Reviews from R'lyeh

Magazine Madness 11: Parallel Worlds #02

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickstarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

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The second issue of Parallel Worlds magazine was published in September 202o. Like the inaugural issue, Parallel Worlds #01, published the year previously, it contains no gaming content as such, but rather discusses and aspects of not just the hobby, but different hobbies—board games, roleplaying games, computer games, and more. Unlike later issues, for example, Parallel Worlds #21 and Parallel Worlds #22, this second issue is very much about games, and that is not necessarily a bad thing if something interesting is said about them. Where that was not always achieved in Parallel Worlds #01, the second issue is more balanced, which when combined with its selection of interesting articles and brevity serves to make it overall an engaging, even sometimes thoughtful read. Of course, Parallel Worlds #02 is readily available in print, but all of the issues of Parallel Worlds, published by Parallel Publishing can also be purchased in digital format, because it is very much not back in the day of classic White Dwarf, but here and now. 
Parallel Worlds #02 opens with an interview with Adrian Tchaikovsky, the author of the Shadows of the Apt fantasy series and the award-winning science fiction novel, Children of Time. It touches upon his choice of publishers and how alien spiders are, but it also explores his love of roleplaying, mentioning that he is the Dungeon Master for a Dungeons & Dragons, Fifth Edition campaign and also that Shadows of the Apt fantasy series arose from a roleplaying campaign of his own. It is a fairly light piece to start the issue with and although a couple of years old, is intriguing to persuade the reader to check out Adrian Tchaikovsky’s fiction.
Dungeons & Dragons, Fifth Edition is the subject of the first ‘Tabletop Games’ article in Parallel Worlds #02. ‘Box Half Full: Why D&D is so revered and popular’ by Ben Potts is the counterpart to Connor Eddles’ ‘Box Full of Knives: Why Dungeons & Dragons needs to step away from its wargaming roots’ in Parallel Worlds #01, and by far, very much the superior article. In his article, Eddles made the point that Dungeons & Dragons, Fifth Edition is a ‘box full of knives’, that its mechanics are too focused on delivered the means to kill things and take their loot and not enough on providing the tools to provide stories. Yet whilst the points in his article are not without merit, Eddles completely failed to do anything to counter them. Fortunately, whilst Ben Potts both acknowledges Eddles’ points and accepts that many of them are valid, he points out the value of the shared history and storytelling to be found in Dungeons & Dragons, how that can be passed from one generation to another, how Dungeons & Dragons, Fifth Edition has moved in terms of representation and diversity (but remember this article was written in 2020, so the roleplaying game is still on that path), how the sexism of fantasy artwork has been ditched, and how the rules have been streamlined. The article also acknowledges that the origins of Dungeons & Dragons, Fifth Edition do lie in wargaming and medieval history. Overall, this article is everything that ‘Box Full of Knives: Why Dungeons & Dragons needs to step away from its wargaming roots’ is not—balanced, interesting, and informative. ‘Box Half Full: Why D&D is so revered and popular’ does not shy away from the issues with Dungeons & Dragons, but it explores and explains them as well as highlighting the changes made to make Dungeons & Dragons, Fifth Edition a better game.
This followed by a second ‘Tabletop Games’ article, this time a review by Christopher Jarvis of Star Wars: Outer Rim. Published by Fantasy Flight Games, this is the board game of scoundrels engaged in smuggling, bounty hunting, scams, and more as they attempt to turn themselves in legends. This is a decent review which clearly captures just how much the reviewer had playing the game. The third of the ‘Tabletop Games’ articles is the second entry in the ‘Miniature Of The Month’ series, here ‘Miniature Of The Month: Uthred Steelmantle’. Written by Connor Eddles, this looks at a more modern figure, this time a Stormcast Vanguard for Warhammer 40,000. Accompanied by a piece of short fiction, this still feels like page filler rather than being anything interesting. Connor Eddles’ other contribution is ‘Beneath the Waystation’, a piece of ‘Original Fiction’. It is a decent enough short slice of Science Fiction horror. The other review in the issue is ‘Review: Dragonslayer’ by Allen Stroud. This is of Duncan M. Hamilton’s Dragonslayer, and is not wholly positive. 
Tom Grundy’s ‘Thinkpiece’ is titled ‘Ruling the World 20 – The sci-fi assumption of ‘Government Earth’’, which examines the notion of the ‘global’ or civilisation-wide government—including star spanning governments, how the world might get there, and the difficulties associated with doing so, primarily with how a country identifies itself. Numerous options are discussed, such as colonies pushing for independence from home governments, governments existing across multiple worlds, having a ‘mega-United Nations’ across multiple star systems and worlds, and more. The article does suffer from a lot of blank space and it would have benefited from a bibliography listing the various works of fiction, films, television series, and games where the various forms of government appear. Certainly some application and some pointers for the reader would have helped.
In Parallel Worlds #01, with ‘Events’, Allen Stroud took the reader on a guided tour of the United Kingdom’s biggest gaming convention with ‘UK Games Expo 2019’. In Parallel Worlds #02, he takes us to another convention, very different in nature to UK Games Expo—the 77th annual World Convention of Science Fiction. Attended by many of the biggest names in science fiction, fantasy, and horror, this is an even bigger event with its emphasis on Science Fiction and fantasy and fiction all culminating in the Hugo Awards. Stroud does point out that the event was not with its issues, but again captures the scale of the event, highlighting the number of attendees, the breadth of stalls and exhibitors present, and the array of events staged across the weekend. Supported by numerous photographs, ‘Dublin 2019: an Irish worldcon’ brings the event to life and really makes the reader want to attend, which again, post-COVID in 2022 will be a whole lot easier.
The other ‘Video Games’ article is Thomas Turnbull-Ross’ ‘Beyond the Screen: Are games becoming less immersive?’ which examines both whether games are becoming easier to play at a cost of immersion and whether their sense of escapism is being lost with the shift to social-focused gameplay. It is a lengthy piece which examines numerous online games and their communities, pointing to plenty of examples, before concluding that both issues are true, but not totally.

Lastly, Lastly, ‘TV & Film’ launches a two-part article dedicated to Star Trek. The first part of ‘Keeping Trek’ by Ben Potts looks at the origins and history of the franchise, all the way up the earliest films, with Star Trek: The Next Generation saved for the second part. The article is definitely for the casual or uninitiated would be fan of Star Trek as there is nothing here that the dedicated fan will not already know. For the casual or would be fan this is a solid introduction to the series from the sixties and to an extent, the films of the late seventies and early eighties, which whilst not ignoring the sometimes, but in keeping with the era poor portrayal of its female characters or some of the sillier plots, does highlight how the series was socially and inspirationally ground-breaking, as was the technology, and there were some great stories too.
Physically, Parallel Worlds #02 is printed in full colour, on very sturdy paper, which gives it a high-quality feel. As with the first issue, it does suffer from a lot of white space and one or two of the articles do feel stretched out.
Parallel Worlds #02 is better than Parallel Worlds #01—and that is how it should be. The issue has a better mix of articles, even if roleplaying does come off a poor third in comparison to other types of gaming. It does feel as if there should be more to it though. For example, one board game review or one book review or one miniature review just does not feel enough, especially given how much space is devoted to them, whilst other articles could have been improved with bibliographies all of their very own. Overall, Parallel Worlds #02 is a light, perhaps just a little too slight in places, enjoyable read.

Miskatonic Monday #119: Cold Hunger

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

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

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Name: Cold HungerPublisher: Chaosium, Inc.
Author: Paul Dimitrievich

Setting: Jazz Age CanadaProduct: Scenario
What You Get: Seventeen page, 1.40 MB Full Colour PDF
Elevator Pitch: A missing persons case leads to madness on the tracks.Plot Hook: Has a missing reporter on a magazine of the unexplained gone missing because of his current case? 
Plot Support: Staging advice, four handouts, two floorplans, seven NPCs, two monsters and Mythos creatures, and four pre-generated Investigators.Production Values: Serviceable.
Pros# Canada and no sasquatches!# Straightforward plot# Easily adapted to other time periods with trains# Easily adapted to other northern climes# Solid pre-generated Investigators# Wolves in winter inspired by ‘Pickman’s Model’# Potential for Investigator versus Investigator action
Cons# Plain handouts and floorplans# No explanation of what the ‘CPR’ is# Potential for Investigator versus Investigator action
Conclusion# Serviceable plot ends in blood and desperate fashion which does not work as well if the Investigators are armed for bear# Blood, madness, and dinner on the tracks in a straightforward plot at the horrifying height of winter 

Miskatonic Monday #118: Care Forgot

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

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

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Name: Care ForgotPublisher: Chaosium, Inc.
Author: John Almack

Setting: Jazz AgeProduct: One-on-One Scenario
What You Get: Six page, 757.70 KB Full Colour PDF
Elevator Pitch: Sudden forgetfulness brings fears of its ownPlot Hook: Who am I?
Plot Support: Staging advice, seven NPCs, one Mythos entity, and one pre-generated Investigator.Production Values: Plain.
Pros# One-on-one horror scenario# Classic horror set-up# Classic Mythos set-up made very personal# Easy to adapt to other time periods# Easy to adapt to other cities# Solid cast of NPCs for the Keeper to roleplay
Cons# Requires access to The Grand Grimoire of Cthulhu Mythos Magic# Potentially too personal horror
Conclusion# Classic amnesia set-up made very personal in a one-on-one scenario built around a classic Call of Cthulhu plot# Strong on roleplaying and interaction

Miskatonic Monday #117: Pilgrim’s Hope

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

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

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Name: Pilgrim’s HopePublisher: Chaosium, Inc.
Author: Jazmin Ospa

Setting: Illinois, 1885
Product: Scenario for Down Darker Trails: Terrors of the Mythos
What You Get: Eighteen page, 844.50 MB Full Colour PDF
Elevator Pitch: Snakes at a show!Plot Hook: Buffalo Bill’s Wild West tour of the USA gets a short, sharp snake shock!
Plot Support: Staging advice, one map, five NPCs, one creature, two Mythos monsters, and six pre-generated Investigators.Production Values: Plain.
Pros# Scenario for Down Darker Trails: Terrors of the Mythos
# Short , gun-toting one-session one-shot
# Emphasis on combat and a chase# Easy to prepare# Ophidiophobia# The chance to roleplay members of Buffalo Bill’s Wild West tour of the USA
Cons# Ophidiophobia# Little investigation# Why does the villain unleash the snakes at the show?
Conclusion# A for Buffalo Bill’s Wild West tour of the USA to ride against the Mythos!# Straightforward action-packed scenario sets up an exciting chase, but leaves the villain’s motivation unexplained

Miskatonic Monday #116: Tales of the Casket Girls

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

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

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Name: Tales of the Casket GirlsPublisher: Chaosium, Inc.
Author: Michael Henebry

Setting: Jazz Age New Orleans
Product: Scenario
What You Get: Twenty-two page, 67.27 KB Full Colour PDF
Elevator Pitch: A missing persons case leads to nasty nuns!Plot Hook: A convent of chills
Plot Support: Two monsters, five handouts, three maps and floorplans, six pre-generated Investigators.Production Values: Plain.
Pros# Straightforward plot# Potentially pulpy plot# Good background and history# Vampire nuns# Solid mix of pre-generated Investigators# Potential lead in to a Secrets of New Orleans campaign# Possible campaign set-up with Investigators as new Knights Templars vampire hunters!
Cons# Not vampire nuns!?# Not enough made of New Orleans
Conclusion# Straightforward plot leads to a dark secret hidden in New Orleans and confrontation in a convent

Miskatonic Monday #115: The Strange Case of Mr Cardew

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

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

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Name: The Strange Case of Mr CardewPublisher: Chaosium, Inc.
Author: Raphael Merriman

Setting: Modern Day Birmingham
Product: Scenario
What You Get: Fourteen page, 793.88 KB Full Colour PDF
Elevator Pitch: Criminal suspicions expose an empty coffin and a missing body. Plot Hook: Did a criminal kingpin steal a body?
Plot Support: Staging advice, thirteen NPCs, and two handouts.Production Values: Plain.
Pros# Gloriously Poundland cultists# Lots of NPCs to interact with# Easy to adapt to other time periods# Easy to adapt to other cities# Solid plot with decent amount of investigation
Cons# Ghouls and a funeral director? A cliché seen before in Secrets and Realm of Shadow# Multiple options for getting the Investigators involved# A shoal of red herrings
Conclusion# Decent if dense investigative scenario involving a host of nicely done NPCs, including some utterly naff cultists# Primary suspect all too obvious and all too much a cliché

Miskatonic Monday #114: Annals of Flint's Detective Agency: The Case of the Stolen Golf Clubs

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

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

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Name: Annals of Flint's Detective Agency: The Case of the Stolen Golf ClubsPublisher: Chaosium, Inc.
Author: Mark Potter

Setting: Jazz Age Chicago
Product: Scenario
What You Get: Thirty-six page, 2.35 MB Full Colour PDF
Elevator Pitch: The Case of the Cosmic Golf Clubs!Plot Hook: Detectives hired to investigate a theft which leads back to Egypt and beyond!
Plot Support: Staging advice, four NPCs, five handouts, seven maps and floorplans, and six Mythos Monsters.Production Values: Undermining.
Pros# Solid plot with decent amount of investigation# Easy to adapt to other cities# Easy to adapt to Cthulhu by Gaslight# Connects an Egyptian cult to a different Mythos entity
Cons# A butler called Jives# A professor called DeWho# Really, REALLY needs an edit# Underwritten staging advice# No hue and cry for a missing baby?# Requires more preparation than it really should# Set in Chicago or the United Kingdom?
Conclusion# Potentially solid investigative scenario undone by underwhelming production values and lack of editing which force the Keeper to decide which details are correct and which are not.# Set in Chicago, but makes poor use of the city.

Miskatonic Monday #113: Sermon of Sludge

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

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

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Name: Sermon of SludgePublisher: Chaosium, Inc.
Author: Bored Stiffs

Setting: 1970s Los Angeles
Product: Scenario
What You Get: Forty-four page, 18.37 MB Full Colour PDF
Elevator Pitch: End of Days and ‘high’ madness in L.A.Plot Hook: Fringe science is about to get freaky!!!
Plot Support: Staging advice, nine NPCs and nine NPC portraits, fifteen handouts, five maps, one Mythos Monster, and five pre-generated Investigators.Production Values: Fabulously freaky.
Pros# Fringe science meets the end is nigh on the streets  of L.A.# Entertainingly gonzo layout and art inspired by Gilbert Shelton# Investigator sheets done as comic book small adds# Could be adapted for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Easily pushed back to the sixties# Connection to Plagues of Egypt hints at possible sequels
# Potential convention one-shot
Cons# Period piece# May need careful timing to run as a convention one-shot
Conclusion# Thematically entertaining scenario# Counterculture calamity as fringe science clashes with freaky faith in a downtown doom!

Miskatonic Monday #112: At One With Nature

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

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

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Name: At One With NaturePublisher: Chaosium, Inc.
Author: Graham James

Setting: Jazz Age Scotland
Product: Scenario
What You Get: Twent-six page, 5.01 MB Full Colour PDF
Elevator Pitch: Horror comes home to the HighlandsPlot Hook: Holiday in the Highlands leads to horrifying revelations close to home
Plot Support: Staging advice, seven NPCs, six handouts, and three pre-generated Investigators.Production Values: Vibrant.
Pros# Scenario for Shadows Over Scotland: Call of Cthulhu Roleplaying in 1920s’ Scotland
# Strong roleplaying advice throughout# Bucolic clash between morality and duty # Good mix of interaction and investigation# Part of RPG Writer Workshop Summer 2021 Call of Cthulhu Vol. 1

Cons# Horridly vibrant background# Needs an edit# No guidance on using scenario in a campaign
# No maps
# Undeveloped pre-generated Investigators pulls it back from being a fully rounded one-shot
Conclusion# Scottish set scenario strong on roleplaying, interaction, and investigation against a macabre, grotesque clash between morality and duty

Miskatonic Monday #111: A Night at Darkbank

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

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

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Name: A Night at DarkbankPublisher: Chaosium, Inc.
Author: Andy Miller

Setting: New Mexico, 1879
Product: Scenario for Down Darker Trails: Terrors of the Mythos
What You Get: Twenty-four page, 14.72 MB Full Colour PDF
Elevator Pitch: The hunt for an outlaw turns outlandish as the criminal turns up a curse!Plot Hook: Classic posse hunts wanted man.
Plot Support: Staging advice, three maps, two NPCs, one monster, five NPC portraits, and one pre-generated Investigator.Production Values: Adequate.
Pros# Scenario for Down Darker Trails: Terrors of the Mythos
# Short one-player, one-session one-shot
# Solidly done background and context# Easy to add to a campaign# Creepy atmosphere
Cons# Written for one investigator or multiple investigators?# No advice for running with multiple investigators?
Conclusion# Straightforward posse hunt turns strange in a serviceably scary scenario inspired by Adventures into the Unknown #13

Miskatonic Monday #110: Horror in the Highlands

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

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

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Name: Horror in the HighlandsPublisher: Chaosium, Inc.
Author: David Wright

Setting: Jazz Age Scotland
Product: Scenario
What You Get: Forty-four page, 51.22 KB Full Colour PDF
Elevator Pitch: Madness and murder beset the Mackintosh Clan on MoyPlot Hook: Bottling of a newwhisky is disturbed by dark dreams made realPlot Support: Staging advice, thirteen NPCs, ten handouts, elven maps, one illustration, one monster, six Mythos tomes and books, two spells, and six pre-generated Investigators.Production Values: Decent.
Pros# Scenario for Shadows Over Scotland: Call of Cthulhu Roleplaying in 1920s’ Scotland?
# Scottish Gaelic folkloric horror# Decently done background# Pleasingly ordinary pre-generated Investigators# Solidly Scottish one-shot
Cons# Needs an edit# Some handouts have Mythos rules# No guidance on using scenario in a campaign
# Classic ‘unstoppable monster unless you find the solution’ set-up
Conclusion# Engagingly Scottish murder, mayhem, and monster one-shot showdown in the highlands # Solidly written up background and support

Miskatonic Monday #109: Operation Foxglove

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

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

—oOo—
Name: Operation FoxglovePublisher: Chaosium, Inc.
Author: Chad Briggs

Setting: Norway, 1944
Product: Scenario
What You Get: Thirty-three page, 9.561 KB Full Colour PDF
Elevator Pitch: Nightmare in NorwayPlot Hook: The mission or the monster?
Plot Support: Staging advice, eight pre-generated Investigators, two handouts, three maps, multiple NPCs, and a non-Mythos monsters.Production Values: Adequate.
Pros# World War (non) Cthulhu
# Solid bibliography# Straightforward plot# Potential convention scenario# Folkloric foe# Possible adaptation to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos?# Part of the RPG Writer Workshop Summer 2021 Call of Cthulhu Vol. 1
Cons# World War (non) Cthulhu# Underwritten pre-generated Investigators# Action and combat orientated# Faceless NPCs# No real investigation

Conclusion# Action and combat focused scenario with a simple plot: Trollhunter with Nazis versus SOE

Miskatonic Monday #108: The Hounds of Salem

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

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

—oOo—
Name: The Hounds of SalemPublisher: Chaosium, Inc.
Author: Anthony L. Wolf

Setting: Jazz Age Lovecraft Country
Product: Scenario
What You Get: Fifty-Three page, 9.21 MB Full Colour PDF
Elevator Pitch: What drives the moral to act immorally?Plot Hook: Missing Mythos missives
Plot Support: Staging advice, two Mythos tomes, one spell, one map, one floorplan, three floorplans, two handouts, two Mythos monsters, and four pre-generated Investigators.Production Values: Reasonable.
Pros# Miskatonic University scenario
# Easily adapted to other periods# Straightforward, but decent  investigation
Cons# Underwhelming and unsympathetic villain motivation# Too much Cthulhu Mythos reward# Salem description undeveloped# Odd title versus new Mythos creature, why not a Hound of Tindalos?

Conclusion# Potentially too deadly an encounter for straight students rather than a mix group of Investigators # Decent investigation clashes with underwhelming and unsympathetic villain

Miskatonic Monday #107: Nightmare in the Sanitarium

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

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

—oOo—
Name: Nightmare in the SanitariumPublisher: Chaosium, Inc.
Author: Rudy Peverada

Setting: An asylum
Product: Scenario
What You Get: Elven page, 3.61 KB Full Colour PDF
Elevator Pitch: An Escape Room meets Murder in the DarkPlot Hook: Can you escape the asylum?
Plot Support: Staging advice, two floorplans, some NPCs, and some Night-Gaunts.Production Values: Adequate.
Pros# Murder in the dark one-shot
# Nice cover
Cons# Murder in the dark# Sanitarium as a reverse dungeon# No investigation
# No background# No plot# No pre-generated Player Characters# Devoid of roleplaying potential as written# The Player Characters have ‘special powers’# Choice of ‘special powers’ limited to three# Cuts the Call of Cthulhu, Seventh Edition rules down unnecessarily for brevity 
Conclusion# Murder in the Dark combined with an Escape Room set in a sanitarium, reverse dungeon-style.# Potentially mildly interesting set-up undone by a lack of plot, background, or pre-generated Player Characters, leaving the Keeper to develop the roleplaying possibilities they would provide.

Miskatonic Monday #106: Passenger Olympus

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

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

—oOo—
Name: Passenger OlympusPublisher: Chaosium, Inc.
Author: Mitchel Bonnema

Setting: Gulf of Mexico, 1921.
Product: Scenario
What You Get: Thirty-One page, 11.53 KB Full Colour PDF
Elevator Pitch: Fear on a Freighter!Plot Hook: When a ship goes adrift, could it have been cursed by the mermaid it pulled aboard?
Plot Support: Straightforward plot, six NPCs, five pre-generated Investigators, one deck plan, ten handouts, and two Mythos creatures.Production Values: Decent.
Pros# Sea-bound one-shot# Scares amidst a stormed-tossed sea# Escalating song of sanity!# Strong sense of isolation# Detailed steamer description# Decent handouts
Cons# Needs another edit# Dense# Uneven Sanity loses# No portholes!# A lot for the Investigators to explore
Conclusion# Maritime madness as the Investigators confront a mermaid # Isolated horror aboard a vessel adrift at sea, not in space—and you can hear the siren's song!

Miskatonic Monday #105: Crepid Fornication

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

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

—oOo—
Name: Crepid FornicationPublisher: Chaosium, Inc.
Author: Philip G. Orth

Setting: Jazz Age Hamburg, 1928
Product: Scenario
What You Get: Fifty-eight page, 15.69 MB Full Colour PDF
Elevator Pitch: A one-shot soirée at a snail’s pacePlot Hook: An artists’ affair turns abstrusely abhorrent in a hunt for a missing girlPlot Support: Spiraling plot, staging advice, two NPCs, six handouts, eight pre-generated Investigators, two new Mythos spells, one new Mythos tome, and one new Mythos creature.Production Values: Decent.
Pros# Molluscophobia# Interesting period setting# Oozes artistic otherworldliness into another direction # Nicely detailed octuple of pre-generated Investigators# Could be adapted to other time periods# Part of the Miskatonic Repository Halloween 2021 Collection# Potential crossover with Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin
Cons# Molluscophobia# Needs a strong edit# Plot not always clearly explained# No advice for adding it to a campaign
Conclusion# Unclear plotting slightly obscures a molluscophobic meeting# Engaging sense of the strange and creepy creativity combined with an encounter with an otherworldly horror inspired by reality. 

Miskatonic Monday #104: Missing in the Woods

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

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

—oOo—
Name: Missing in the WoodsPublisher: Chaosium, Inc.
Author: Brandon Estelle

Setting: Blackwood National Forest, Modern Day USA.
Product: Scenario
What You Get: Fourteen page, 648.65 KB Full Colour PDF
Elevator Pitch: Can the investigators find the missing, before they become missing too?Plot Hook: A search for a missing girl turns strange Plot Support: Straightforward plot, one handouts, and one monstrous entity.Production Values: Plain.
Pros# Modern day, backwoods one-shot# Easily adapted to other periods# Eerie sense of unreality# Folk horror more than Mythos horror
Cons# Needs an edit# Short and linear# Emphasises physical skills rather than mental# Folk horror more than Mythos horror# Not much for the Investigators to do
Conclusion# Easily adaptable, short piece of folk horror with a sense of the eerie that is all too straightforward with little for the Investigators to do

[Fanzine Focus XXVIII] Planar Compass #1

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent retroclone of choice to support has been Old School Essentials.
Published in Autumn 2020, Planar Compass Issue One begins a journey that takes Dungeons & Dragons and the Old School Renaissance out where it rarely goes—onto the Astral Realm and out between the planes. Of course, the option for travel in this liminal space has always been there in Dungeons & Dragons, most notably from Manual of the Planes all the way up to Spelljammer: Adventures in Space and the Planescape Campaign Setting. Whilst those supplements were for Advanced Dungeons & Dragons, First Edition and Advanced Dungeons & Dragons, Second Edition, the Planar Compass series is written for use with Old School Essentials, and it not only introduces the Astral Realm, but adds new Classes and rules for one very contentious aspect of Advanced Dungeons & Dragons—psionics! Planar Compass Issue One can be divided into two halves. In the first half, it explores a place of refuge and calm amidst the Astra Sea and provides a number of adventures on and below that location, whilst in the second half, it details both the four new races and their  Classes, as well as the new rules for psionics for Old School Essentials. The second half has been collected into a booklet of its own. The Planar Compass Player’s Booklet and thus the four new Classes and the rules for psionics are reviewed here.
Planar Compass Issue One starts with a quick introduction, explaining how old Palio One Eye, once a fearsome and notorious pirate on the Astral Seas, accidentally discovered the location of what was to become Dreamhaven by wrecking his ship upon it. Then when another ship anchored off its coast, instead of capturing the ship and resuming his career of piracy, he instead started selling his cargo of Aldhelsi mead to the other ship’s crew and thus he had a bar. Soon others were coming to Dreamhaven—the Onauk, behorned barbarian pirates, the Aldhelsi, short fey psionicists, the short and furry Belsorriso known for their charming smile (very Rocket Raccoon-like!), the Skullga, goblinoids with deer-like heads who are excellent shipbuilders and tinkerers, Chanicoids, clockwork beings serving a higher master, and of course, Humans. (The Onauk and the Aldhelsi, along with the Psion and the Astral Sailor are detailed as Classes later in Planar Compass Issue One and also in the Planar Compass Player’s Booklet.) Dreamhaven is actually quite small, but has extensive docks, adheres to Central Ordo Time or the time of Ordo, the plane of Law as marked by a series of clocks around the island, and although there is no night and day, no sun which sets and rises on Dreamhaven, the island keep to a day and night cycle of Central Ordo Time.
‘Beach Psiombies’ is the first of two short adventures in which Palio, still short of supplies, takes the Player Characters out on his clockwork, glass-bottomed boat, to go fishing for dinner. Unfortunately, they reel in something much worse—Psiombies! This is primarily a combat encounter, but again there are some moments for levity. The second shorter adventure is ‘All That Glitters’. Leonid, extravagantly wealthy high-Level Wizard and patron of The Slipstream Bar, covets an item of jewelry, currently in possession of his rivel, the Half-Ogre, Otis. Leonid will pay handsomely, or provide a significant discount to his magical services—including the casting of Teleport if the Player Characters are eager to get off Dreamhaven, if they can retrieve the necklace from aboard Otis’ ship, the Rude Awakening. As written, this is an assault upon the docked ship amidst a Psychic Storm which makes it all very challenging, but it is only the Psychic Storm which makes this encounter interesting. In fact, ‘All That Glitters’ is decidedly underwhelming in comparison to the other three scenarios in the Planar Compass Issue One.
The fourth and longest scenario in Planar Compass Issue One is ‘Deepwarren’. Various inhabits of Dreamhaven have an interest in what might be found in the Deepwarren, so by the time the Player Characters decide to explore it (they have an opportunity to do so earlier, but advised not to), they may have several motivations or at least several employers willing to pay for what they discover. The Deepwarren is a short, but detailed dungeon, which hides several secrets, including Dreamhaven’s  true nature. Revealing that nature has disastrous consequences for Dreamhaven, which will bring the mini-campaign to an exciting conclusion. However, these secrets need not be revealed all at once and if the Game Master hands out the offers of employment in a more piecemeal fashion, the Player Characters can explore the Deepwarren more than once and have the consequences of their exploration play out at a less tumultuous pace. One location in the Deepwarren does consist of a maze and it really does not serve any purpose in the dungeon except to get the Player Characters lost. It is nicely done, but really the Player Characters could just wander around to no real effect. Otherwise, ‘Deepwarren’ is a nicely detailed and flavoursome dungeon whose contents will bring the campaign in Dreamhaven to an end.
Physically, Planar Compass Issue One is very nicely done. It is engagingly written, the artwork is excellent, and all together, it is a lovely little book.
Where Planar Compass Issue One does feel lacking is suggestions on how to get the Player Characters there given the far off and  very strange location of Dreamhaven. Where it disappoints—in a way—is in probably bringing a campaign on Dreamhaven to an end. There is no doubt that it does so in a satisfying and appropriate fashion, but Dreamhaven is such a fun little place to adventure that more scenarios on the island would be more than welcome! After all, pirate coves and haven are not exactly uncommon in roleplaying fantasy, but the combination of its location on the Astral Sea and psionics serve to make Dreamhaven genuinely unique. It would be lovely to have a further anthology of adventures which would get the Player Characters there and give them the opportunity to explore the island a little more before the campaign proper in Planar Compass Issue One begins.

Whether it is the rules for psionics, which are as simple and straightforward as they can be, or the description of Dreamhaven, its inhabitants, and its adventures, Planar Compass Issue One is an impressively fantastic and self-contained first issue of a very well-done fanzine. If Planar Compass Issue Two is going to be as good as Planar Compass Issue One, then fine. If it is better, then Planar Compass Issue Two is going to be very good indeed.

[Fanzine Focus XXVIII] Strange Inhabitants of the Forest

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent retroclone of choice to support has been Mörk Borg.
Published in November, 2020, Strange Inhabitants of the Forest is one of three similar fanzines released by Philip Reed Games as a result of the Strange Citizens of the City Kickstarter campaign, the others being Strange Citizens of the City and Strange Visitors to the City. It follows on from the publisher’s Delayed Blast Gamemaster fanzine, by presenting a set of tables upon which the Game Master can roll and bring in elements to her game. Whilst Delayed Blast Gamemaster detailed monsters, environments, and more, with a cover which reads, “Roll 2d6 and say hello to Evil”, Strange Inhabitants of the Forest all about the encounter and all about encounters with evil. 
The issue opens with the eponymous ‘Strange Inhabitants of the Forest’ which presents a table of villains or villain-like NPCs to be encountered in the forest. Each is given their own two-page spread, with a large illustration, a full page of text providing background, and of course, notes and stats. The notes typically suggest how money the Player Characters might make from their loot or handing in proof of their deaths, though not always. They include the Armoured Suit of Despair, Being of Animated Evil is a suit of armour forged in the deepest pits of hell with only one purpose—slaughtering the living! However, there is no means of destroying it and upon their first encounter with it, the Player Characters will find it doing something unspeakably evil. A handful of options are included. Jannick Pückler, Undead Huntsman, was a huntsman of the undead in life, and even in his unlife as a skeletal huntsman, he has continued his calling. Despite being dedicated to destroying evil, he has a hard time persuading others that he himself is not evil. Zakari Echautz is a Frustrated Angel, driven to act against evil in the face of infighting amongst his kind, who has become intolerant and unlikely unable to determine who or what is exactly evil and who or what is not. A huge pack of rats drive the Player Characters to find refuge at the isolated mansion of Lady Jeni Dargonmir, but she is not what she seems, but a ‘Connoisseur of Blood’. A night in her demesne should set up a night of horror. What all eleven entries have in common is that they appear to be evil, though this is not necessarily the case—as evidenced by Jannick Pückler. Most though, are tough opponents, some more than the players and their characters might imagine, and if there is another common theme, though not to all of the entries, it is that a few of them are actually bodies animated by items of clothing or armour, and in many cases, should a Player Character decide to don such an item or clothing or armour, then he is dead! Or at least an NPC turned to evil. Nevertheless, there is a good mix here and definitely are encountering one or two of these, the Player Characters are going hate being in the forest.
‘Strange Inhabitants of the Forest’ takes up over half of Strange Inhabitants of the Forest. It is followed by ‘Strange Encounters’. This provides twelve encounters, or locations, which the Player Characters can come across on their journeys through the forest. These are shorter, just a paragraph long. For example, ‘The Collapsed Bridge of Neumark’ is a ruined bridge across the Soulless River, leaving dangerously rabid waters to cross or the ‘The Woodcutter’s Hut’, home to the friendly and helpful Arno Schottenstein who does not tolerate rudeness. These are uninteresting, even banal, as encounters go, at best contrasts to others such as ‘The Mound of Skulls’, literally a pile of hundreds of human skulls and so evil that anyone of that persuasion has a bonus to their damage rolls when in that vicinity, or ‘The Wizard’s Walking Hut’, an animated walking hut, who has little time for intruders now that his master is dead! Can the Player Characters loot the hut before it galivants off? Overall, the weird encounters outweigh the mundane, and again, these are going to make the Player Characters hate the forest even more!
Lastly, ‘1d12 Travellers on the Road’ presents exactly that. This is the third table in the fanzine and like ‘Strange Encounters’, it consists of single paragraph entries. The travellers encountered might include Soli Kamolov, a cheesemaker on his way to market who might sell the Player Characters some of his hard cheese; Karolina Strle, a terrified deserter who fears her former employer, a powerful warlord might be after her and so would be happy to sell her sword and armour which identifies her as one of his soldiers; and Nusret Oblak, a bamboozled merchant who will be happy to see the Player Characters because the men he hired to guard his goods swindled him, leaving him penniless, but he wants revenge and will pay if he can get his good back! These are generally more mundane encounters than in the previous articles, and so act as contrasts.
Physically, Strange Inhabitants of the Forest is very nicely presented. Although it makes strong use of colour, it uses a softer palette than Mörk Borg, so is easier on the eye. The artwork throughout is excellent, but the one of Jannick Pückler really stands out.
To be honest, none of the encounters in Strange Inhabitants of the Forest actually have to take place in a forest and there are possibly too many encounters for one forest—unless it is a very big forest! Yet, Strange Inhabitants of the Forest is full of dark and deadly encounters, to varying degrees, that the Game Master can pick and choose from, all to make her Player Characters fear the forest.

Friday Fantasy: Where the Wheat Grows Tall

There is a lonely farm. Perhaps the last in the village, for everyone else has left, their farms abandoned. This last, lonely farm has been in the Polotnikov family for generations. Behind the farm is an old stone wall—broken in two places—which separates it from an ancient field of high grass, worn paths, and long abandoned buildings. It is said that the field behind the farm is cursed and that this curse is the cause of the other farms failing and being abandoned. It is taboo to enter the field, so no one does, not even the Polotnikovs. Mother Galina Polotnikov knows a little of the old ways, but is nowhere near the witch that her grandmother, the one-eyed Elena, was, nor as strange as her mother, who disappeared in her old age, so perhaps she knows about the curse? None of the Polotnikov family has been heard from in many days, and Piotr—Galina’s husband—has not been seen at the nearby market which he always attends. Thus, Andrei, Piotr’s brother is growing concerned. What secrets are the Polotnikov family hiding? Have they broken the taboo and entered the field behind their farm? And if so, what happened?

This is the set-up for Where the Wheat Grows Tall, a scenario which describes itself as an ‘Agrarian Adventure’. It is written to be used with the Old School Renaissance retroclone of your choice, but the stats and numbers are relatively easy to adapt to your preferred roleplaying game and its mechanics. In terms of setting, it is another matter. Where the Wheat Grows Tall  is set on a peasant farm and in its neighbouring field that together are caught between the competing desires of two sister spirits… One of whom has had her idol destroyed in the field, and unfettered, The Noon Lady has risen, and where her gaze drew the farm labourers’ sweat, soothed their rest with its warmth, and made the crops grow tall, now it falls cruelly upon the labourers’ backs with sunstroke and the crops grow wildly. Her sister, The Midnight Maiden, is secretive and playful, watching over men from the shadows and easing their sleep with dreams, but where her sister is unfettered, she is broken—perhaps by abundant growth encouraged by The Noon Lady. In the wake of this upset order, Barstukai, Children of the Crops, stalk the unwary, Night Goblins invite others dance and steal from their new dancing partners, roots snake and entangle, Turnip Jack searches the field for light to eat, and Likho, the One-Eyed Witch, watches, one eye at a time…

Where the Wheat Grows Tall is a deep, dark descent into Slavic myth and fairy tales played out across two halves. First, there is the ‘farm crawl’ where the Player Characters have an opportunity to get hints of what might have happened to the Polotnikov family and suggestions that they will need to break the taboo and go over the wall. Second is the ‘field crawl’, where the Player Characters will encounter all manner of the weird and the whimsy as they explore the area in search of the missing Polotnikovs. None of what they might encounter is necessarily dangerous, the dangers likely arising because the Player Characters are either careless or discourteous when comes to interacting with the inhabitants of this whimsical world. Some will want to dance or play, some to be left alone, and others happy to enjoy the company of visitors such as the Player Characters. The Game Master will find herself portraying a wide cast of characters and creatures—there are no real monsters in Where the Wheat Grows Tall —and imparting a fair bit of information as the scenario very much emphasises interaction and investigation.

The scenario is written in a very concise, bullet point fashion, style, and that has both benefits and issues. The benefit is that its information, whether background, location details, or NPC descriptions, are all easy to grasp, but the issue is that often, they do feel underwritten. Some of the NPCs could have done with a little more information as to what they will and what they will not tell the Player Characters. The advice for the Game Master, which most consists of hooks and rumours, along with suggestions on how to shorten the scenario as a one-shot or due to time, is also underwritten, making the scenario that much bit harder to prepare than should really be necessary.

Physically, Where the Wheat Grows Tall  is ably presented. The writing style is short and to the point, but still packing a lot of description into its terseness. The artwork, done by Evlyn Moreau, is excellent, primarily because it absolutely fits the wonder and the whimsey to be found in the field beyond the stone wall. The map is clear and easy to read, but two of the scenario’s locations, both underground, are not included on the map. Both of course could be anywhere in the underground of the field, but their depiction would have been useful. In places, the scenario could have been better organised, the map placed somewhere more readily accessible, and arguably the overview of the scenario at the beginning could have been stronger.

As delightful as Where the Wheat Grows Tall  is—and it really is—another issue hampering it, is its genre and mythology. Fitting it into an ongoing campaign is going to be challenging given its strong use of Slavic mythology, but there are settings and supplements that the scenario would work with and work well. Older supplements would include Mythic Russia and GURPS Russia, but more recent settings suitable for Where the Wheat Grows Tall would be that of Kislev of Warhammer Fantasy Roleplay and the Hill Cantons of Fever Dreaming Marlinko.

Where the Wheat Grows Tall is charming and challenging, weird and whimsical. It presents an utterly disarming excursion into lands beset by long summery days and barely soothed by nights of Moon-lit shadows, where there is a mystery to be solved, a family to be rescued—perhaps, and a restoration to be made…

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