues, such as Charm, Observe, Stealth, Space Pilot, Dance, and Virology, grant grant an advantage in skill tests. Traits are describe aspects about the Player Character (and sometimes the environment); Assets are equipment or other items that can help a Player Character in a situation; and Complications are negative factors, such as the environment or an injury, that can hinder him. Lastly, a Player Character will have a Signature Asset, personal to him, that can be used once per session to gain Momentum.
How do the mechanics work?
Mechanically, the Space: 1999 – Breakaway Quickstart Guide—and thus Space: 1999 – The Roleplaying Game—uses the 2d20 System seen in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Space: 1999 – The Roleplaying Game, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of a Skill and an Attitude. Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty Value. Rolls of one count as a critical success and create two successes, as does rolling under the value of the Skill when a Focus is involved. A roll of twenty adds a complication to the situation. Successes generated beyond the Difficulty value generate Momentum.
Momentum is a shared resource. It can be used to purchase extra twenty-sided dice to roll for an action, to create or remove a Trait, create an Asset, and to obtain information. The Player Characters have a maximum Momentum of six. If a Player Character has access to no Momentum, he can instead give the Game Master Threat to gain the same options as spending Momentum. Threat can also be generated in return for a Player Character ignoring a Complication, causing Escalation in a situation, being in Threatening Circumstances, and also for the Game Master rolling extra successes for an NPC. The Game Master can spend Threat to purchase extra twenty-sided dice for her to roll for an NPC, to increase the Difficulty of a skill test, to create or remove a Trait, create an Asset, to ignore a Complication affecting an NPC, and to trigger Environmental or Narrative Effects.
In addition to access to Momentum, a Player Character has his own resources to fall back on. One is Spirit, which is used to resist a defeat, to turn the result of one die into a ‘one’ or critical before the roll or reroll several dice after a roll. If a Player Character has no Spirit, he must rest, unable to do anything until he does and recovers some Spirit.
How does combat work?
Combat in the Space: 1999 – Breakaway Quickstart Guide is kept simple with a narrative outcome rather than than a mechanical one. A player declares what he wants his character to do, for example firing stun gun to stop a charging alien or persuading a crazed scientist not to open an airlock door and vent everyone into space. A typical Difficulty is two Successes. If the skill check generates enough Successes, the defendant has two choices. One is to accept defeat, the other is to expend Spirit in order to ignore the defeat.
What do you play?
‘Breakaway’ is set on the very day that the Moon is blown out of Earth’s orbit and into deep space. It enables the players and their characters to play out the events of the first episode of the television series and so set them up for the adventures to come made possible by the publication of Space: 1999 – The Roleplaying Game. When disaster strikes and the first explosions occur at the nuclear waste silos, the Player Characters are assigned to a survey Eagle and handle communications for the other Eagle crews assigned to move the canisters of nuclear waste before there is another exposition and the magnetic radiation grows too high. After their Eagle is forced to crash land, the Player Characters must make their way back to Moonbase Alpha where they find turmoil and uncertainty, panicking crewmen, and worse...
Is there anything missing?
No. The Space: 1999 – Breakaway Quickstart Guide includes everything that the Game Master and six players need to play through it.
Is it easy to prepare?
The core rules presented in the Space: 1999 – Breakaway Quickstart Guide are relatively easy to prepare. A Game Master who already run a 2d20 System roleplaying game will have no problem with this.
Is it worth it?
Yes, with minor caveats. The scenario, ‘Breakaway’, does follow the plot of the opening episode of the television series and will feel familiar t0 fans of Space: 1999. Also, Space: 1999 is not a well-known television series, being almost as old as Dungeons & Dragons! This has the benefit of the plot to ‘Breakaway’ not going to familiar to everyone, but the disadvantage of being seen as old and obscure by some. Nevertheless, the Space: 1999 – Breakaway Quickstart Guide showcases the setting and the rules in a solid session of Science Fiction survival
Where can you get it?
The Space: 1999 – Breakaway Quickstart Guide is available to download here (Coming Soon).

Friday Fantasy: The Rats of Ilthmar

Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the tenth scenario for the Dungeon Crawl Classics Lankhmar Boxed Set. Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar, small time crooks trying to make a living and a name for themselves, but without attracting the attention of either the city constabulary or worse, the Thieves’ Guild!
Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is a scenario for Third Level Player Characters and is slightly shorter and slightly different scenario to others released for the Dungeon Crawl Classics Lankhmar Boxed Set. Not in terms of what the Player Characters have do, which is perform a robbery, but in terms of who the robbery is being performed for and where it is being performed. The who is the Overlord, the ruler of the City of Sevenscore Thousand Smokes, and somehow, the Player Characters have fallen foul of the law, or at least the authorities, because either is very likely, or somehow come to his attention. Thus, the where, which is the city, the notoriously dirty, trash-ridden city of Ilthmar. This lies to the east of Lankhmar, on the coast of the Sea of the East. Then the why. Ilthmar is home to the cult of the Rat God, a cult barely tolerated in Lankhmar. The Overlord recently learned that the cult of the Rat God has recovered a holy relic, the Hand of St. Heveskin, and worse, instends to have it smuggled into Lankhmar where doubtless it will attract untold numbers of rats which will get into the city’s grain stores, leading to likely food shortages and possible famine and unrest. Fortunately, Lankhmar is home to some of the greatest cut-throats, sorcerers, and alley-fighters, not to save thieves, in all of Newhon. Of course, since neither Fafhrd or the Gray Mouser are available, the Player Characters will have to do. As the scenario opens, they find themselves in alley close to the Temple of the Rat on Ilthmar Harbour, observing a number of barefoot worshippers dressed in rat hair robes and carrying slender whips, followed by priests naked except for the rat masks they wear and the bigger whips they carry. This is definitely not a scenario for anyone who suffers from musophobia!
From this set-up, it is entirely up to the Player Characters how they proceed. They can climb over the walls, they can waylay some of the worshippers and attempt to mingle with them in what is an important ceremony, and so on. They only have tonight as today is the Day of the Rat and tomorrow the artefact is going to be shipped out to cultists in Lankhmar. Of course, because the priests and worshippers are attending the ceremony, the rest of the temple is going to be quiet—perfect for a bunch of ne’er-do-wells to sneak in, grab the reliquary, plus what treasure they can fill their pockets with, and sneak out again. And if they are successful, have the Overlord owe them a favour when they get home!

What follows from this great set-up, is a solid enough dungeon for the Player Characters to explore and plunder, although this time, they will be mostly sneaking their way through its various rooms and corridors. The various locations only number twenty, split between above and below ground, and are all nicely detailed. Never once does the reader and thus players when it is run, not get the feeling that the characters are in a grubby, rat-infested, and rat-themed temple. Signs of the Rat God are everywhere, including manipulation of some worshippers to be more rat-like. They include berserkers partially altered altered through ghastly surgery and worse to believe they are rats and a very nasty Catacomb Guardian, a ghost of what appears to be a tortured priest of the Rat God with the chittering heads of rats sown into his eyes and mouth, that still protects the catacombs. There is a random chance that he will appear, but if he does, he is a very difficult monster to defeat. There are several traps too, to catch the unwary, and the final encounter has a nice sense of energy to it, although a very agile Player Character may be able to get past it. Throughout, there are suggestions adjusting the threats and challenges for a smaller party of Player Characters.

The adventure is concluded with details of how the Player Characters might escape from the temple and what form their possible rewards might take if they return to Lankhmar with the Hand of St. Heveskin. Full details of the Hand of St. Heveskin are provided in the scenario’s first appendix. All together, Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is a short adventure that should take no longer than a session to complete and the criminal nature of the Player Characters means that it is easy to set-up and inset into a campaign using the Dungeon Crawl Classics Lankhmar Boxed Set. Interestingly, Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar began life as a special adventure for the winners of the Lankhmar Trivia Contest held in 2015 and then played at Gen Con 2015. Which means that it actually predates the release of Dungeon Crawl Classics Lankhmar Boxed Set by two years! All ten questions from that trivia contest are included in the scenario’s second appendix, along with their answers.
Physically, Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is well presented. The artwork is good, having a suitably rattish, grubby feel to it. The cartography is rather plain, if workable.
Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is a scenario with a great set-up and potentially great rewards for the Player Characters. In between, it is solidly themed heist which the players can enjoy without having to win a trivia contest.

Screen Shot XIV

How do you like your GM Screen?

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

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

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition or Margaret Weis Productions’ Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games’ Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Perhaps scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack also published by Chaosium, Inc. In the past, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPG. That though is no longer the case and stronger and sturdier GM Screens are the norm today.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune as well as the RuneQuest Gamemaster Screen Pack. It is also why I like the The Doctor Who: The Roleplaying Game Second Edition, Gamemaster’s Screen published by Cubicle 7 Entertainment for use with The Doctor Who: The Roleplaying Game Second Edition, the roleplaying game based on the world’s longest Science Fiction and adventure series made by the BBC.

The Doctor Who: The Roleplaying Game Second Edition, Gamemaster’s Screen comes with a three-panel screen and a ‘Gamemaster’s Guide’ for use with Doctor Who: The Roleplaying Game – Second Edition. The three-panel screen is in landscape format and boasts a handsome collage on the front, player-facing side of the screen, the eight—bar the most recent Doctor, the Fifteenth Doctor—most recent Doctors, including the last of Doctor of Classic Who, the Eighth Doctor, last to appear in The Night of the Doctor, and also the War Doctor and the Fugitive Doctor, all bookended by flying Daleks! On the back, or inside of the screen there are various tables taken for the rules to help the Game Master run her game. The left-hand panel covers journeys and adventures with ‘Adventures on the Fly!’ enabling the Game Master to create encounters on the go, whilst the ‘Random Journeys’, ‘Vortex Hazards’, and ‘System Damage’ tables all throw the Player Characters—the Time Lord and his Companions—into the dangers of travelling the Vortex through time. At the top of the middle panel is the ‘Chase Tracker’, for which the Game Master will need to provide some clips to keep track of where the chased the chasers are relatively to each other, plus the ‘Difficulty Levels’ and ‘Success Levels’ tables for handling skills. This is the right place to have them as they probably going to be the most used tables in the game. There are also tables for ‘Improving Your Character’ and ‘Technology Levels’. The right-hand panel is devoted to combat, including the ‘Weapon Damage Table’, ‘Where Does It Hurt?’, ‘Armour’, ‘Cover’, and also ‘Conditions’. Necessary, of course, but also to some extent not as important, as The Doctor Who: The Roleplaying Game Second Edition is very much a roleplaying game—as in the television series it is based upon—in which violence is always the last answer to any situation.

To be fair, Doctor Who: The Roleplaying Game – Second Edition is not a mechanically complex game and tends to be fast-playing and light in its play. So, in some ways, not all of the tables on The Doctor Who: The Roleplaying GameSecond Edition, Gamemaster’s Screen are going to be useful, or at least, constantly useful. Certainly, the ‘Improving Your Character’ is not going to be used very often, and similarly, the combat tables on the right-hand panel are not going to be used regularly. This does not mean that they are not useful tables, but rather that they useful to have when the Game master needs them, rather than needing them all of the time. However, one issue is that the none of the tables have page references to their relevant rules and use in the core rulebook. This is an annoying omission. Otherwise, a solid, sturdy screen with all of the tables that the Game Master is going to need.

The ‘Gamemaster’s Guide’ is a short three-guide to being a Gamemaster for Doctor Who: The Roleplaying Game – Second Edition. It opens with ‘What Makes a Doctor Who adventure?’. This is a guide to creating adventures and examining the elements typical to a Doctor Who adventure. This includes their episodic nature, the variety of genres from light-hearted romps to dark horror stories and much in between, iconic monsters, and so on. Some of the fundamentals of a Doctor Who episode includes a sense of wonder at the universe, confusion and understanding upon arrival in the TARDIS at any location, multiple factions, the looming threat, and more. It is a solid overview, though ripe for expansion on any one of its various pointers were Cubicle 7 Entertainment to publish a companion volume for the Game Master.

What ‘What Makes a Doctor Who adventure?’ does nicely complement is the ‘Random Adventure Generator’ that follows, which would also work well with the content and tables to be found in Doctor Who: Adventures in Space. Essentially, the set of tables here are designed to inspire the Game Master or help her create a setting, a threat and plot, and an adversary. Beginning with the ‘Setting Table’, the Game Master determines if the adventure is set on Earth, in Space, both, or somewhere special. Subsequent tables expand on each of these options, whilst the ‘Threat/Plot Table’ suggests themes such as Invasion, Societal Disaster, and Caper. The ‘Old Adversary Table’ lists lots of classics, such as Cybermen, Daleks, Sea Devils, Weeping Angels, and more, whilst the there is a set of tables for creating new aliens. It is all very useful and the Game Master can quickly create lots of adventure ideas and elements that she can thread together into something that she can run for her group.

‘Adventure Hooks’ includes four fun adventure hooks, the first of which, ‘Swine and the Rani’, is not only a great play on words, but also developed from the example worked through at the end of the ‘Random Adventure Generator’. The Rani is a fun villainess and here she is in the Classical Greek era up to no good. It opens with the Player Characters landing on a Greek ship in a storm and getting shipwrecked on an island guarded by pig-faced men who serve the Rani in her classical Greek temple which happens to be bigger on the inside. If ‘Swine and the Rani’ feels a little like H. G. Wells’ The Island of Doctor Moreau, then ‘Capture and Release’ feels a bit like The Time Machine with the Eloi and the Morlocks. However, it nicely subverts that relationship and the plot has a very pleasing twist to it. In ‘The Visitors’, the Player Characters get to runaround early sixties London, get caught up in pop mania, and chase down some nasty aliens—including a creepy man in a bowler hat and some popstars! Lastly, in ‘It Takes a Village’, the Player Characters arrive at a seventeenth century tavern to discover the locals discussing the very latest in galactic events! It is a great set-up and dies involve a witchfinder, but the epilogue does leave the Game Master without any suggestions as to how to resolve it, which is disappointing. All four scenario hooks are good and though some require a little more development than others, it is not difficult to imagine them being portrayed on screen.

Physically, The Doctor Who: The Roleplaying Game – Second Edition, Gamemaster’s Screen is well presented. The screen itself is sturdy and easy to use, whilst the ‘Gamemaster’s Guide’ is clean and tidy and easy to read. If there is an issue, it is that the Game Master will need a bag in which to store its various parts and not lose them!
The Doctor Who: The Roleplaying Game – Second Edition, Gamemaster’s Screen is useful, but not necessarily all of it and not necessarily all of the time. Primarily this is due to the fact that the roleplaying game demphasises combat, so those tables are not always going to be needed. This does not mean that they not useful, just useful when needed. The advice in the ‘Gamemaster’s Guide’ is broad, but nevertheless, also useful, whilst the ‘Random Adventure Generator’ is a very handy tool, and of course, adventure hooks are always useful, and the four adventures in the ‘Gamemaster’s Guide’ are fun. Overall, The Doctor Who: The Roleplaying Game – Second Edition, Gamemaster’s Screen is a useful access for Doctor Who: The Roleplaying Game – Second Edition.

Scares Under Scotland

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Falling Crystal takes place on the Home Front with the Player Characters, or Agents, suddenly rushed to the Scottish coast where a strange discovery has been made. With the Battle of France over and the Nazi war machine readying itself for Operation Sea Lion, Britain is frantically preparing defences against imminent invasion. In Scotland, this includes teams of coast watchers keeping an eye for roving U-boats, whilst just inland, near the sleepy village of St Abbs, an archaeological dig led by Professor Angus MacLeary, has made a discovery in an ancient cave system below a hill that sits behind a megalithic stone circle that stands looking over the sea. This is a highly valuable cache of the Blauer Kristall—or Blue Crystal—much coveted by Nachtwölfe, which uses it to fuel its increasingly weird weapons of war. Section M has been alerted to the discovery and quickly despatches a team of Agents, that is, the Player Characters, north to investigate and secure what could be a war-winning resource for analysis by the boffins at Clemens Park.

From the outset, Achtung! Cthulhu 2d20: Operation Falling Crystal sounds quite a bit like Achtung! Cthulhu 2d20: Under the Gun and in a great many ways, it is. Both scenarios are set on the Home Front and both take place in August—Achtung! Cthulhu 2d20: Under the Gun in August, 1940 and Achtung! Cthulhu 2d20: Operation Falling Crystal in late August/early September. Both scenarios are intended as sequels to Achtung! Cthulhu 2d20: Operation Vanguard, and thus both scenarios have the issue of the latter taking place in August, 1940. So there is a tight timeline involved. Both scenario involve a discovery being made underground which first attracts the attention of Section M, then the associated forces of the Mythos—in Achtung! Cthulhu 2d20: Under The Gun it is Deep Ones, whereas in Achtung! Cthulhu 2d20: Operation Falling Crystal, it is the Mi-Go—and both end in a three-way tussle between the Agents, the agents of the Mythos, and one of the Nazi factions in the secret war. Surprisingly, Achtung! Cthulhu 2d20: Operation Falling Crystal, it is Black Sun and not Nachtwölfe. Since it involves the Black Sun, it can be run after the events of ‘A Quick Trip to France’ found in the Achtung! Cthulhu Quickstart: A Quick Trip to France.

This is not to say that there are no differences. The Agents will have the opportunity to engage a little with the locals at the village pub at one in the scenario and there is an engagingly Hitchcockian feel to the train journey from London to Scotland. The Agents will also have their first encounter proper with the Mi-Go, one of the utterly alien factions in the Secret War, and may be able to parley with them in order to persuade them to work as allies, if only temporarily, against the Black Sun soldiery which has landed on the coast to take control of everything. There is more scope for roleplaying too, with the villagers, with the members of the coastal watch, with the members of the archaeological team, and even with the Mi-Go! What Achtung! Cthulhu 2d20: Operation Falling Crystal also does is introduce the Agents to both two more factions in the Secret War—Black Sun and the Mi-Go—and to the fact that the relationship between the Nazi factions, Black Sun and Nachtwölfe, is actually a rivalry.

Achtung! Cthulhu 2d20: Operation Falling Crystal is another short, sharp scenario which can be completed in a single session. There is a bit of clean-up in terms of what happens to the members of the archaeological dig and any captured Black Sun agents or troops, and the success of the Agents is measured in just how much and who they can get back to London. Success is not guaranteed through as the Agents face some tough Black Sun forces for a small group and they may make any potential successes less guaranteed by not making allies in the scenario. This a tough little scenario, high on combat and action over investigation.

Although Achtung! Cthulhu 2d20: Operation Falling Crystal is not a complex scenario, like the previous Achtung! Cthulhu 2d20: Under The Gun, its climax does involve a big battle with multiple opponents and factions, so it does feel a little like a mini-wargame rather than the climax of a roleplaying scenario. Certainly, the Game Master might want to have the factions involved in this tunnel and cave-based confrontation divided between herself and the Player Characters to make it easier to run and give her fewer dice to roll and NPCs to keep track of.

Physically, Achtung! Cthulhu 2d20: Operation Falling Crystal is cleanly and tidily laid out. It is not illustrated, but the maps of the various locations are decently done.

Achtung! Cthulhu 2d20: Operation Falling Crystal is a short and serviceable scenario, more action and combat than investigation. Its main problem is that it feels too much like Achtung! Cthulhu 2d20: Under The Gun, so the Game Master may want to run at least one scenario, if not more between the two if she is running the Achtung! Cthulhu 2d20 scenarios in chronological order. Otherwise, Achtung! Cthulhu 2d20: Operation Falling Crystal is an easy scenario to add to an early war campaign for Achtung! Cthulhu 2d20.

Horror House Hell

Have you wondered what would happen if a group of squatters looking for a place to stay or estate agents showing around prospective buyers got trapped in a haunted house? It is an intriguing idea, perhaps more interesting than the traditional trick or treating kids or new homeowners. After all, we already know how desperate either group is. The squatters desperate enough to break into an old house looking for somewhere to sleep and the estate agents desperate to make a sale and get the property off their books. If you are intrigued, then This House Is F*+#@%G HAUNTED is what you want. This House Is F*+#@%G HAUNTED is roleplaying game of ordinary folk being trapped in a haunted house, scared, petrified, and even dying from the frights that the spiritual trauma bound into the building are inflicting upon them. Initially uncertain, the protagonists—or victims—will over the course of three acts, suffer creepy events such as footsteps in another room or a music box playing by itself and then face obstacles like the lights going out and having to scrabble about in the dark or the faces in all of the portraits or photographs suddenly breaking into screams, before confronting the ghostly or ghoulish doings with a séance to appease a spirit’s woes or one of their number becomes possessed and begins to stalk everyone else in a murder spree!

This House Is F*+#@%G HAUNTED is a micro-game published by Parable Games, the British publisher best known for the horror roleplaying game, Shiver – Role-playing Tales in the Strange & the Unknown. It was funded as part of the publisher’s Parable Games ZineQuest RPG Buffet on Kickstarter. It pitches very ordinary—quite literally, each one is an everyman—into a terrifying situation, puts them through the ringer, and sees which ones survive. And survival is the prize. It is designed to be played in a single session, is very light in terms of mechanics, and comes packed with a bunch of prompts to use at every stage of the game. Some preparation is required in terms of the Housekeeper—as the Game Master is known in This House Is F*+#@%G HAUNTED—deciding upon the type of haunted house the Player Characters will be trapped in. Will it be a classic gothic mansion, a crumbling castle on the hill, or some irritating millionaire tech bro’s mansion? The choice will help the Game Master decide upon the nature of the haunting and how it will manifest over the course of the game. Beyond that though, This House Is F*+#@%G HAUNTED is a very low preparation roleplaying game, so good to have as a back-up or impromptu game.
In terms of the Player Characters, what the Game Master and her players need to decide is what the characters are. Several options are suggested, including the squatters and the estate agents, and beyond that, nothing. No Player Character has any skills to speak of, at least in a mechanical sense and the only stats are Harm and Will, like this:

Margorie Whittingham (Mrs.)
Estate Agent
Harm: 10
Will: 3

Mechanically, for a player to have his character overcome a challenge in This House Is F*+#@%G HAUNTED, he rolls two six-sided dice and attempts to get a result of seven or more. If he succeeds, fine. If not, he fails and bad things happen to him. The player is free to decide if his character is above average at this task or below average. In which case, he receives a bonus or penalty of one, respectively. The difficulty of the task can levy a penalty ranging from Difficult and -1 to Why Bother? and -4. Combat is primarily narrative driven, and since the Player Characters are ordinary folk, they rarely have the initiative or an advantage. If the threat is incorporeal, then the Player Characters will need to use the occult or some other means, to inflict harm upon them.

A Player Character suffers physical damage to his Harm and mental damage to his Will, including being scared. Both physical damage and frights can come from creepy events, obstacles, and confronting the danger itself, as well as from failing a roll on occasion. Reducing his Harm to zero will kill a Player Character, but when his Will is reduced to zero, he will become petrified. This imposes a further penalty on all rolls. However, if the player succeeds at a roll when his character is petrified, some Will is recovered and he is no longer petrified.

This is the extent of the rules to This House Is F*+#@%G HAUNTED, just two pages out of its twelve-page running length. The rest of the roleplaying game is dedicated to helping the Housekeeper create her haunted house and decide upon its nature. There is some advice, actually decent advice given the length of the game, and then lots of tables with lots of entries. These include reasons why the house is haunted and the ‘Minor Creepy Events’ for Act One, the ‘Haunting’ events for Act 2, and the nature of the final confrontation in the ‘Finale’ for Act 3. This is accompanied by a long list of ghostly enemies, from Poltergeist, Banshee, and Ghoul to Demon, Hellhound, and Legion. The Player Characters are supported by a list of possible weapons, from the mundane, like the rolling pin and the cleaver, and the magical, like the ritual dagger and Latin Dictionary (although the latter has a one-in-six chance of working, and a one-in-six chance of the Player Character failing in a Latin word salad).

Structurally, This House Is F*+#@%G HAUNTED is played out over three acts. In the first act, the Player Characters explore the house and suffer minor haunting effects. By the end of this, they will realise that they are all trapped inside and cannot escape—and of course, there is a table for this—and then in the second act, the serious haunting begins. This is when the Player Characters scramble for resources to survive and the means to overcome the threat they will confront in the third act, the finale.

Physically, This House Is F*+#@%G HAUNTED is simply, cleanly laid out and written. It is easy to read and the tables easy to use, since the Housekeeper is going to be referring to them on a regular basis. It is pitched as a fanzine, but really, that is only because the roleplaying game is short rather than the the format or inspiration.

This House Is F*+#@%G HAUNTED is a quick and dirty horror roleplaying game—low preparation, easy-to-play, and packed with prompts and ideas. Perfect for a gaming group in need of a fast game now and for the Housekeeper happy to improvise.

1984: Twilight: 2000

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

—oOo—
“Good luck. You’re on your own, now” It is perhaps one of the most famous opening lines of any scenario or campaign for any roleplaying game. It is an opening line—and its consequences—that all players of the roleplaying game have been faced with and have explored. It gave ultimate control to the players in deciding what their characters did next and where they went. Five years ago, the Cold War went hot. First in China, between the People’s Republic of China and the invading forces of the USSR, and later the Warsaw Pact. Continuing calls for support from Moscow a year later led to increasing dissatisfaction in East Germany and then an invasion by West Germany and an anti-Soviet coup in East Germany. West German forces were joined by U.S. forces and conflict quickly spread along the line of the Iron Curtain as NATO held off attacks by the Russians in Scandinavia and the North Atlantic. The war quickly spread as old rivalries ignited into armed conflict. First between Turkey and Greece, the latter with Italian support, then India and Pakistan, the latter being invaded. As NATO drove into Poland as far as Warsaw, the first nuclear weapons were used by the Soviets. In limited fashion at first with tactical nuclear weapons, on the Western Front, but on a huge scale on the Eastern Front, shattering Chinese forces and its industrial base. That was three years ago. In the west, the nuclear exchanges escalated, but did not yet tip over into full scale launches of intercontinental ballistic missiles. The destruction of industrial facilities and extensive disruption of trade was followed by famine and pandemic, and in the USA, a wave of refugees crossing the Rio Grande border. Unable to deal with the crisis, the now military-led government in Washington responded with arms and incensed, Mexico sent its army across the border to protect its citizens. By the end of the year, Mexico would occupy much of the U.S. southwest. Breakdowns in government and disputed elections in the USA ran right to the top, resulting in two governments, one civilian, one military. That was a year ago. The war in Europe bogged down into one of raids and attrition. A month ago, NATO forces in southern Poland launched a new offensive. It was met with unexpectedly fierce resistance by Warsaw Pact forces. Today, the last units from that offensive were destroyed or overrun. It is Tuesday, July 18th, 2000. The Third World War is over. Now you have to survive its consequences.

This is the set-up for Twilight: 2000, the military survival, post-apocalyptic roleplaying game published by Game Designers’ Workshop in 1984. The Player Characters are soldiers of the former United States 5th Infantry Division (Mechanised), left to fend for themselves and survive in southern Poland in an environment rife with danger—radiation, enemy forces, rival allied forces, bandits and marauders, limited supplies, desperate civilians—and limited intelligence. Of any roleplaying game released by a major publisher, it is arguably the most controversial. Most obviously due to its subject matter of nuclear war, and surviving that nuclear war and what it leaves behind, but also its militarism, its survivalism, and its Americanism. It would also win a major award, the H.G. Wells Award for ‘Best Roleplaying Rules of 1984’, in 1985, prove to be highly popular, be subject to over forty scenarios and supplements, a board game, a computer game, and three further editions, not always of the best quality or playability. This included the Twilight: 2000 2nd Edition Version 2.2 from Game Designers’ Workshop and the Twilight: 2013 Core Rules from 93 Games Studio. More recently, Free League Publishing would release its own version using the Year Zero Engine with Twilight: 2000 4th Edition. There is a lot to unpack and explore in Twilight: 2000—and not just in the game itself. However, that is the starting point.

The original Twilight: 2000 is a boxed set. Under its green ‘Contents of this Box’ sheet it contains a twenty-four-page Play Manual, a thirty-two-page Referee’s Manual, Players’ Charts, ten-page Referee’s Charts, twelve-page Equipment List, Price List, eight-page Beginning Adventure: Escape from Kalisz, Adventure Handout: Escape from Kalisz, Intelligence Briefing, A5-size Campaign Map depicting southern Poland, and three Record Sheets. The latter consists of the Character Generation Worksheet, Character Sheet, and Vehicle Record Sheet. There are also dice—four six-sided and one ten-sided—and an errata sheet. The latter is never a good sign… The Play Manual introduces the setting of Twilight: 2000 and details character creation, time and travel, upkeep, and the first part of combat. The Referee’s Manual examines skills and attributes, contains the second part of combat, looks at encounters, provides additional rules for radiation, disease, trade and commerce, repairs, electricity, and swimming, a chronological background, and a broad description of Poland. The latter is actually a breakdown of the military forces present in the remnants of the country rather than a description of it, and the advice for the Referee—just three quarters of a page long—suggests preparing a combat and a vehicle trek as training missions before play starts and identifies the need for the players and their characters to have a long term, but really only discusses one. Which is, of course, going home. The Players’ Charts lists the personal weapons for each nationality—including the West German Bundeswehr being armed with the Heckler & Koch G11 ‘submachine gun’, skill lists, languages, service branches and specialities, and languages by nationality. The Referee’s Charts contains tables for movement, terrain, encounters, vehicle damage locations, combat with a plethora of weapons, language lists, diseases to be found in encampments and settlements, armour values for cover, equipment availability, NPC motivation, radiation illness, and encounter stats. The Equipment List gives the ammunition type, weight, magazine size, and price of every weapon in the setting from the longbow through to the 120 mm mortar. It does similar things for all of the equipment and all of the vehicles that the Player Characters might also encounter too. It is an extensive list and most items are given at least a basic description. Vehicles are given a more detailed description, though no more than a paragraph, whilst weirdly, the Heckler & Koch G11 is given three whole paragraphs of its own.

The starting adventure in Twilight: 2000, Beginning Adventure: Escape from Kalisz describes the region fifty or so kilometres east of the city, the various Soviet forces present and their disposition. For the most part it details what units are where and the relationships between the Soviet forces and the civilians and where they are present, the civilians and marauders. There are some rumours and radio transmissions too, and some suggestions as to what the Player Characters might do as part of their efforts to escape the region, which primarily consist of ways to disrupt any attempts by the Soviet forces to follow them. The Adventure Handout: Escape from Kalisz provides a description for the players and their characters of the last month leading up to the radio transmission that leaves them on their own. The Intelligence Briefing is for the highest-ranking Player Character and gives an intelligence estimate of the forces still active in the region. Beginning Adventure: Escape from Kalisz is not a fully-fledged scenario in the sense that it has a plot with a beginning, a middle, and an end. Instead, it is a set-up that the Referee will need to develop during play, likely with the need to create some ready-to-encounter NPCs and enemy forces beforehand to make it easier to run all dependent upon what the players have decided what they want their characters to do. There are not really any hooks or adventure ideas in the traditional sense, and honestly, it feels more like a wargaming sandbox reduced to a personal scale which the Referee will need to develop a lot of further detail. Even then, beyond the limits of Beginning Adventure: Escape from Kalisz, like the Adventure Handout: Escape from Kalisz ends with, the Referee is on his own. (However, the official campaign, beginning with The Black Madonna, and continuing east with The Free City of Krakow, before turning north with Pirates of the Vistula, The Ruins of Warsaw, and lastly running west with Going Home.

A Player Character in Twilight: 2000 has six attributes—Fitness, Agility, Constitution, Stature, Intelligence, and Education. These range in value between one and twenty. An Education of nine or more indicates that the Player Character has graduated from high school, thirteen for a college, fifteen for a master’s degree, and eighteen or more for a PhD. Derived factors include Strength, Hit Capacity, weight, Load, and throw range. The Military Base Experience represents a Player Character’s basic military experience and will be lower for a Player Character with higher attributes, but higher for a Player Character with lower attributes as a balancing factor. From it is determined the number of dice rolled to find out how many months the Player Character has spent in combat. If this is higher than sixty, then the Player Character is a veteran, including of previous wars. Coolness Under Fire measures the Player Character’s reaction to stress and gun fire and is derived from the number of months spent in combat. Lower is better than higher. The Military Base Experience also determines how many Rads the Player Character has suffered. Rank is based on Education and Intelligence, plus a random roll, as are possible second languages.

Twilight: 2000 allows for a wide variety of nationalities, including those from the Soviet Bloc. The Service Branch and Specialities cover support services, infantry, engineer, medical, artillery, armour, and aviation, as well as special forces, rangers, and intelligence. Most have a straight roll requirement which must be equalled or bettered, but without any modifiers. The various specialities provide bonuses to certain skills or simply make one or two cheaper to buy. Every Player Character has some basic skills, but receives skill points to assign based on his Military Base Experience and Education, and then some Background skill points. Some skills are restricted to either being Military, Education, or Background skills, but all are purchased at a cost of one point per percentage point, and then two points per percentage points over fifty. Every Player Character gets his nationality’s basic equipment and then is free to buy any further equipment with the money earned based on his time in service. Vehicles are rolled for rather than purchased. Choice of equipment is limited depending on whether it is rare in the East or the West. However, this can lead to the Player Characters accruing a lot of equipment—and that much vaunted Heckler & Koch G11 is only $400!

Kevin Mongeau
Age: 27 Nationality: American
Service: US Army Branch: Engineer
Rank: Captain
Fitness 13 Agility 10 Constitution 18
Stature 17 Intelligence 13 Education 14
Strength: 15
Hit Capacity
Head: 18 Chest: 50 Abdomen: 35 Left Arm: 35 Right Arm: 35 Left Leg: 35 Right Leg: 35
Load: 50 Throw Range: 30
Military Base Experience: 5 Time in Combat: 24 Months
Coolness Under Fire: 5
Rads: 14
Skills
Body Combat 50, Chemistry 50, Civil Engineer 65, Combat Engineering 75, Combat Rifleman 50, Computer 50, Electronics 50, Farming 50, Foraging 50, Instruction 50, Mechanic 50, Melee Combat 20, Metallurgy 50, Motorcycle 50, Nuclear Warhead 20, Pistol 20, Scrounging 50, Swim 20, Thrown Weapon 20, Tracked Vehicle Driver 50, Wheeled Vehicle Driver 40
Base Hit Numbers
Combat Rifleman 30/15/10, Pistol 12/6/2
Body Combat Damage: 8
Equipment
M16 Assault Rifle, 9mm pistol

The character creation process is not particularly difficult, although it does involve a fair degree of arithmetic and it is far from quick. The Character Generation Worksheet is there to make it easier. The main issue is perhaps learning all of the three letter acronyms that the roleplaying game’s skills are reduced to.

Mechanically, Twilight: 2000 is a percentile system.* Attributes are multiplied by five when they need to be rolled against and tasks are either easy, average, or difficult. An easy task doubles the value, average keeps it the same, and difficult halves it. Combat uses the same core mechanic and plays out over six five-second rounds per combat turn. A Player Character can typically conduct one action per round, some of which can be combined with a move action. However, some of these have to be Hesitation actions when the Player Characters can do nothing. The number is dependent on the Player Character’s Coolness Under Fire. The lower the Coolness Under Fire, the fewer the number of Hesitation actions a Player Character is forced to do. Certain actions, such as repetitive ones and drivers under direction can avoid Hesitation actions under certain circumstances. Initiative order is determined by skill, higher skills being better. Combat is treated comprehensively, including rate of fire, aimed shots—all shots are assumed to be quick, but a round spent aiming doubles the base hit chance, firing from and at vehicles, and so on. The rules also cover indirect fire and antitank missiles. Damage can be slight, serious, or critical. Damage that does less than the Capacity in a location is counted as slight damage, serious if it exceeds it, and critical if it is twice the Capacity. Critical hits to the head are fatal.

* Which begs the question, why was only one ten-sided die included in the box?
The Play Manual also covers time, and more importantly, upkeep. This includes food requirements, foraging and fishing, hunting, fuel, and vehicle maintenance. All of this is important because the Player Characters no longer have access to regular supplies as they would normally. So, fuel includes consumption of different types and changing from one fuel type to another, also distilling alcohol, which typically takes three days to complete. Vehicle maintenance is also important; they are likely to break down especially since the road networks have been severely damaged and soldiers no longer have access to vehicle bays for checks and preventative maintenance. In many ways, Twilight: 2000 is a roleplaying game of technical survival, and as important as combat is in the play of the game because it is a military roleplaying game, so Player Characters who have technical, mechanical, and similar skills are as important as those who are crack shots.

The Referee’s Manual expands upon the use of skills, notably allowing for Outstanding Success and Catastrophic Failure. An Outstanding Success is equal to ten percent of the skill or attribute roll, whereas a roll of ninety or more, followed by a second failure, is counted as a Catastrophic Failure. What these are in game terms is left up to the Referee to decide. There are also some suggested skill rolls. As well as expanding on skill use, the Referee’s Manual expands on combat. It adds rules for explosions and explosives, chemical agents, mines, and vehicles. Vehicle combat is the most complex aspect of the roleplaying game, especially when it comes to component damage after a shot has penetrated a vehicle. The nature of Twilight: 2000 means that vehicle combat is a possibility, since the remnants of both sides are capable of fielding a mixture of light and heavy armour, and both the Player Characters and NPCs are likely to have access to anti-armour weapons. Encounters covers random encounters, settlements, and NPCs, though in the case of the latter, the drawing two cards from an ordinary deck of playing cards to determine their motivations. For example, clubs indicates violence, diamonds wealth, hearts fellowship, and spades power. The face cards indicate particularly strong motivations and drives, such as ‘heart Queen’ for love or ‘Club Jack’ for murderer. It is a very broad treatment, but works well enough should the Referee need an NPC quickly. The additional rules cover the extra dangers of the post-apocalyptic setting of Twilight: 2000, including radiation and disease, in particular a lot of diseases that are rare in highly advanced societies, such dysentery and typhoid fever. None of this is particularly pleasant as you would expect. The Referee’s Manual is rounded out with some notes on trade and commerce and on repairs, something that the Player Characters will need to do for reasons already explained, and the timeline and overview of Poland in the year 2000.

Physically, Twilight: 2000 is decently presented. There is some good writing in places. For example, character creation in the Play Manual is supported with some colour fiction that serve as the source for the examples of the process. Both the Play Manual and the Referee’s Manual are illustrated with a range of scenes and characters done in greyscale. When the artwork is not depicting an over-the-top combat scene, it is actually decent, depicting the difficulty of life and survival in this dangerous new world with some delicacy and also diversity. However, the rules would have certainly benefited from some more fully worked out examples of play and combat, especially vehicle combat.

Of course, as contemporary a roleplaying game as Twilight: 2000 was in 1984, even though it was set sixteen years into the future, events outpaced it. By 1986, with the appointment of Mikhail Gorbachev as General Secretary of the Communist Party, the de facto leader in the Soviet Union, and his adoption of greater transparency and openness, relations had begun to thaw between the USA and the USSR. Within five years of the publication of Twilight: 2000, the Berlin Wall had collapsed, the Warsaw Pact had begun to break up, and by 1991, the Union of Soviet Socialist Republics, had disintegrated and was no more. Game Designers’ Workshop would update Twilight: 2000 with a second edition first published in 1990 and then again in a new version in 1993, to take account of the rapidly changing geo-political situation. The belated version published by 93 Games Studio the history even further forward, Twilight: 2013 being set in 2013 within its even then, very short future history, deviating from 2007. The fourth edition, published by Free League Publishing as Twilight: 2000 – Roleplaying in the World War III That Never Was, returned the setting closer to its roots in the original version by Game Designers’ Workshop and made it an alternate timeline, which fortunately, we have lived past.

—oOo—Twilight: 2000 was reviewed not once, but twice in Space Gamer Number 74 (May/June 1985) in ‘During the Holocaust: Twilight: 2000’. First by Rick Swan, who lamented the lack of crossover between wargamers and roleplayers before saying, “Twilight: 2000 may change all that. Let’s say this up front: Twilight: 2000 is the most successful bridge between conventional wargames and roleplaying published to date. If it doesn’t bring the two camps closer together, it probably can’t be done.” However, he was critical of the Beginning Adventure: Escape from Kalisz, complaining that, “Unfortunately, Twilight: 2000 continues in the grand tradition of basic sets by including a substandard introductory adventure as part of the package. “Escape From Kalisz” is so sketchy (not a single NPC is described and the situation is directionless) that you may as well write your own. Let’s hope that GDW doesn’t waste any time in publishing some adventures worthy of the system.” Yet beyond this criticism, he said, “I’ve yet to come across a more engaging premise for a roleplaying campaign. And a war-based game that still retains such a strong sense of humanity is an accomplishment by any standards.” and his conclusion was more positive. “Whether or not Twilight: 2000 becomes a standard remains to be seen, but it certainly fills a niche and does so successfully. I hope it finds an audience with roleplayers and wargamers alike. As a design, it’s nothing spectacular, but as a concept, it’s an innovation. Bring on the adventures!”

Greg Porter offered a rebuttal in ‘Another View’. He praised the character creation system, the relatively realistic equipment list, and the simplicity of the core system. However, he criticised the use of acronyms for the skills and the need for errata in a new game, and called the combat system abysmal. He finished with, “All told, Twilight: 2000 is a tragic waste of 18 bucks. The nice concept and character generation system are completely overrun by innumerable flaws and hopeless violations of the laws of physics. If you insist on buying this game, read a friend’s copy first. I wish I had.”

Chris Felton reviewed Twilight: 2000 in ‘Notices’ in Imagine No. 27 (June 1985). He highlighted the difficulty of refereeing a game of Twilight: 2000 with, “This game system has its downfall built into its basic premise. A group of soldiers behind enemy lines in a disintegrating society is far more difficult to referee than any other game because of the fast-moving nature of the group. Radom is a big crater: will they go north to Bialobrzegi or south to Szydlowiec? Will they attack the supply dump or not? And so on. The players have endless choices in each evening’s play and the referee must be ready to cope with any decision they make. This is against the current trend in rpgs, especially in the States where parties tend to be steered for the referee’s own ease.” Although Felton had other criticisms, such as the acronyms, he said, “Overall, this is a good game, well worth clubbing together for if you belong to a group of experienced players who like free-running games and whose referee can run a scenario from minimal notes. If your referee has no experience of ‘winging it’ and needs all the details worked out in advance, this is not the game for you.”

Marcus L. Rowland reviewed Twilight: 2000 in ‘Open Box’ in White Dwarf Issue 68 (August 1985) in what perhaps is one of the most notorious and controversial reviews to appear in gaming magazines, let alone the pages of White Dwarf. He was highly critical, commenting that, “While the system is playable, the moral stance and attitudes it exemplifies are fairly loathsome. The rules favour the style of behaviour found in ‘fun’ war films…” and that, “The setting, two years after the last nuclear weapon was used, has evidently been designed to avoid showing the worst effects of the bomb; the random encounters don’t include civilians suffering from third degree radiation burns, blind children, and the hideously dead and dying victims of blast and heat. Starvation and plague are occasionally mentioned, with the implication that characters can always use their weapons to get food and medicines.” He finished by saying, “The suggested theme (which beautifully explains the attitude of this game) is to ‘return home’ to America: Europe evidently isn’t worth say anything about the possibility of rebuilding settlements, negotiating local peace treaties, or doing anything else to start civilisation working again. The box blurb says ‘They were sent to save Europe. . . Now they’re fighting to save themselves’, and it’s evident that this game has been written by and for Americans, with little or no understanding of European attitudes or desires.” and then awarding the roleplaying game a score of five out of ten.

Twilight: 2000 was placed at number thirty-five of ‘Arcane Presents the Top 50 Roleplaying Games 1996’ which appeared in Arcane #14 (December 1996). Editor Paul Pettengale said, “Pretty much all the previous ‘post-apocalyptic’ RPGs had been fairly fantastical, and had been set some time after the apocalypse. Twilight: 2000 is realistic and set in the middle of the breakdown of European society. Involving, but not exactly cheerful.”

One interesting remark by Allen Varney in ‘Roleplaying Reviews’ in Dragon Issue #175 (December 1991) would lead to a debate about the morality of Twilight: 2000. In his review of Dark Conspiracy, Game Designers’ Workshop’s near-future horror role-playing game, he wrote, “…[G]ood PCs fighting evil monsters is at least an improvement over the moral vacuum of the TWILIGHT: 2000 game…” This led to an early Internet debate the same year involving Varney and others, including an unnamed former GDW employee, about the morality or lack of to be found in Twilight: 2000, and by extension other games. The heated debate would result in ‘DO THE RIGHT THING: A Commentary’, which appeared in INTER*ACTION: The Journal of Role-Playing and Storytelling Systems Issue 1 (October, 1994) and is available to read here.—oOo—
Let us be fair about Twilight: 2000. It is very much a product of its time. It was released in 1984 at the height of the Cold War. The leader of the free world, President Ronald Reagan, faced off against a Soviet Union headed by Konstantin Chernenko, the last of the Communist old guard who still esteemed Stalin. The film Red Dawn depicted a Soviet invasion of the United States, which would be satirised by Greg Costikyan two years after the publication of Twilight: 2000 when relations between the USA and USSR had radically changed with The Price of Freedom from West End Games. Films such as The Day After in the USA and Threads in the United Kingdom, showed the public the horrors of nuclear war. As the bulwark against the forces of Communism, the American armed forces were held in high esteem, and of course, Communism itself was seen as a great evil, almost Satanic, anti-Christian, and definitely, anti-American. Thus, whatever the situation, even in a post-apocalypse as that set up—if not necessarily depicted—in Twilight: 2000, soldiers are seen as heroes. There can be no doubt that, along with its extensive list of guns, that the militarism and Americanism in the roleplaying game appealed to a certain audience, hence its popularity.

However, outside of the USA, as evidenced by Marcus L. Rowlands’ review in White Dwarf Issue 68, Twilight: 2000 found lesser favour. Again, because it was a product of its time and because of the Cold War. The United Kingdom might not have been on the doorstep of the Eastern Bloc, but it was closer and any conflict between NATO and the Warsaw Pact would take place only a few hundred miles away on the other side of the English Channel. There was a vocal anti-nuclear weapon, ‘ban the bomb’ movement in both the United Kingdom and in Europe, the Greenham Common RAF airbase being the site of an extremely long campaign of civil disobedience, including the Greenham Common Women’s Peace Camp, protesting against the stationing of U.S. cruise missiles on the base. There was also a political divide to the anti-nuclear war movement too, as well as an anti-Americanism, which grew out of the feeling that whilst the U.S.A. would be protecting the United Kingdom and Europe against Russian invasion, it was not going to feel the consequences at home of such a war as the United Kingdom and Europe would suffer. Of course, were the Cold War to have gone hot and nuclear missiles been launched by both sides, everyone would have suffered.

As to the Americanism of Twilight: 2000, that is undeniable, since it is about American soldiers surviving on a wild frontier, a frontier to which they have themselves contributed to its wildness, wanting to get home to America. Indeed, the thrust of the first six releases for the roleplaying game, would be all about getting out of the hell of Europe and getting home. However, this is a roleplaying game written by American designers who had various degrees of military experience, and published by an American company, for an American audience, and the fact that anyone outside of the USA could buy Twilight: 2000 was extra income for the publisher. There were supplements set outside of the American experience for Twilight: 2000, such as Survivors’ Guide to the United Kingdom, but these were exceptions, not the rule.

Although not as immoral as perhaps the earlier military roleplaying game, Merc, published by Fantasy Games Unlimited in 1981, Twilight: 2000 is not in itself a moral game. In play, it may become a moral game, but the focus in the roleplaying game as written is on survival, combat, and escaping. That is what the Beginning Adventure: Escape from Kalisz is about, getting away from the chaos of a battle lost the day before, but then? It is not on the environment and the other survivors, who are relegated to aids and obstacles, nor is it on rebuilding and protecting what remains—at least until the Player Characters can get home to the shattered United States. Even then the rules do not support this concept of recovery or rebuilding, NPCs are not quite faceless, but they are very broadly drawn—quite literally from a deck of ordinary playing cards—and hardly at all in the starting scenario in the Twilight: 2000 boxed set. Further, there is no guide to creating civilian NPCs, no discussion of the civil or social aspects of Poland that have survived, and no advice on bringing them into play. That said, the artwork does in places depict the innocents of the conflict, the civilians and the children, acknowledging their presence and suffering that the roleplaying game’s text does not.
It is interesting to note that at the height of the Cold War, the roleplaying hobby produced two of the greatest roleplaying games about the fears of the consequences of a world on the brink of Nuclear War. One, Twilight: 2000, dealt with the immediacy of such a conflict and externalised it in a very strait-laced military treatment. The other is Paranoia, which like the previously mentioned The Price of Freedom, is designed by Greg Costikyan (along with Dan Gelber, Eric Goldberg, and Allen Varney) and published by West End Games. Where The Price of Freedom satirised the possible invasion of the USA by the USSR, Paranoia satirised and internalised those fears, most obviously that of McCarthyism.

Twilight: 2000 is the apogee of military roleplaying games and antithesis of the post-apocalyptic roleplaying game normally set centuries after anyone responsible for the disaster has died. The latter frees the players and their characters from having to think about the causes and the culprits, and instead focus on the consequences. In Twilight: 2000, the causes and the culprits are present in the setting and the Player Characters are likely to be concerned with them, if not aligned with them, whereas the consequences, beyond the technical, are ignored and the Player Characters are only expected to think about themselves. In a roleplaying game setting in which humanity has suffered so much and which places the Player Characters on the frontline of that suffering, it is a pity that as written, Twilight: 2000 ignores that humanity.

Stone & Storm

As one of the worst storms hits Boston, people gather along the harbour awaiting news of the arrival of the SS Champagne, late from the other side of the Atlantic and caught in the weather, seemingly adrift and in danger of running aground at the Massachusetts port. The harbour master has already acted and sent the FV Foggy Sea, a fishing trawler, out to where the SS Champagne was last sighted and there, have her crew board her, discover what has happened and ensure that the passenger liner is not lost with either hands or passengers. Once aboard, what the crew of the FV Foggy Sea discover is a charnel house. Signs of blood and death everywhere, corpses dismembered in ways unimaginable, with looks of terror upon the faces of the decapitated heads. There seems no reason to this bloody shock, this carnival of death which seems to have been played out up and down the length of the ship, from one deck to another. What or who caused this massacre of passengers and crew alike? Is it still present aboard the SS Champagne and are there any survivors? This is the big, opening dramatic scene for The Order of the Stone: A Horror Mystery in Three Parts.

The Order of the Stone: A Horror Mystery in Three Parts is a campaign for Call of Cthulhu, Seventh Edition published by Chaosium, Inc.. It is a short campaign, intended to be played in a few sessions, but can be played via multiple means and it includes not one, but three different set-ups to help the Keeper get her players and their Investigators into the campaign. First, The Order of the Sone can be played using standard Call of Cthulhu, Seventh Edition rules; second it can be run using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos and there are notes contained within its covers to do so; and third, it can be run using the rules given in the Call of Cthulhu Starter Set. The first set-up has the Investigators as members of the faculty and student body at Miskatonic University, specialising in history and archaeology, asked to go to Boston to check on the arrival of a fellow academic, Doctor Nicolus Sebastian, and his team, who are returning to the USA from a successful if troubled archaeological dig in Ireland aboard the SS Champagne. The second set-up is for existing Investigators simply awaiting the arrival of cousin aboard the SS Champagne. Experienced players, if not their Investigators, will quickly realise that none of this bodes well for the poor cousin. Well, this is Call of Cthulhu after all… The third set-up is the investigators as the crew of the FV Foggy Sea. If the second set-up reeks of familiarity, then this third set-up is genuinely interesting and novel, bringing a streak of bold muscularity to the roleplaying game as well as presenting the Investigators with the pre-packaged Investigator organisation. No matter which group the Investigators are drawn from—and to be honest, the Investigators as the crew of the FV Foggy Sea is original and startlingly different—they will all find themselves aboard the fishing trawler, headed to the SS Champagne. Also, The Order of the Stone: A Horror Mystery in Three Parts can be played in conjunction with Call of Cthulhu: Arkham, since although the campaign has its origins in Ireland, it plays out in New England. That said, the first and second set-ups, with either students and staff at Miskatonic University or pre-existing Investigators, works best with this last option.

The set-up of the campaign does make it difficult to adjust other periods, more so for a modern setting. The introduction provides a good overview of the campaign and its background, and also notes that throughout, at the end of key scenes, the leads that the Investigators need to find in order to progress are clearly marked. Then it is very quickly into the first scenario, ‘Terror on the SS Champagne’. There is a certain familiarity to the scenario. A ship adrift, seemingly abandoned—or in this case, its crew and passengers rent from limb to limb, and a dark and nasty threat stalking its passageways and rooms, and then, once it is aware of them, the members of the other crew who have come aboard to check for the living and/or salvage. Everywhere is a bloodbath and the Investigators will need to work hard not to join as they try and work out what has happened on the ship. The SS Champagne is given a detailed description to accompany its deck plans and there are several scenes and encounters that the Keeper can insert into the Investigators’ progress through the stricken vessel. These escalate the scenario’s growing sense of peril, enhanced by the worsening storm, until the Investigators find themselves stalked by the Mythos entity at the heart of the campaign. Should any Investigator suffer from a Bout of Madness, there is a useful list of possible phobias to suffer. ‘Terror on the SS Champagne’ is quite straightforward and will probably end with a bang—though other options are discussed too, but it does leave the players and their Investigators with a conundrum. What do they tell the authorities when they get back to Boston?

The second scenario, ‘Murder in Greyport’, opens with a strange revelation. Marco Torres, one of the passengers aboard the SS Champagne not only managed to get off the ailing passenger liner, but lived long enough to be murdered mere weeks later! Which begs the question, “If one person managed off the SS Champagne, did anyone else?” If ‘Terror on the SS Champagne’ was action driven and linear, ‘Murder in Greyport’ is more open and investigative in nature. Taking place in Greyport, a fishing town to the east of Arkham, the investigation will primarily consist of two lines of enquiry. First, who murdered Marco Torres, and secondly, how did he get off the SS Champagne? The investigation is very clearly organised and so easy for the Keeper to follow. As with the first part of the campaign, the description of the town and the various NPCs and what they know, all nicely interconnected, are accompanied by a series of events, driven by the Investigators’ presence in the town and their asking questions here and there over the course of a day or so. All of them are confrontational in nature, whether with the local townsfolk or with outsiders who have more than a vested interest in the Investigators’ activities. There are options here also, first to add a possible motivation for the Investigators, and second, to add other murder plots, but they do complicate the situation. By the end of ‘Murder in Greyport’ should have solved the murder, determined that the victim was not the only person to escape the SS Champagne, and worked out where they have gone. This middle scenario is surprisingly mundane, its horror one of small-mindedness and human emotions, though there are more than traces of the Mythos at the end.

The third and final scenario, ‘The Hunt’, narrows the story down to a confrontation with the forces and agents of the Mythos deep in the Massachusetts backwoods. The Investigators may gain some allies, and thus a potential source of replacement Investigators if their interactions with the other outsiders in Greyport went well, if not, the Investigators may find their efforts to stop the cultists’ plans somewhat hindered. The climax of the campaign takes place in the hills above a children’s summer camp, long closed down due to a canoeing accident, requiring a trek into the woods in the bloody wake of the cultists and their master. In the ruins of colonial era settlement, the Investigators have a chance to counter the activities of the cultists and so save the world. These scenes are fairly complex in comparison to the rest of the campaign, so does need a careful study upon the part of the Keeper.

Rounding The Order of the Stone are several appendices. These in turn detail all of the new tomes and spells in the campaign and then the crew of the FV Foggy Sea as pre-generated Investigators. This is a diverse mix of characters. Physically, The Order of the Stone is cleanly and tidily presented. The maps are serviceable, but the artwork is excellent. Oddly, two NPCs that appeared earlier in the book are given entirely different illustrations in different styles in the third scenario.

The Order of the Stone: A Horror Mystery in Three Parts is a small-scale campaign both in terms of its play length, its scope, and its factions. It offers a solid mix of both Mythos and mundane horror, interaction and investigation, in a tight story that works well as an easy to prepare first campaign.

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