Reviews from R'lyeh

1981: The Legend of the Sky Raiders

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—

It is often forgotten that in its first swashbuckling few years, that much of the background that we know of today as the Third Imperium in GDW’s first roleplaying game, Traveller, was developed in conjunction with other parties. Whole sectors would be parcelled out to third parties to develop and publish content about. For example, Judges Guild developed the Ley Sector, FASA the Far Frontiers Sector, and Paranoia Press both The Beyond and the Vanguard Reaches Sectors. Much of this content would subsequently be declared non-canonical, but in the case of FASA, it was where the publisher got its start in gaming before developing roleplaying games based on licences, such as Star Trek: The Role Playing Game and The Doctor Who Role Playing Game, and its own properties, such as BattleTech, Shadowrun, and Earthdawn. However, Traveller is where the publisher got its start and many of FASA’s titles for Traveller are still highly regarded—especially those written by the prolific J. Andrew Keith and William H. Keith, Jr. Perhaps none more so than the ‘Sky Raiders’ trilogy—The Legend of the Sky Raiders, The Trail of the Sky Raiders, and Fate of the Sky Raiders.

Published in 1981, the back-cover blurb for The Legend of the Sky Raiders reads, “The Sky Raiders... They pillaged a dozen worlds sometime in the distant past, then vanished. Who were they? A beautiful archaeologist leads a band of adventurers into the swamps of the planet Mirayn, searching for their secrets ... and their lost treasure hoard. Join the search ... the expedition seeking the truth behind ... The Legend of the Sky Raiders.” Then inside the front cover, the dedication reads, “To Indiana Jones, who would feel right at home here.” Raiders of the Lost Ark, the obvious inspiration for The Legend of the Sky Raiders came out the same year and it clearly put the Keith brothers in ‘Pulp Adventure’ frame of mind, for the adventure—and this is very much an adventure rather than a scenario—combines archaeological mystery with scurvy artefact smugglers and hot, sweaty environments. Another inspiration might well have been Chariots of the Gods? Unsolved Mysteries of the Past by Erich von Däniken which hypothesised that early human cultures were contacted by alien astronauts, for that is exactly what is hypothesised by archaeologists on the world of Mirayn in The Legend of the Sky Raiders.

The Legend of the Sky Raiders takes place on Mirayn, a non-aligned world in the Jungleblet subsector of the Far Frontiers Sector. This is a Tech Level 7 world, perpetually enshrouded in clouds, and ruled by a council of landowners who through its antiquity laws maintain a tight control on the planet’s two primary sources of income—tourism and archaeological finds. Extensive ruins left by an indigenous culture have attracted the interest of both tourists and scientists and with the right permits, parties of both have begun making trips into ‘The Outback’. Interest has grown recently with the publication of Hoard of the Sky Raiders by Jothan Messandi, Professor of History at the Institute for System Studies on nearby Alzenei. This suggested that the Sky Raiders, a semi-mythical band of raiders said to have pillaged planets across the Far Frontiers Sector may have originated on Mirayn and may have left a treasure hoard in the lost city of Tlaynsilak, when they disappeared some five millennia ago.

The set-up for The Legend of the Sky Raiders is simple enough. The Player Characters are down on their luck and find themselves stranded temporarily on Mirayn. With competition for work amongst freelancers tough, the Player Characters take the first job they can. This is to outfit and crew an archaeological expedition led by Lorain Messandi, the young daughter of Jothan Messandi who has followed in father’s footsteps and become an archaeologist, and wants to follow up on some of theories presented in her father’s book, Hoard of the Sky Raiders. The outfitting process is essentially a big shopping and hiring process, something that many roleplayers seem to enjoy, but is hampered by the Player Characters being on a budget—a budget out of which they also need to pay themselves, hire vehicles and drivers—the vehicles in this case being hovercraft, hire guides, and purchase supplies and equipment, and obtain the permits necessary to mount such an expedition; government interest in the expedition—such as bureaucrats checking their permits and soliciting bribes; and the potential interest of other smugglers and the criminal underworld. The Game Master has various NPCs, rumours, and encounters to put into the path of the Player Characters and so make their stay in the frontier town of Val Preszar, the primary jumping off point for expeditions into The Outback, interesting and challenging.

If the outfitting process and various encounters in the frontier form The Legend of the Sky Raiders’ first act, the second takes the expedition into The Outback following information provided by the expedition’s leader, perhaps backed up with clues discovered earlier in Val Preszar. Here the Player Characters have freedom to more or less wander looking for locations of note. There is chance here for the expedition to run into various forms of the local wildlife, but by the time the Player Characters have completed their explorations, they will have gained further clues which lead them into the third act and a strange encounter or three with another archaeological party, their capture—not once, but twice, and ultimately, revelations that hint as to who the Sky Raiders might have been.

Structurally, The Legend of the Sky Raiders feels like not one, but two sandboxes—one in Val Preszar, the other in The Outback. The first sandbox is very well supported with lists of equipment and supplies to purchase and hire, NPCs to hire, and rumours and antagonists to throw into the path of the Player Characters. The Game Master will need to judge where and when the Player Characters will run into them, but they serve to foreshadow much will occur later. The second sandbox is more open and for the most part player-driven as they decide where to go in The Outback, leavened with random encounters. It is difficult to describe the final revelation as being particularly astounding, it is at least interesting and it does serve to drive the plot onto the scenario’s epilogue and then into Trail of the Sky Raiders.

The Legend of the Sky Raiders is very well supported, both from a Game Master and a player point of view. There is the ubiquitous Library Data, which covers the world of Mirayn, its history, Sky Raiders themselves, the Hoard of the Sky Raiders, and more. This is supported by further details about Hoard of the Sky Raiders, essentially a handout. There is also an extensive equipment list, including various types of hovercraft and a portable, backpack computer which weighs twenty-five kilograms! A set of eight pregenerated Player Characters are provided should the players not necessarily want to create their own. For the Game Master, there is a wide cast of NPCs—potentially too many for her to handle effectively, and rumours and encounters to use.

The Legend of the Sky Raiders is richly appointed, certainly in comparison to the austerity of GDW’s ‘Little Black Books’ for Traveller. There is extensive artwork throughout, all of it by William H. Keith, Jr., and all of it good. Similarly, his full colour, pull-out map is also good, depicting the town of Val Preszar, the region of The Outback around the town, and the smaller area where the finale of the adventure takes place. Disappointingly, the lost city of Tlaynsilak is not given a map. Barring some minor issues, The Legend of the Sky Raiders is also well written.

When The Legend of the Sky Raiders was published in 1981, it was a terrific adventure and it still is. It presents a Pulp-style—though not a cinematic-style—romp from a frontier town into the wilderness of The Outback, dealing with shenanigans and mystery, whilst also giving the Game Master plenty of NPCs to roleplay and some fun encounters to present. Now whilst its contents could have been better organised, the real issue with The Legend of the Sky Raiders is the poor handling of some the NPCs. There are a lot of them, and some are simply there to annoy the Player Characters and get killed as part of the plot, whilst the Game Master is advised to keep a number of them alive for Trail of the Sky Raiders, also part of the part. This may mean that the Game Master will have to force events if she is to keep them alive, which in terms of storytelling is clumsy.

—oOo—

The Legend of the Sky Raiders was well received at the time of its publication. In reviewing The Legend of the Sky Raiders in Different Worlds Issue 21 (June 1982), Tony Watson said of the scenario, “Suffice it to say that the adventure is interesting, with plenty of twists and turns, and the travelers should find it very challenging. The elements opposing the party are formidable, and the secret of the Sky Raiders, as much as is revealed in this adventure (FASA is apparently planning a sequel), is fascinating. Perhaps the only criticism this reviewer can level at the book is the fact that to retain the integrity of the scenario, the referee may have to be a little heavy-handed in his guidance of the course of the action. Still, it is an excellent adventure, well worth the time and effort.”

William A. Barton said  in The Space Gamer Number 50 (April 1982) that, “The details in LEGEND OF THE SKY RAIDERS are extraordinary – nearly everything a referee could conceivably need is provided.” before concluding that, “LEGEND OF THE SKY RAIDERS is definitely worth adding to your Traveller collection and, when run, should prove one of the more exciting adventures your players have yet experienced.”

Bob McWilliams reviewed not just The Legend of the Sky Raiders in White Dwarf No 31 (June/July 1982), but also Ordeal by Eshaar, Action Aboard, and Uragyad’n of the Seven, which together comprised the first four releases from FASA. He described all four as, “Well produced and with plenty going on, the designers have provided referees with as much help as can be fitted in booklets of this size, gone into details at points in the adventure where it’s necessary and not filled out with ‘chrome’. These comments apply particularly to the last two booklets [Uragyad’n of the Seven and The Legend of the Sky Raiders] – being so involved with Traveller on a day-to-day basis, it takes something above the average to get you interested, and these two certainly did that.” He awarded all four scenarios two scores each, based on their suitability for use by novice and expert referees. For The Legend of the Sky Raiders, this was eight out of ten for each.

—oOo—

At the time of publication, all that was needed to run The Legend of the Sky Raiders is the core Traveller rules, plus Supplement 4: Citizens of the Imperium, although Book 4: Mercenary, Book 5: High Guard, Supplement 1: 1001 Characters, and Supplement 2: Animal Encounters could all be used in conjunction with the scenario. Information on the Far Frontiers Sector was not necessary to play, but was not readily available then, and certainly is not today. There is certainly no doubt that The Legend of the Sky Raiders could be run using Mongoose Publishing’s version of Traveller, and it would be certainly helped by the inclusion of the expanded career options such as Scholar and Colonist, and expanded skills as the Archaeology speciality for the Science skill. Tracking down information on the Far Frontiers Sector would be problematic. In fact, it might be easier to simply shift the ‘legend of the Sky Raiders’ and the Sky Raiders trilogy to another Sector of space entirely, but then again, The Legend of the Sky Raiders would probably be easier to adapt to another Science Fiction setting or roleplaying game.

Forty years since its publication and there are other issues with The Legend of the Sky Raiders. One is the colonial/post-colonial aspects of the scenario, it being suggested that the description of Val Preszar be based on the coastal towns of the nineteenth century Africa, such as Casablanca or Stanleyville. Further, the indigenous species of Mirayn, a bipedal, hexapodid Tech Level 1—but previous Tech Level 3—race are called ‘Gogs’ by offworlders. Unintended at the time, in 2020, there can be no doubt that the term has the potential to offend, but it would be easy to change.

The Legend of the Sky Raiders always had the reputation as being a good adventure, and forty years on, it still is. It has a sweaty, jungle hot Pulp Sci-Fi feel to it, but without being over the top and with wearing its influences in the hatband of its fedora. The Legend of the Sky Raiders is an entertaining and nicely detailed classic.

The Other OSR—Warlock! Compendium

The Warlock! Compendium is the first supplement for Warlock!, the Old School Rennaisance-like Career and skills roleplaying game whose inspiration is a hybrid of Fighting Fantasy a la The Warlock of Firetop Mountain and Warhammer Fantasy Roleplay. Published by Fire Ruby Designs, it complies the first four expansions for Warlock!, each of which adds flavour and detail to the core rules, particularly when it comes to Careers and magic. In turn, adds new Careers for the non-human races of the Kingdom—or wherever the Game Master’s campaign is set, new magic, rules for magic from old body parts, and rules for what happens if you entreat the unholy powers.

The Warlock! Compendium opens with ‘Part 1: Different Paths’, in particular, ‘Community Careers’. One of major omissions in Warlock! was a lack of Careers for Dwarves, Elves, and Halflings. ‘Community Careers’ amends that with an expansion of the Career table in the core rules, which a player rolls on to determine his character’s first Career. This table extension adds six more, such as Dwarf Inventor, Elf Kin Guard, and Halfling Gong Farmer, which when rolled determine both a character’s first Career, but also his Community. This does not necessarily replace a player’s option to choose his character’s Community, but rather means that the character will definitely be a member of one if the right roll is made. Some of the Careers, such as Dwarf Tunnel Fighter and the Advanced Careers of Dwarf Slayer, Elf Champion, and Halfling Burglar, all feel very much inspired by a certain British fantasy roleplaying game. Warlock! however, is not a fantasy roleplaying game in which one Community is mechanically any different from any other, but ‘Community Careers’ adds potential flavour without adding any undue mechanical complexity or advantage.

‘Part 2: The Grimoire’ is all about magic. It starts by adding advice for discovering spells—essentially research, research, research—and copying scrolls. The latter is particularly trying, costing a wizard stamina which cannot otherwise be recovered. Now whilst this can be done, it definitely feels as if the author is persuading the wizard against such a rash action, suggesting instead that he concentrate upon exploration and the search already completed scrolls rather than create his own. This is followed by some forty spells, from Beam, Bleed, and Curse to Tremor, Whisper, and Yearn. These all fantastically gritty and down-to-earth, such as Dry, which protects the caster and anyone nearby from the rain, but makes all incredibly thirsty, or Glamour, which grants a bonus to the target for all actions where beauty is involved, but makes the target ugly and repulsive for several hours after the spell’s effects have worn off! ‘Rods, Staves, and Wands’ cover a wizard storing spells in them, whilst ‘Rare and Wondrous Artefacts’ adds a handful of magical items, typically with a sting the tail, such as the ‘Boots of Striding’ which enable the wearer to leap great distances, but with the chance that one boot will be left behind, the other at the destination, and the wear equally as split! ‘Lost Relics’ provides rumours of a handful of missing items, whilst ‘Community Spellcasters’ adds Advanced Careers for Dwarves, Elves, and Halflings capable of using magic, such as the Dwarf Runeforger, Halfling Conjurer—street magicians who use illusion and beguilement, and Elf Druid—who can sacrifice of the blood of sentient species for a much darker version of the Druid typically seen in fantasy roleplaying. 

‘Part 3: Necromancy’ presents the dark arts of dealing with the dead and the undead, practitioners often beginning with contacting the spirits of the departed to learn their secrets and then it is a slippery slope to degradation and terrible power. Of course, in the Kingdom, the art is forbidden and outlawed. From Bind Spirit and Create Guardian to Spirit Speak and Summon Dead, some eight necromantic spells are given as well as detailing the dangers of necromantic miscasts and some necromantic artefacts.

‘Part 4: Corrupted’ covers the effects and consequences of the dark arts, another slippery slope to power for ambitious—or foolish!—wizard, but does actually detail how a wizard might take such a path. With the inclusion of the Cultist and the Death Knight—a sorcerer who has fallen under the influence of a demon, demonic marks and gifts bestowed upon such Death Knights, along with  demon swords, demon goblins, and descriptions of such demon masters as the Cthulhu-like Delock, Lord of the Depths and the demon lord of war, Pazaali, the Warlock! Compendium strays ever closer to Warhammer Fantasy Roleplay in emulating its inspiration.

Physically, the Warlock! Compendium is a handy, digest-sized hardback. It is decently illustrated throughout, the occasional roughness of the artwork contributing much to the British Old School style and look that Warlock! seeks to evoke. The book is well written and an engaging read, and everything within its pages is easy to grasp and pull out into a game.

Although it offers a little more than that, the Warlock! Compendium is very much the magic supplement for Warlock!, adding new spells, magical Careers, necromancy, the dark arts, magical monsters, and so on. As useful a set of additions and expansions as they are, it is the six Careers—the Community Careers for Dwarves, Elves, and Halflings which feel the most useful addition in the Warlock! Compendium, for in giving them something that is intrinsically theirs, they flesh out the core game rather than just adding to it. Plus, they do it without adding to the rules or mechanics—just the setting. The Warlock! Compendium is overall, a solidly sorcerous expansion for Warlock!

For Cultured Friends XII: The Excellent Travelling Volume Issue No. 12

For devotees of TSR Inc.’s Empire of the Petal Throne: The World of Tékumel, 2020 is notable for the release of not one, two issues of The Excellent Travelling Volume, James Maliszewski’s fanzine dedicated to Professor M.A.R. Barker’s baroque creation. The Excellent Travelling Volume Issue No. 11 was published in April, 2020—available direct from the author or the Melsonian Arts Council—and continues his exploration of one of oldest of roleplaying settings heavily influenced by the campaigns he has been running, the primary being his House of Worms campaign, originally based in, around, and under Sokátis, the City of Roofs before travelling across the southern ocean to ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula, as detailed in The Excellent Travelling Volume Issue No. 8.

As per usual, The Excellent Travelling Volume Issue No. 12 opens an editorial from James Maliszewski. This highlights the gap between this issue and The Excellent Travelling Volume Issue No. 11–or rather the lack of a gap, one facilitated by the periods of enforced isolation that beset many of us in 2020, as well as the continuing influence of the author’s ongoing House of Worms campaign. That can be seen in the first entry in the issue, part of the ‘Additions and Changes’ series which examines the various non-human races on Tékumel and makes them playable. ‘Hláka Characters’ adds the three-eyed, bewinged, and sharp-tailed species capable of actual flight. Like many non-human races, they do not acknowledge the Gods of Stability and Change, but when living amongst human civilisations, may adopt one or more faiths to fit in! However, they make for poor worshippers at any temple. Notably, they have a reputation for being skittish and cowardly, but this does not stop the militaries of the Five Empires recruiting them as scouts and even into legions, many of which are listed, solely comprised of Hláka and occasionally as aerial artillery. In terms of Profession, there is no limit in terms of their options, but they make better Warriors than they do Magic-Users or Priests. Alongside notes on Hláka names and homelands, the article includes discussion of Hláka clans—there are none. That is, except for the Blue Clouds of Joy Clan in Béy Sü, an extremely notable exception. Rounding out the article are rules for Hláka flight. This is another fine addition to the series, which with the inclusion of names, makes them both reasonably playable.
The second entry in the ‘Additions and Changes’ series is ‘Psychic Ability and Spells (Additions and Changes) which presents an adjusted table for rolling the Psychic Ability, and discusses the dangers of wearing metal—almost any metal, when casting spells and gives a table of results should a Magic-User attempt to cast a spell whilst wearing metal. Having discussed and presented the dangers of combining metal and magic, the article is rounded off with a discussion of what a sorcerer might actually wear instead of metal, pleasingly adding some colour.
‘The Warrior (Proposal)’ is the author’s suggestion to develop and add context to the Warrior Profession in Empire of the Petal Throne: The World of Tékumel. It does this by dividing the skills in General and Soldier skills, so Spearman and Bowman are General skills and Drills and Logistics are Soldier skills. The aim here is to have General skills that any Warrior can learn, whilst the Soldier skills can only be learned by serving in the legions. Accompanied by the definitions of various skills, it nicely serves to individualise the Warrior Profession and a Player Character’s previous history.
The centre piece in The Excellent Travelling Volume Issue No. 12 is ‘Sa’á Allaqiyár, the Many-Towered City’, a detailed description of the capital of the northern empire of Sa’á Allaqi. It is accompanied by an excellent map, and covers the history of the city, an examination of its major clans—several of which have been adopted from the other four members of the Five Empires, and its notable features. These range from a sizeable Foreigners’ Quarter and an extensive number of brothels to the Pyramid of Néngetl, the long looted tomb of the first Engsvanyáli governor and the Ancient Sealed Gate, the former entry to the city on its eastern wall which was bricked up upon the advice of the priests of the One of Light, who stated that it would bring their god’s blessing and ensure that ‘Sa’á Allaqiyár would never fall. Of course, this is not canon, but this is another excellent article, one which is more than serviceable until such times as there is an official version of the city.
‘The Roads of Avanthár (Part 2)’ completes the short story by David A. Lemire begun in The Excellent Travelling Volume Issue No. 11. The story describes the discovery of a great book and the efforts by members of the military faction to get it to the emperor in Avanthár, and their own rivalries. Ultimately, the concluding part leaves questions unanswered and adds mysteries of its own, but is enjoyable nonetheless.
‘The Hollows of Gyánu’ is the adventure location given in The Excellent Travelling Volume Issue No. 12, the hideout for a group of Kilalammuyáni bandits in the mountains of Tsolyánu’s Chaigári Protectorate, who have been raiding local caravans. The local governor has posted a reward for their capture or their demise, but unfortunately, something already has happened to them by the time the Player Characters arrive to investigate their cave hideout. There are riches to be found in the caves and the sinkhole they are clustered around, but also terrible secrets of the Five Empires’ religious past. It is a nicely done encounter, a mixture of horror and exploration, which is easily transferred to a location of Referee’s choice.
The third entry in the ‘Additions’ series is ‘Bestiary (Addition)’ and presents two creatures as an accompaniment to ‘The Hollows of Gyánu’. The two creatures are the Achayá, ‘The Blood of Gyánu’ and the Chagrúo, ‘The Frozen Dead’, two nasty monsters emanating from the Expanse of the Cold Dark, also detailed here. Rounding out The Excellent Travelling Volume Issue No. 12 is ‘Initial Encounters (Additions and Changes)’, the third entry in the issue’s ‘Additions and Changes’, which presents a replacement table of visitors who might be encountered in the city of Jakálla and the nature of their task in hand. Again, both tables are easy to adapt to other civilised settings and so have a wider use.
Physically, The Excellent Travelling Volume Issue No. 12 is nicely produced, a sturdy little booklet in a thick card cover, pleasingly illustrated and tidily presented throughout. Both the illustrations and the maps are good too.
The Excellent Travelling Volume Issue No. 12 continues the author’s excellent support for Empire of the Petal Throne: The World of Tékumel. It is a solid issue, packed with content and background that the Referee can readily bring to her campaign.

[Fanzine Focus XXII] Beyond the Borderlands Issue #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 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.
Beyond the Borderlands Issue #1 is a fanzine of a different stripe. Published by Swordfish Islands LLC (but also available in PDF from the author), best known for publishing Swordfish Islands: Hexcrawl Adventures on Hot Springs Island, it is a systems neutral regional hexcrawl inspired by B2 Keep on the Borderlands, most recently implemented by Goodman Games’ Original Adventures Reincarnated #1: Into the Borderlands. It is the first part of a trilogy which will explore the overland region in this the initial issue, then the underground areas in the second issue, and lastly provide the bestiary for the previous two issues. The setting for the Beyond the Borderlands, like B2 Keep on the Borderlands before it, is the edge—or just beyond it—of the civilised lands, the frontier outside of which lies untrammeled wilderness, barbaric tribes, and Chaos run rampant. Here a solid fortress has been established as the last outpost of civilisation, to provide a degree of protection to travellers making the journey beyond and against the possibility of an incursion from the ghastly Goblins, horrible Hobgoblins, obnoxious Orcs, grim Gnolls, and more, which lurk just out of sight, ready to strike…
The setting for Beyond the Borderlands is the Wicked Palovalley. Here Stronglaw Keep defends the Western Kingdoms against invasions from the monstrous forces of the Wicked Palovalley. It is presented as a six-by-six, thirty-six hex hexcrawl, divided into six different regions, each one with its own theme, content, rumours, and random encounters. The issue begins though with a description of Stronglaw Keep, which stands at the mouth of the Wicked Palovalley. Stronglaw Keep is an independent outpost, a last settlement of civilisation, the law—rigidly enforced upon pain of death or banishment, and the Church of the Holy Sun. Stronglaw Keep itself is delightfully presented in a vibrantly colourful isometric style, easy to read and use, and accompanied by two sets of thumbnail write-ups. The first provides simple descriptions of each of Stronglaw Keep’s eleven locations—though there are twelve, whilst the second lists the ‘Loot and Stuff’ to be found at each of the first eleven locations. This provides a little more detail, whether the Player Characters are looking for tools, to make a purchase—whether of goods or services, or purloin an item of vale or two. The possibility of the guards reacting to any theft is covered in a short table. Lastly, the Notice Board lists twenty rumours, events, and employment opportunities which can serve as a spur to the Player Characters to adventure and the Dungeon Master to create adventures.
Supported by a simple set-up—the Player Characters come to Stronglaw Keep, introduce themselves, pick up a job or two, and then go explore, and some simple travel, weather, and encounter rules, the bulk of Beyond the Borderlands Issue #1 presents the six six-hex mini-regions of the Wicked Palovalley. From the Keep’s Domain to the Scarlet Forest, each is presented in a two-page spread. An isometric map of the mini region is presented on the left-hand page, along with a table of rumours and a table of encounters, whilst write-ups of each the six hexes are presented on the right-hand page. Each write-up includes a short description, plus two or three bullet points which provide further details. So in the Sludgy Bog, there are rumours of a carriage full of supplies which never reached the hunting camp and the bog is said to be inhabited by a monstrous people, and any brave adventurers which put foot into the squelchy swamp, they might run into Slug-Leeches or Frogmen, and perhaps follow a trail of shells to a reclusive Sea Witch or find a former keep, flooded, but still with stairs leading down into the water…
All of the maps in Beyond the Borderlands Issue #1 are presented in isometric format, which when combined with their bright, vibrant colours, make them leap off the page. The writing needs an edit in places, but everything is well organised and packs a lot of information into relatively limited amounts of space. The format of the two-page spread used for each location and mini-region makes the contents of Beyond the Borderlands Issue #1 very easy to run from the page. If there is an issue with Beyond the Borderlands Issue #1 as a physical object, it is that it lacks a sturdy card cover.
The twelfth location in the write-up of Stronglaw Keep is a ‘Mysterious Cave’. It is simply left as that, awaiting the publication of Beyond the Borderlands Issue #2 to be fully detailed. This is not the only such location left undetailed the next issue of the fanzine. These include the Bloody Ravine where the infamous Caves of Chaos are located, the Flooded Shrine, and the Caves of the Unknown, a randomly generated, mythic underworld. Now of course, the descriptions of these underground locations were always going to be in the second issue of the fanzine, and then the bestiary in the third issue, but that cannot prevent a sense of deprivation in the reader and potential Dungeon Master, not in the sense of not having that information, but in not having that information and in not being able to bring it to the table and run it right now.
So Beyond the Borderlands Issue #1 is not complete, but it will be with the publication of first Beyond the Borderlands Issue #2—when the Dungeon Master could supply the stats of the monsters and NPCs herself and thus run both the region and its dungeons—and then Beyond the Borderlands Issue #3, when the Dungeon Master will have the official stats. In a sense, Beyond the Borderlands Issue #1 is delivering the promise of a full scenario, one that is inspired by B2 Keep on the Borderlands, but richer and despite the lack of dungeons or stats, has much more going on than B2 Keep on the Borderlands ever did. The vibrancy of the colours used in Beyond the Borderlands Issue #1 evokes a Saturday morning cartoon sensibility to this take upon B2 Keep on the Borderlands, as if it was an adventure written with the Dungeons & Dragons television series in mind. Beyond the Borderlands Issue #1 is the beginning of a charming and engaging take upon the classic B2 Keep on the Borderlands, but will definitely leave the Dungeon Master wanting the second and third issues to be complete.

[Fanzine Focus XXII] The Undercroft No. 12

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 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.

After a four-year gap between the publication of The Undercroft No. 10 and The Undercroft No. 11 in August, 2020, it was something of a surprise to see the publication of The Undercroft No. 12 the following October. Although previous issues provided support for Lamentations of the Flame Princess Weird Fantasy Roleplay, the new issue continues the move by the fanzine away from that retroclone towards a neutral position with regard to any one retroclone, such that its contents can be used with Old School Renaissance fantasy roleplaying game. Unlike the previous issue, The Undercroft No. 12 does not include any content for use with Dungeons & Dragons, Fifth Edition. It does though, include four articles which are interesting and easy to adapt to the setting or retroclone of your choice.
The Undercroft No. 12 opens with ‘The Mountain That is a Man and Also God’ by Chance Philips. This really stands out in being in verse form, a format rarely employed in gaming. It describes a mountain that is between slumber and death, worked over and within by machine men, copper-wire brained and regimented into a strict hierarchy, who send out agents to walk among normal mortals, dressed in Halfling skin and hefty wigs, claiming to be Dwarves. It is a weird, ultimately creepy piece of verse, suggesting that all Dwarves might not be what they seem or at least, some of them, from this one single living mountain, are not what they seem.
Luke Le Moignan’s ‘The Legacy of Vazimak the Thanaturge’ introduces a new type of spellbook—the ‘Mnemocrypt’. This is a device or artefact which predates the use of spellbooks, an externalised memory palace which encodes and encrypts spells in a highly personalised fashion and dates from an ancient age of powerful arcane warlords. The Mnemocrypt of Vazimak the Thanaturge takes the form of a finely etched black sphere which can be studied. As the student learns more and more of its secrets, it increasingly becomes a burden and his mind becomes paranoid and he comes to see patterns in everything. The spells that the Mnemocrypt of Vazimak the Thanaturge grants all of a necromantic nature, such as Dreadful Osseous Vitality which animates and awakens the skeletons of the living, forcing the target to make a Consitution check lest his skeleton tear itself free and Bone Grenado which makes a nearby skeleton explode and potentially other skeletons explode in a chain reaction. Some nine spells are included along with notes on the Mnemocrypt of Vazimak the Thanaturge and others. The spells are all enjoyably inventive and nasty, especially for a villainous necromancer, and so could easily be added to his spellbook even if the Dungeon Master is not using Mnemocrypts. However, they are a clever idea in themselves, adding elements of longevity and research to an artefact. Hopefully, there will be more of them detailed in future issues of The Undercroft, or even more collected in a supplement from the publisher.
Daniel Sell’s ‘Dwarfen Trinkets and Artifacts’ is a table of one hundred items that might be found in a Dwarven home or purchased from a deal in such things. They include a lock of your mother’s beard, a Dwarven novel, a nest of copper and steel wires that is in fact a Dwarven map of the region, a bar of extra strong hair wax, and more. It is all rather mundane and intentionally so. These are a hundred mundane and ordinary items, diverse and engaging in nature, good for adding colour to a campaign with Dwarves, but at the same time, it does feel like filler—a bit.
‘Gallowsport’ by Sándor Gebei describes a dark and unforgiving harbour area beset by poverty, squalor, and organised crime, but contrasted by oddities that have come from abroad. Beginning with the features—sights, sounds, smells, buildings, and activity day and night—of the neighbourhood, it is detailed in table and bullet point fashions. There are tables for ‘Curios From Dark Seas and Distant Shores’, ‘Encounters’, ‘Rumours’, and more, as well as thumbnail descriptions of various landmarks and interesting places. So a curio might be a stiletto used in thirteen successful royal assassinations, an encounter with two beggars brawling whilst sailors look on and place bets, a rumour that a nearby abandoned lighthouse holds cursed treasure protected by giant crabs, and a ship in port might be the Venus, an infamous pleasure boat decorated in bawdy style. Together, the format and the fact that it is systems-neutral, make ‘Gallowsport’ very easy to use. A Dungeon Master can easily take this as is and drop it into the port city or town of his choice, using the roleplaying system of his choice.
The Undercroft No. 12 needs an edit in place, but is otherwise neat and tidy, and enjoyably illustrated. The cover, wraparound in full colour, is weird and creepy, full of eyes and eye-people as a thief looks on. 
The Undercroft No. 12 feels slighter because of the long list of gewgaws and knickknacks to be found in the centre of its pages. This is not to say that this list is not useful, but it is not necessarily as interesting or as immediately useful alongside the rest of the issue. The other entries in the issue are more engaging and will likely support play in a long term. Overall, The Undercroft No. 12 is a solid, serviceable issue.
The return of The Undercroft No. 11 is certainly welcome, and despite the shift to support for Dungeons & Dragons, Fifth Edition for some of its content, it still presents oddities and weirdness just as the previous issues did. Thus Dungeon Masters can use the oddities and weirdness just as much as Referees can for the Retroclone of their choice. 

Reviews from R'lyeh Post-Christmas Dozen 2020

Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.


—oOo—
Ancestry & Culture: An Alternative to Race in 5eArcanist Press ($24.95/£18.50)There can be no doubt that 2020 has been a fractious year and a year in which no subject matter has been more contentious than that of Race. So it was inevitable that questions about ‘Race’ and the stereotypes that the concept of ‘Race’ in roleplaying games such as Dungeons & Dragons enforces would be asked. Does a Gnome always live the forest and have an affinity for illusion magic? Does a Dwarf always have a beard, hate Goblins, and be trained as a smith, stonemason, or brewer? Why are there only Half-Orcs and Half-Elves? On the one hand, the answer is ‘yes’, because that is the way that it has always been—and in your Dungeons & Dragons campaign, there is nothing wrong in keeping it that way. On the other hand, the answer is a firm ‘no’. If you want your half-Orc to grow up amongst Halflings and have led a gentler life, or your character to have an Elf father and a Tielfling mother, than that is equally as acceptable. Ancestry & Culture: An Alternative to Race in 5e is a supplement which explores and addresses the issue of ‘Race’ in Dungeons & Dragons, Fifth Edition, providing options for you to create and play the types of characters that not only break the mold set by almost fifty years of Dungeons & Dragons history, but are the types of character you want to play.
Alien The Roleplaying Game – Starter SetFree League Publishing ($54.50/£39.99)Few starter sets for any roleplaying game come as packed as that for Alien The Roleplaying Game, the ‘Blue Collar’ Science Fiction-Horror roleplaying based on the films Alien, Aliens, and more. A rulebook, a complete scenario in ‘Chariot of the Gods’, a full-colour double-sided map showing charted space and starship plans, plus reference cards and counters, everything necessary to play a game of existential dread and horror in the isolation of deep space, all complicated by the personal agendas of the crew. Not only is the Alien The Roleplaying Game – Starter Set well appointed, it is superbly illustrated, in turns creepy and horrifying, and its mechanics—a variant of Free League Publishing’s Year Zero system—are designed to drive Player Character Stress up and up, first into hypercompetence, and then into panic and dread. Panic and dread that can spread and escalate… Lastly, the Alien The Roleplaying Game – Starter Set can be used to run Destroyer of Worlds, a scenario involving the Colonial Marines.
Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in GloranthaChaoisum, Inc. ($39.95/£29.99)2020 was a great for the Jonstown Compendium, Chaosium, Inc.’s community content programme for RuneQuest: Roleplaying in Glorantha and other roleplaying games set in Glorantha. One of the best is Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha, a complete introductory campaign set in Glorantha designed to take characters from children through initiation and into their first few seasons as adults among an isolated clan in Sartar. It is also a complete description of this clan and the Player Characters’ place in it, an initiation for the Player Characters, their players, and the Game Master into the mysteries of Glorantha, and more. Fundamentally though, it is a campaign which takes the players and their characters step-by-step into the setting of Glorantha before forcing them into a confrontation with events from wider world beyond their vale. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a fantastic introduction to a fantastic world, one of the first titles a prospective Game Master of RuneQuest: Roleplaying in Glorantha should purchase from the Jonstown Compendium.
FATE of CthulhuEvil Hat Games ($39.99/£29.99)The influence of the Cthulhu mythos continues to ripple through the gaming hobby to spread and warp the options available when it comes to Lovecraftian investigative roleplaying. When it reached FATE Core, it did something completely different. It combined the Cthulhu Mythos with a ‘going back in time to save the world’ plot a la The Terminator not once, not twice, but five times! In FATE of Cthulhu, the End Times have come about and the survivors have made sacrifices to Yog-Sothoth to be able to go back before the disaster which befell humanity and perhaps foil its most twisted members in their attempt to welcome their inhuman masters back into the world. Whether it is Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, or the King in Yellow, FATE of Cthulhu includes five timelines—or campaigns—which the investigators must go back to and disrupt the five events of which lead up to each of the Old One’s calamitous appearance, in the process facing not just the sanity-draining revelations of the true nature of the cosmos and mankind’s place in it, but also the potentially, physically corruptive effect of being exposed to it. FATE of Cthulhu is a more action-orientated, more direct, and more upfront about its confrontation with the forces of the Mythos and all the more refreshing for it.
Cyberpunk REDR. Talsorian Games Inc. ($60/£45)Forty years after the publication of Cyberpunk 2.0.2.0., the classic Cyberpunk roleplaying game returns in the form of Cyberpunk RED, set three decades before the computer roleplaying game, Cyberpunk 2077, also released this year. As well as improving and streamlining the mechanics—still familiar from the previous editions of the game—Cyberpunk RED pushes the timeline on two decades, into a post-mega-corp future where nation states are pushing back against rampant corporate influence, but the world, and the punk on the street, still has to deal with the fallout (sometimes literally)  from the Fourth Corporate War. Solos still provide jacked up, cybered muscle and cyber-eye targeting handguns to bring force and leverage to a situation, Media reports and now ‘makes’ the (fake) news, Execs represent cooperate interests, and Netrunners jack in and hack the post-NET world to steal data, sabotage, monitor, and more. Cyberpunk RED provides background, cyberware, streamlined and updated rules, solid advice on running the game and game types, and more to run a campaign on the edge, in a book which will look as good on the coffee table as on your shelf.
MÖRK BORG Artpunk RPGFree League Publishing ($39.99/£27.99)Stripped back to a stark brutalism, MÖRK BORG is a pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. At the end of the world, there is one last dark age before all of the miseries come to pass as predicted by The Two-Headed Basilisks in which Fanged Deserters, Gutterborn Scum, Esoteric Hermits, Heretical Priests, Occult Herbmasters, and Wretched Royalty pick over the last remnants of civilisation on an island surrounded by an icy sea and as rotten as they are, make last grasps at heroism and their humanity, undertaking strange missions and tasks from the high and mighty, from The Two-Headed Basilisks’ gothic cathedral in Galgenbeck and Blood-countess Anthelia’s limestone palace, to the fields of death in Graven-Tosk and the barren wastes of Kergüs. From the doomed setting to the ultra-light mechanics, all of MÖRK BORG is wrapped up in vibrant washes of neon colour, splashes of sticky red blood, and stabs of polished silver, in what is an anguished scream of a game.
An Inner Darkness: Fighting for Justice Against Eldritch Horrors and Our Own Inhumanity is a Call of CthulhuGolden Goblin Press ($35/£25.99)Like the superlative Harlem Unbound: A Sourcebook for the Call of Cthulhu and Gumshoe Roleplaying Games—arguably the best supplement of 2017—before it, An Inner Darkness is a supplement for Call of Cthulhu, Seventh Edition which explores the darker side human history during the Jazz Age. Thus, the anthology’s subject matters include child exploitation, sexual assault, mob violence, nativism, religious persecution, and racial discrimination, which is why it carries a Reader Advisory and that despite the fact that it also deals with cosmic horror which can drive the Investigators mad. This is an undeniably an adult, or at least a mature, gamer’s book and is unflinching in its treatment of its subject matters. Never more so that in ‘A Fresh Coat of White Paint’ which draws parallels between the treatment of immigrants now and then, ‘A Family Way’ which forces the investigators to confront the terrible consequences of sexual assault, and in ‘Fire Without Light’ that explores the aftermath of the Tulsa Race Riots of 1921. All six scenarios are uncomfortable to both run and play, forcing Keeper and player alike to confront the horror of our actual history as well as the horror of the Mythos. They should be no less memorable for either the history or the horror.
Mausritter*Games Omnivorous ($25/£20)Mausritter is a little game about little heroes in a big world. In this rules-light fantasy adventure role-playing game, each player character is a brave mouse adventurer, faced with a dangerous world in which there is threat to mouse-kind under every log and in every bush. Rush nose-first into every situation, and a mouse is sure to come to a short, but nasty end. By being clever and brave and lucky, a mouse can overcome the dangers the world presents to him, find a solution to the problem threatening his community, and perhaps become a hero in doing so. Mausritter is fast to set-up and fast to play—all too fast if a mouse is foolish, or just plain unlucky—and presents a world we recognise from above, which become a big challenge from below when faced at mouse scale. As well as simple mechanics, Mausritter employs an innovative inventory system which streamlines what and how many things a mouse is carrying and brings a clever mechanical effect into play when a mouse suffers from conditions such as Hungry or Injured. The Mausritter book also includes an adventure location to explore and a mouse kingdom base a campaign in. All wrapped up in a totally charming little book.
* (In the interests of transparency, I did edit the new edition of Mausritter.)
Valley of PlentyChaosium, Inc./Troupe Games ($35/£25.99)2020 was a great for the Jonstown Compendium, Chaosium, Inc.’s community content programme for RuneQuest: Roleplaying in Glorantha and other roleplaying games set in Glorantha. One of the best is Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha, a complete introductory campaign set in Glorantha designed to take characters from children through initiation and into their first few seasons as adults among an isolated clan in Sartar. However, the Jonstown Compendium was so good that it did it all over again with Valley of Plenty, a starter campaign not for RuneQuest: Roleplaying in Glorantha, but for QuestWorlds (previously known as  and compatible with HeroQuest: Glorantha), but very much still set in Sartar. The first part of The Jaldonkillers Saga, which will take the player characters from the idyll of their childhood through the sundering of their tribe and beyond to its reconstitution in exile and then the efforts made to retake both their tribe’s lands and glory. Use of the QuestWorlds mechanics enables the campaign to narratively scaled to the characters and the campaign is very well supported in terms of its background and setting. This is another great introduction to roleplaying in Glorantha, which takes both players and their characters step-by-step into the setting, its mythology, and drama.
Aliens: Another Glorious Day in the CorpsGale Fore Nine, LLC ($60/£44.99)Aliens: Another Glorious Day in the Corps—or just another bug hunt—puts the players in command of Vasquez, Hicks, Ripley, and others, colonial marines or civilians as they land on and then investigate the strangely empty facility of Hadley’s Hope, looking for survivors, and answers… All too quickly they find out what happened as swarms of relentless monsters from hell which capture you for who knows what reason, have acid for blood, and if not capturing you, then ripping you apart, erupt from the walls and swarm towards you. The colonial marines are trained for anything, but not this and they had better keep their cool and stay frosty in this tense, co-operative, tactical standoff against an implacable, alien foe. The players work together against the board, whether on a bug hunt, or one of several missions which form a campaign. Aliens: Another Glorious Day in the Corps is richly appointed with reversable maps, character cards for members of the Aliens cast, equipment, and more, including miniatures for Ripley, Newt, five of the colonial marines, and xenomorphs. Aliens: Another Glorious Day in the Corps brings the science fiction-horror of Aliens to the table and lets you play out the tense standoff and cat and mouse action horror of the film.
Vaesen – Nordic Horror RoleplayingFree League Publishing ($55/£39.99)Based on the work of Swedish illustrator and author Johan Egerkrans, Vaesen – Nordic Horror Roleplaying takes you into a dark Gothic setting of the nineteenth century, one steeped in Nordic folklore and old myths of Scandinavia. Long have the vaesen—familiars, nature spirits, shapeshifters, spirits of the dead, and other monsters lived quietly alongside mankind, for mankind knew their ways and the vaesen understood ours, but as the century wanes, the Mythic North is changing. The young are moving to the cities, the cities are industrialising, and the old ways are being forgotten, but not by the vaesen—and they are becoming unruly and dangerous. As members of the newly refounded The Society, the player characters have the gift of the Sight, able to see the vaesen and despite all possessing their own dark secrets have decided to band together and protect mankind against the threat posed by the vaesen. Whatever mystery presents itself to them, whatever horror or suspense they must suffer, the player characters must find a solution to the disruption caused by the vaesen, a solution that requires means other than brute force. Vaesen – Nordic Horror Roleplaying is a beautiful game, oozing atmosphere and hiding secrets for the player characters to discover, secrets forgotten in this very modern, industrial age.
Dissident WhispersThe Whisper Collective/Tuesday Night Games ($30/£25)Dissident Whispers is an anthology of fifty-eight two-page adventures for roleplaying games as diverse as Basic/Expert Dungeons & Dragons, The Black Hack, Dungeon Crawl Classics, Dungeons & Dragons, Fifth Edition, Electric Bastionland, Mausritter, MÖRK BORG, Mothership Sci-Fi Horror RPG, Trophy Gold, Troika!, The Ultraviolet Grasslands, and more, including many systems neutral adventures. It has been put together by an international and diverse range of authors, designers, editors, and illustrators. So it includes ‘Graktil – The Citadel that Crawls’,  a hallowed scorpion corpse turned mobile goblin fortress; ‘Snake Temple Abduction’, the partly flooded dungeon home to a medusa queen; and ‘Necropolis of Pashtep’, an Aztec-themed puzzle dungeon. For the Mothership Sci-Fi Horror RPG, ‘Hideo’s World’ turns the player characters virtual, whilst ‘Flails Akimbo’ for MÖRK BORG has the player character wake up with their weapons nailed to their hands, and… There is so much to dig into in Dissident Whispers, in truth not all of it necessarily the best quality. However, there are plenty of adventures here that are worth the price of admission and of the adventures that are not worth that, there are many here that are worth rescuing or plundering for ideas. Last and best of all, every purchase of Dissident Whispers goes towards the support of the Black Lives Matter movement.

[Fanzine Focus XXII] Crawl! No. 6: Classic Class Collection

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

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

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect.
As the title suggests, Crawl! Issue No. 6: Classic Class Collection is all about Classes in the Dungeon Crawl Classics Role Playing Game. One of the interesting aspects of the Dungeon Crawl Classics Role Playing Game is that Goodman Games has supported it with scenarios and campaign settings, but not with expansions to the core rules. So no new volumes of monsters, character Classes, spells, and magical items, thus giving scope for the community to create this content, for example in fanzines such as Crawl! and the Gongfarmer’s Almanac. However, this does mean that in coming to Dungeon Crawl Classics Role Playing Game there are fewer Classes to choose from, certainly in comparison to classic Dungeons & Dragons. The choices include Cleric, Thief, Warrior, and Wizard, plus because Dungeon Crawl Classics Role Playing Game does ‘Race as Class’, then Dwarf, Elf, and Halfling each as a Class. Which means that there are some classic Dungeons & Dragons Classes omitted, and these omissions are what set Crawl! No. 6: Classic Class Collection sets out , if not to rectify, then at least, give the options if a playing group wants to rectify them. Crawl! No. 6: Classic Class Collection does not provide the playing group with all of the ‘missing’ character Classes, but just four of them, plus options for a standard Class in the Dungeon Crawl Classics Role Playing Game.
The first Class in Crawl! No. 6: Classic Class Collection is the first of two by Jose Lira and is the ‘Bard’, possibly one of the most contentious Classes in Dungeons & Dragons. Like the Cleric, Thief, Warrior, and Wizard, it is a Human-only Class, this version of the Bard being a knowledgeable performer, able to cast limited magic spells, and has a number of Bardic Talents. How the Bard performs depends on his Alignment. So the Lawful Bard is typically found as a village or town entertainer or historian, perhaps even a heard for royalty; the Neutral Bard is common, a travelling entertainer, collecting tales and songs, sometimes in a troupe; and the Chaotic Bard puts on challenging performances, such as walking on a tightrope over a waterfall or dancing around swords, and they might even be spies or con-men. The Bard’s spells are randomly gained from a limited list which changes and grows smaller as the Bard gains Levels from a limited list. The Bardic Talents are Call to Arms, Challenge, and Calm, and can be used in and out of combat, but all require a roll on the Bardic Talent Checks Table with the Bard’s Talent Die plus Personality modifier to give results ranging from ‘Failure’ and ‘Boo, Hiss’ to ‘A Noble Performance’ and ‘A King’s Show’. Overall, it is nicely playable, but stripped back version of the Class which retains its major features.
Jose Lira follows the bard with a version of the ‘Paladin’, the classic, holy warrior. Key to the Class is his Alignment. So Lawful Paladins follow gods of good, harvest, light, and protection, Chaotic Paladins worship dark gods of war and destruction, and Neutral Paladins adhere to a balance between the two. A Paladin has access to divine magic, use Smite to add a bonus or Smite die to his attack and damage rolls made against his god’s enemies, and can do Holy Deeds, such as Lay on Hands, Instil Bravery, and Cause Fear. These require a roll on the Paladin Holy Deeds Table, with a chance of failure. When that happens, the Paladin gains his deity’s disapproval and his Disapproval rating is raised by one. The greater a Paladin’s Disapproval rating, the greater the likelihood of his Holy Deed failing and the greater the act of attrition necessary. Lira’s version of the Paladin follows that of the Bard not feeling overly complex, but retaining the Class’ notable features and their potential for roleplaying.
The only non-Human Class in Crawl! No. 6: Classic Class Collection is the ‘Gnome’ by Yves Larochelle. Consisting of just five Levels, the Gnome is generally a Neutral Class and although a spellcaster, has access to a limited number of spells. Most of the Class’ spells consist of illusion, deception, and trickery magic, such as Charm person, Colour Spray, ESP, Mirror Image, and the like. The Gnome also has the Trick die, added to the roll to determine the outcome of a spell check, instead of the Gnome’s Level. The Gnome is also resistant to magic and can detect gems and precious stones, but more importantly, a Gnome can create sturdy illusions that can cause damage or even instil fear. It is accompanied by a new spell, Scripted Illusion, which enables the caster to build a programmed response into the illusion. This enables the caster to be inventive in setting up traps and effects, adding another engaging element to the Gnome Class. 
The last Class in Crawl! No. 6: Classic Class Collection is the ‘Ranger’ by Raskal. Another Human-only Class, it is again flavoured by a Player Character’s Alignment. A Chaotic Rangers is a fearless raider, dedicated protector of nature, or obsessive trophy hunter and a Lawful Ranger is likely to be an army scout, frontiers patrolman, or bounty hunter tracking down criminals, but most Rangers are Neutral, lone wanderers in the wilderness. Mechanically, the Ranger receives a Deed die instead of a fixed bonus to attack, can either become an Archery or a Two-weapon Expert, and gains various wilderness skills. It is a decent adaptation of the Class to Dungeon Crawl Classics Role Playing Game, but does not feel as inventive or as interesting to roleplay as the other Classes in Crawl! No. 6: Classic Class Collection
Lastly, Colin Chapman offers ‘My Thief, My Way! Custom Thief Skills in the DCC RPG’. It decouples Thieves’ Skills from the core tables in the Dungeon Crawl Classics Role Playing Game and thus Alignment. It instead offers the player with a Thief character more options in how his character’s skills progress. It is a small change, but gives reasons to look at the most skill-focused Class in the roleplaying game.
Physically, Crawl! No. 6: Classic Class Collection is neat and tidy. The few pieces of artwork are decent and the issue decently written. All four Classes basically do a good job taking traditional Classes from Dungeons & Dragons and mapping them onto the Dungeon Crawl Classics Role Playing Game. In many cases, there is an element or two of inventiveness that will encourage interesting roleplaying, such that Classes such as the ‘Gnome’ and the ‘Bard’ look interesting and fun to play. In fact, the four ‘new’ Classes feel lonely, as if there should be more of them to round out those missing from the Dungeon Crawl Classics Role Playing Game, as if Crawl! No. 6: Classic Class Collection should have been either longer or actually a supplement in its own right rather than just an issue of a fanzine. However, as an issue of a fanzine, Crawl! No. 6: Classic Class Collection is a solid edition, its contents easy enough to add to a Dungeon Crawl Classics Role Playing Game campaign and hopefully to be further explored in future issues.

Ticket to Ride?

When it comes to horror, you can have two things which are haunted—houses and lighthouses, obviously, but in the modern age, there is the third. This is the railway train, and when it comes to haunted trains—or trains best by horror in Call of Cthulhu, it seems like there is only one train which matters, and that is the Venice Simplon-Orient-Express, as in Horror on the Orient Express. Yet there is another train which deserves to be haunted—in fact, it deserves to be haunted or best by horror infinitely more than the Venice Simplon-Orient-Express. This is the London Necropolis Railway, which between 1854 and 1941, ran from Waterloo in the heart of London to the Brookwood Cemetery in Brookwood, Surrey, ferrying the capital’s dead for burial. Given the London Necropolis Railway’s obvious connection to the dead and to cemeteries, it seems surprising that in the thirty-five years since the publication of Cthulhu by Gaslight, there has been no scenario for the roleplaying game set aboard the London Necropolis Railway.

Nightmare on the Necropolis Express is a scenario for Call of Cthulhu, Seventh Edition published by Stygian Fox Publishing. It is set during the last years of the nineteenth century, so is suitable for use in the Cthulhu by Gaslight setting, or the publisher’s own Hudson & Brand, Inquiry Agents of the Obscure campaign setting. It is short, playable in a single session—two at most, and could be played with a single Investigator and the Keeper, though it would probably work better with a few more. The scenario does not require any of the Investigators to possess a particular Occupation to complete, though perhaps a Priest might be of use.

Nightmare on the Necropolis Express begins with the Investigators being hired by a number of workers on the London Necropolis Railway to investigate a number of unholy apparitions and unsettling occurrences aboard night runnings of the train. The London Necropolis Railway does not normally run at night, but is currently ferrying bodies exhumed from the West Norwood Cemetery in Lambeth in south London to the more capacious Brookwood Cemetery. That is when the incidents began and the train crew, led by the lugubrious Tommy Thompson are worried about them continuing and spooking everyone.

The investigation process in Nightmare on the Necropolis Express is simple, a mere matter of finding out more about the London Necropolis Railway and potentially visiting the West Norwood Cemetery. Armed with a few clues then, the Investigators are expected to join Tommy Thompson and friends aboard the late running of the London Necropolis Railway. Very little happens until the return when quite literally an Abomination appears at the rear of the train—in one of the hearse carriages—and begins to rampage back up the train, moving towards the locomotive in what is a timed event. Can the Investigators stop it and can they discover what is really going on?

Nightmare on the Necropolis Express is a short scenario, ultimately built around an ‘unstoppable’ monster and involving quite slight investigation. The four handouts, detailing various newspaper reports about the London Necropolis Railway and the London Burial Crisis are interesting, but ultimately have little impact upon the events of the scenario. In fact, there is really only the one clue which is pertinent, but it does not really matter if the Investigators discover it or not, because the clue does not really help them or provide a means to deal with the final confrontation. Either way, the events of the scenario will play out and the Investigators will still face the problem on the train.

However, Nightmare on the Necropolis Express does present the Keeper with some fun NPCs to portray—including samples of dialogue which will help her portray them immensely. The floor plans of the London Necropolis Railway are decent and the unique nature of the setting very much stands out.

Physically, Nightmare on the Necropolis Express is a neat, nice little digest-size hardback done in full colour. The illustrations are decent and the inclusion of photographs of Brookwood Cemetery a nice touch. The handouts are disappointingly plain.

Ultimately, the shortness of the scenario and the relative lack of meaningful investigation makes it debatable as to whether or not Nightmare on the Necropolis Express was quite worth publishing as a standalone product. Further, the fact that the scenario and its primary solution comes down to a single skill check—although one that all of the Investigators can make—means that in terms of the story, Nightmare on the Necropolis Express does feel as if the Investigators are along for the ride.

Blood, Blades, & Booze

Out beyond the reach of the Emperor is a world of martial arts practitioners, bandits, criminals, and gangs, prostitutes and brothels, secret sects and societies, inns and teahouses, tales of heroism and notoriety, and more. It is a place of corruption and lawlessness and unbridled consumption of alcohol despite the best efforts of the Emperor and his officials, but it is also a place of wandering ‘knights errant’, martial artists, court officials, pursuivant detectives, and the ‘greatest’ swordsmen of the age who right wrongs, feud with rivals and lovers, dedicate themselves to their arts and their crafts, engage in fierce, determined battles with their enemies, compete in tournaments for great prizes and reputation, enter into duels for reputation and face, and more… This is the Jianghu, not so much a place as a culture, and also the setting for Ruthless Blood, Ruthless Blades – Wuxia Roleplaying, published by Osprey Games—the imprint of Osprey Publishing best known for its highly illustrated military history books. It is the fourth roleplaying game from the publisher after Paleomythic, Romance of the Perilous Land, and Those Dark Places.

Ruthless Blood, Ruthless Blades – Wuxia Roleplaying is not designed as a sourcebook on historical China, but rather presents a romanticised, even ahistorical version ancient China, one drawn from the Wuxia novels of Gu Long and the darker films of the Shaw Brothers Studio of the 1970s and 1980s to create a grimmer, more brutal, and more dangerous take upon the Wuxia genre. It comes complete with rules for both martial arts and character creation, a discussion of the genre, a lengthy reading and watching list, notes aplenty on Chinese culture for the Game Master and player who is new to it, and an extensive sample Jianghu, a sandbox with tens of NPCs, organisations, locations, and potential plots, as well as a scenario. The focus is entirely upon Wuxia and martial artists. There is no magic—except for astrology and similar forms of divination and an option allowing the Magical Arts skill to launch attacks, which requires Game Master approval, and there are no supernatural creatures—so there is scope for the Game Master to create her own or for the authors to write a supplement. Instead, players take roles such as Brave Archer, Daoist priest, Master Swordsman, Palm Master, Unarmed Boxer, and others, who all study and practice some form of martial arts.

A character in Ruthless Blood, Ruthless Blades – Wuxia Roleplaying is defined by his Signature Abilities, Counters, Special Resources, skills, eccentricities, and an occupation. A Signature Ability represents martial arts styles or talents, for example, ‘Butterfly Sword Expert I’, which means that the martial artist fights with grace and skill to easily deflect blows and slide in strikes to improve his Evade ability, or ‘Breath of Fire’, with which the martial artist can channel the fire element to scorch all of enemies around him. A Counter is a means of defence against a particular type of attack, such as ‘Bending Reed Defence’, with which a martial artist can lean out of the way when his head is targeted, and then snap back to deliver a sharp blow, or ‘Water Torrent’ with which the martial artist splashes water onto the floor and uses it to slide behind an opponent to attack with a bonus on the next round. Special Resources can be wealth and property or social resources. So an illicit business, landed gentry, or a manor, or a loyal friend, devoted ex-lovers (who feud and bicker when they meet—brilliant for roleplaying potential and comedy there), or an official post and title—though sometimes this prevents the martial artist from leaving the post, so he can send a loyal servant instead, in which case, the servant transmits the Experience Points earned to his master in his reports! Skills fall into five categories. These are Defences, Martial Arts Skills, Specialist Skills—such as Medicine and Alchemy or a particular talent like painting or poetry, Unorthodox skills such as Disguise and Drinking, and Mental Skills such as Command and Reasoning. Eccentricities are quirks and flaws, from Absent-Minded and Beautiful to Persistent Smile and Scars. They can also include Deep Eccentricities, which represent recurring problems for the Martial Artist, such as Bad Breath, In Love, or Social Climber. 

A martial artist also has a Max Wounds value—typically three for a starting martial artist, representing the amount of damage a martial artist can take before rolls on the quite nasty ‘Death and maiming’ Table, a Resist Value—the ability to absorb wounds before taking damage, and Fire Deviation and Killing Aura. Fire Deviation represents an internal imbalance in the martial artist’s Qi energy and is gained by failed meditation rolls or can even be selected to gain an extra Signature Move. However, suffering from Fire Deviation also means gaining a Fire Deviation Eccentricity, such as suffering from delusions of grandeur or your hair or eye colour changing. Killing Aura is measure of how powerful or capable a martial artist is and is equal to his Level. It can easily be detected by other martial artists. In addition, for each NPC or Player Character a martial artist kills, he increases his Killing Aura Darkness, which hangs over the martial artist like a cloud and again, is an indication of how powerful he is and to an extent, his reputation.

To create a martial artist a player chooses a Signature Ability, a Counter, a Special Resource, assigns points skills—this is done by skill type and is standard for all martial artists, an eccentricity, and an occupation, before defining a backstory and filling out secondary details. If the martial artist qualifies for it, he can also select an occupation. This primarily determines his income. The process primarily involves making a fair number of choices and is simple enough, and notably, the deadliness of the setting and rules is foreshadowed in the suggestion that a player create a backup martial artist! However, the process is hindered by the wealth of choices and everything that a player needs being spread out over eight chapters—almost half of the book—and not necessarily in the order that the checklist gives.

Wang Yimu, the Widow of the Needle is the daughter of a wealthy merchant who was forced to marry beneath her status when her father’s business collapsed. Her husband was a tailor and his mother taught and scolded her over her lack of skill as an embroiderer and seamstress. She did not love her husband, but when he was killed by bandits, she first escaped their ambush and then set out to kill them one by one, tracking them down and enticing them in her company before sewing them up and leaving them behind her… When she returned, she told her mother-in-law that she was in charge now and would be taking over the business. Free of the scolding, she flourished and her skill grew and grew until she is one of most talented women in the Jianghu with a needle.

Wang Yimu, the Widow of the Needle
Signature Ability: Needle and Thread Expert
Counter: Steel-Shattering Finger
Eccentricity: Beautiful
Special Resource: Prosperous Business
Occupation: Artisan

Max Wounds: 3
Resist: 1
Fire Deviation: 0
Killing Aura: 1
Killing Aura Darkness: 0
Drinking Limit: 1

Skills
Defences: Evade 2 (7), Hardiness 1 (6), Wits 2 (7)
Martial Arts: External 0, Internal 3, Lightness 1
Specialist Skills: Medicine and Alchemy 1, Meditation, Survival, Talent (Seamstress) 3, Trade 2
Unorthodox Skills: Disguise, Drinking 2, Gambling 2, Magical Arts 2, Theft
Mental Skills: Command, Detect, Empathy 2, Persuade 2, Reasoning 2
Physical Skills: Athletics 2, Endurance, Muscle, Ride 1, Speed 3
Knowledge Skills: Institutions 2, Jianghu 2, Peoples and Places 2, Religion, Scholarly Arts

Ruthless Blood, Ruthless Blades – Wuxia Roleplaying is a Level and skills roleplaying game. A martial artist will start play with one Signature Ability and one Counter, but will gain more, plus increases to his skill as he goes up in Level. The rate at which he rises is determined by the length of the campaign—the shorter the campaign, the faster the improvement rate, up to maximum of Level Nine, whatever the campaign length.

Mechanically, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying uses pools of ten-sided dice. Typically, this will be one, two, or three ten-sided dice, depending upon the level of the skill. Rolls are made again a target number—typically six—and the single highest die is counted. If it equals or succeeds the target number, the martial artist has been successful. A Roll of ten counts as total success and gives a more specular result. In opposed rolls, the single highest die rolled is compared to the opponent’s roll, the highest roll succeeding. Penalties and bonuses subtract or add dice respectively, as do many Signatures Moves, although there is a soft skill cap of a maximum of seven being rolled for any one action.

For example, Wang Yimu, the Widow of the Needle has tracked down one of the bandits who killed her husband and attempts to seduce him. Her player declares that she will not actually seduce him, but lull him into a false sense of security and to do that, Wang Yimu will use her Persuade  skill, which gives her two dice. The Game Master gives her a bonus die because the bandit is drunk. This gives her player three dice to roll and he rolls two, six, and seven. The latter is the highest result and is definitely higher than the bandit’s Wits of six. Wang Yimu, the Widow of the Needle has him where she wants him.

Combat revolves around six skills. The three Martial Arts—External, Internal, and Lightness, and the three Defences—Evade, Hardiness, and Wits. Evade is the ability to avoid being hit, Hardiness to withstand damage, and Wits a martial artist’s mental strength. They are not rolled, but provide the target numbers when a martial artist is attacked. External Martial Arts combines physical force and explosive damage, employing a martial artist’s bodily might with either weapons or unarmed; Internal Martial Arts is fighting with internal energy or inner force, to be able to emit energy blasts, fight with energy-based weapons-play or unarmed combat; and Lightness Martial Arts is about a martial artist’s control of his body weight and speed to be able to do all of the signature man oeuvres that the Wuxia genre is famous for—running up walls, hopping over rooftops, and balancing on treetops.

Combat involves three phases. In the ‘Talking and Analysis Phase’, opponents attempt to bluff or out talk their way out of the fight, psych them out to impose a penalty, assess them to gain bonus, or learn about a Signature Ability or Counter. In the ‘Roll Turn Order Phase’, the players roll their martial artist’s Speed to determine who goes first, and in the ‘Move and Perform Skill Action Phase’, the martial artists attack each other using a combination of Martial Arts skills, Signature Abilities, and possibly weapons. If appropriate, a Counter can be used in response to an attack. Notably though, the mechanics are deadly, so the Game Master will want to be careful as to what level of opposition she wants to pitch against the martial artists.

Continuing the example, Wang Yimu, the Widow of the Needle has tracked down one of the bandits who killed her husband and has him in her sights—she is ready to strike. . In the ‘Talking and Analysis Phase’, she definitely wants to analyse the bandit for the bonus. Her player two dice for her Empathy, getting a nine and five, the nine again being higher than the Bandit’s Wits of six. This grants her a bonus dice to the attack roll and bonus to the damage done if any wounds are inflicted on a Total Success or roll of ten. In the ‘Roll Turn Order Phase’, the player rolls three dice for Wang Yimu’s Speed, getting a one, three, and seven, the latter higher than the Bandit’s four and five. Wang Yimu, the Widow of the Needle will now use her Signature Ability of Needle and Thread Expert, making an Internal Martial Arts roll against the bandit’s Evade of six. Wang Yimu’s player has four dice to roll, three for the skill and one as a result of  the successful assessment. His roll of three, seven, eight, and eight indicates that the needles hit and Bandit is snapped out of his lascivious designs upon her by the sharp points imbedding themselves in his skin. Wang Yimu’s player rolls for damage, inflicting a single wound. The bandit responds by pulling out a knife and throwing it at her. The Game Master rolls two dice for the bandit’s External Martial Arts of two, attempting to beat Wang Yimu’s Evade of seven. He rolls ten and ten, which if successful is going to hurt her. Her player declares that Wang Yimu will Counter with Steel-Shattering Finger, which requires her player to roll a success and with a five, six, and seven, she gets her fingers in the way and stops the blade dead. At the end of the round, Wang Yimu has the bandit impaled on the needles and thread and the bandit needs to find another weapon.

In the second round, the bandit attempts to Psych Wang Yimu out, telling what he has planned for if he catches her. This is a Command roll, but with a score of one, the Game Master rolls the one die and on a five, does not best her Wits. Wang Yimu responds by telling the bandit what she did his comrades and with a roll of four and eight on her Persuade, it works—the bandit will be a penalty of one die to attack. However, the bandit first has to get a weapon, so the Game Master states that this will become a bonus die on the damage roll as he moves away from the pull of Wang Yimu’s needle and thread. This is automatic since the needles are embedded and the bandit is moving. Wang Yimu’s player rolls a seven and a ten. The latter inflicts two wounds, reducing the Bandit’s wounds to zero and necessitating a roll on the ‘Death and Maiming Table I: External Injuries’. A roll of ten indicates that the Game Master needs to roll on the ‘Death and Maiming II: Internal Injuries’ and the result of four is an intestinal injury which levies an Endurance penalty. The needles are free though and the bandit is armed, but is badly torn up by the said needles…

Beyond the rules, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying provides the Game Master with swathes of information, ranging from overland travel, poisons and antidotes, rare and prized objects and weapons, rules for handling alcohol—it is possible play a drunken master with some effort, and more, even before she gets to the second half of the book, which is solely for the Game Master. This covers how to referee the Jianghu and run the roleplaying game, it includes an introduction to the Wuxia genre and a good bibliography, and a discussion of various scenarios and campaign types. There are also rules for handling fated destinies, calamities, secret histories and the like for martial artists in campaigns with bigger, bolder fates.

Aspects of Chinese culture in the Jianghu are also covered, including Face—earned, lost, given, or taken, various religions, philosophies, and beliefs, the drinking culture—inhabitants of the Jianghu, especially martial artists, are renowned for capacity to drink alcohol, the imperial bureaucracy, and more. As well as suggesting ways for Game Master to create her own Jianghu, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying comes with its own. From the Top Ten Fighters and Top ten Weapons to the twenty locations and organisations and ninety-five NPCs—all nicely detailed and given stats and relationships with each other, this is a rich, Soap Opera Wuzia-style sandbox of a setting with a huge wealth of information for the Game Master to delve into and draw out ideas for scenarios and encounters from. This Jianghu could keep a campaign playing for a few months, there is so much information there. To help get a playing group started, ‘The Obsidian Bat’, a short scenario is also included, which has plenty of action and doublecrosses to keep the martial artists happy. Details of another scenario, free to download from the Osprey Games website, is also included.

Physically, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying is a sturdy, glossy little hardback, done in the simple style seen in other titles from Osprey Games. It is well written and both illustrations and maps are excellent. However, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying is simply not as well organised as it could be. Essentially chapters feel like they are out of order and they present the reader with such a deluge of information that it is at first difficult to take in and then it is difficult to work with. The index is decent, but finding things is not easy in the book and for example, creating a character takes a lot of flipping back and forth through its first half. 

Ruthless Blood, Ruthless Blades – Wuxia Roleplaying really is a simple, straightforward Wuxia roleplaying game, one that is easy to learn and easy to play. However, its organisation hampers both that and learning the game, there being nothing wrong with the organisation of individual chapters and their content, but rather the order in which the chapters are arranged. It also does not introduce the genre and what to watch or read for the player at all, let alone before leaping into the rules and the generation of martial artists. And for that, it presents the player with such a wealth of options, it is difficult to know where to start, such that it might have been useful if some ready-to-play archetypes had been included. There are pointers to that end, but they are just that.

Ultimately just hindered by its odd organisation, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying is a gritty martial arts fantasy roleplaying game which plays fast and light, if not more than a little deadly, all backed up with plenty of well written background and advice for the Game Master and a fantastic Jianghu, or sandbox, of its very own. With a little bit effort to get past its organisational issues and Ruthless Blood, Ruthless Blades – Wuxia Roleplaying is a great introduction to roleplaying in the Wuxia genre.

1980: Dallas: The Television Role-Playing Game

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—

Dallas: The Television Role-Playing Game was published in 1980—and published by SPI or Simulations Publications, Inc., a publisher better known for its many, many wargames. Indeed, it was designed by James F. Dunnigan, the founder of SPI himself and a noted designer of wargames such as Jutland and PanzerBlitz, both for Avalon Hill. Dallas: The Television Role-Playing Game is significant because not only was it the first licensed roleplaying game, it was the first licensed roleplaying based on an intellectual property that was not based on a genre such as fantasy, science fiction, or horror. It was also a flop, and infamously, would contribute to SPI’s financial woes and ultimate takeover in 1982 by TSR, Inc. Fellow designer at SPI, Redmond A. Simonsen, later explained in Why Did SPI Die?, “As to DALLAS: we didn’t print 250,000 of them. More like 80,000 (in two runs). That was about 79,999 more than anyone wanted. DALLAS didn’t kill SPI, but it didn’t save it either (as some had vainly hoped). Essentially, anyone who is wired on DALLAS (the TV show) is not also wired on games.” However, there are some interesting elements to Dallas: The Television Role-Playing Game that would prefigure later roleplaying game designs.

Of course, Dallas: The Television Role-Playing Game is based on the Soap Opera, Dallas, which ran from 1978 until 1991, and at the time of the roleplaying game’s publication was hugely popular around the world. It revolved around the affluent and feuding Texas family, the Ewings, who own the independent oil company Ewing Oil and the cattle-ranching land of Southfork. Its most notorious character is the Ewings’ oldest son, oil tycoon J.R. Ewing, who was renowned for schemes and dirty business practices in his effort to control the family business. In Dallas: The Television Role-Playing Game, players take the roles of members of the cast from the television series, including J.R. Ewing, his wife Sue Ellen (Sheppard) Ewing, his younger brother Bobby Ewing and his wife, Pamela (Barnes) Ewing, J.R. and Bobby’s parents, Jock Ewing and Ellie (Southworth) Ewing, Jock Ewing and Ellie Ewing’s granddaughter, Lucy Ewing, Ray Krebbs, the foreman of the Southfork Ranch, and Pamela (Barnes) Ewing’s brother, Cliff Barnes. In each Episode, nine members—nine!—of the cast have their own objectives and over the course of five acts, they will negotiate with each other to achieve them, before persuading, coercing, or seducing their rivals to get what they want, or even investigating them to bring the law down upon them. At the end the five acts, the character who achieves his or her given aims, will have won the Episode, or alternatively the character with the most Victory Points wins, the latter coming into play if more than one character has achieved his or her given aims.

Dallas: The Television Role-Playing Game comes a slim box containing three booklets, fifty-six cards, and two six-sided dice. The three books consist of the Rules of Play—just sixteen pages in length, barely five of which cover the rules, the rest being devoted to the three ready-to-play Original Episode scripts, ‘The Great Claim’, ‘Sweet Oil’, and ‘Down along the Coast’; the Scriptwriter’s Guide, also sixteen pages in length, with notes on running and teaching the game for the Director, writing scripts or Episodes, plus background on the cards and Texas, and a sample of play; and the Major Characters booklet. This consists of twenty perforated sheets, one a cheat sheet for the Director, and then a character sheet for each member of the cast. Each character sheet includes full stats for all of the cast, some background, and an explanation of how Dallas: The Television Role-Playing Game is played. Each character includes some minor modifiers for affecting or resisting certain other members of the cast. The fifty-six cards consist of minor characters, organisations, and objects—the latter typically Plot Devices in the hands of members of the cast, such as Alexis Blancher, an employee of Ewing Oil, the Texas Railroad Commission, and a Saddlebag of Krugerrands. Many of these will come into play during an Episode and are essentially what the characters will be feuding for control over. The minor characters have the same stats as the members of the cast. 

Each character has four Abilities, and Power and Luck attributes. The four Abilities are Persuasion, Coercion, Seduction, and Investigation, and are divided into pairs, one to Affect another character, the other to Resist another character’s attempt to Affect them with that Ability. Power is a general measure of a character’s strength, whilst Luck is their good fortune—or lack of it—and is generally used as a last resort. The Abilities range in value between eleven and twenty-four, depending upon the cast member, and tend to be less for NPCs and organisations. Power ranges from one to nine for the cast members, or from Lucy Ewing to J.R. Ewing. Luck ranges between one and eight.

To play Dallas: The Television Role-Playing Game, the Director—as the Game Master is known—selects or writes an Episode and the players select their characters. They also receive the Plot Devices they start with at the beginning of the Episode. An Episode consists of five Acts and each Act consists of three phases—the Director Phase, the Negotiation Phase, and the Conflict Phase. In the Director Phase, the Director provides the players with new information and plot devices, and then in the Negotiation Phase, the players trade cards, information, and promises to support each other in preparation for the Conflict Phase. The Conflict Phase is the meat of the mechanics.

The core mechanic involves the Affecting (attacking?) character using the active value for an Ability, modified by the Affecting character’s Power and any relevant factors for their relationship against the Resisting character’s defending value for the Attribute, plus modifiers. The Resisting value is subtracted from the Affecting value and if the result is twelve or more, the Affecting character succeeds. If the result, or spread, is between two and eleven, the player of the Affecting character rolls the two six-sided dice and if the result is less than the spread, the Affecting character succeeds. If the Affecting character has succeeded, then the Resisting character can make a Luck check and if his player rolls under the Resisting character’s Luck, he successfully resists the Affecting character’s attempt at Persuasion, Coercion, Seduction, or Investigation.

A successful attempt at Persuasion or Seduction will provide the Affecting character with information from the Resisting character, force the Resisting character to relinquish control of an NPC or Plot Device, control of an NPC if they are uncontrolled. Seduction attempts can only be made against members of the opposite gender who are not related to the Affecting character. Instead of providing the Affecting character with control of an NPC if they are uncontrolled, a successful attempt at Coercion can force another character to make his Affect attempt immediately. If against an NPC and unsuccessful, there is the possibility of Revenge, in which every other member of the cast can make a Persuasion attempt to control the NPC, with the players rolling to see who makes the attempt first. Lastly, a successful Investigation attempt forces the Affected character to reveal information, including the identity of NPCs and Plot Devices which are face down on the table. If a character has committed an Illegal act, another character who controls a legal authority, such as the FBI or Texas Rangers, can use Investigation to identify the suspect officially, and subsequently, use Persuasion combined with control of a legal authority to obtain an arrest, an indictment, and lastly, a conviction. Each of these steps scores a player an increasing number of Victory Points. A convicted character loses all of his Power, but is still in the game, as his conviction is, of course, being appealed.

Physically, Dallas: The Television Role-Playing Game is cleanly and tidily presented. It is clearly written, but written in the style of a set of rules for a wargame with numbered and sub-numbered sections—just as SPI would do for its other roleplaying games, DragonQuest and Universe. Internally, none of the roleplaying game’s three booklets are illustrated. All of the illustrations appear on the cover of the box—in colour, and then in black and white on the front cover of the Rules of Play. So none of the character sheets are illustrated. Overall, the black and white production values—some spot colour is used on the cards—are underwhelming and lack the glossy sheen that a product or game based on a television series like Dallas really calls for.

The rules to Dallas: The Television Role-Playing Game are decently explained and they do come with an example of play. The three pre-written episodes are also decent and the advice on creating scripts and other characters is workable. The advice on creating scripts is backed up by a list of Plot Devices and biographies of the various NPCs, all of which can be used by the Director to write her own scripts. There is also a lengthy, and quite detailed history of Texas. However, there is no background or information to the television series of Dallas itself, beyond that of the little information given on each of the character sheets. Essentially, to play a game of Dallas: The Television Role-Playing Game, the designers expect the participants to rely upon their own knowledge of the series and its characters.

As a design, Dallas: The Television Role-Playing Game is not a traditional roleplaying game and nor does it feel like one. There are no rules for creating new members of the cast, no rules for gaining experience, or improving a character as you would find in almost any other roleplaying game. And despite the fact that infamously, a big storyline revolved around the identity of who it was who shot J.R. Ewing, there are no rules for physical conflict or combat—the roleplaying game is all about verbal conflict. Then although it has a Game Master or a Director and everyone sits round the table just as in a traditional roleplaying game, the fact that a game can involve nine players and the Director, makes it feel more like a party or social game. Of course, party or social games were not a category of games as they are today, so the nearest equivalent at the time of Dallas: The Television Role-Playing Game publication would be the ‘How to Host a Murder’ type games which were popular then.

As clearly and as simply as the rules are explained, anyone coming to them without a background in wargames or roleplaying—essentially the fan of Dallas picking up Dallas: The Television Role-Playing Game on a whim or because it is clearly connected to the soap opera, is likely to feel intimidated by the procedural nature of its play and the stolid nature of the mechanics. Nor is this helped by the grey, even boring production values that might have made the roleplaying that much more enticing , something that another publisher of the time, Yaquinto Publications got right with its own TV’s Dallas: A Game of the Ewing Family board game, part of its Album series.

As much as it states that it is a roleplaying game—and a ‘family’ roleplaying game at that, Dallas: The Television Role-Playing Game lacks an explanation of what roleplaying is and an explanation of how the Director narrates the beginning of each act. Nor is there a sense of the NPCs, the minor cast members, being characters in themselves, merely pawns for the main cast to control. There is also a sense of misogyny to the roleplaying game, one that admittedly it inherits from the television show, in that the male members of the cast are more powerful than the female ones. The character sheets though advise that the male characters should not necessarily throw their weight around and that they generally have more challenging victory conditions than the female characters who instead should be working together.

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Dallas: The Television Role-Playing Game was not well received at the time. The single notable review appeared in The Space Gamer Number 42 (August, 1981). Reviewer David Ladyman asked, “Is DALLAS a useful bridge between gaming and your “real world” friends? That might depend on how many DALLAS freaks you know that you would want to introduce to gaming. Hard core RPGers will probably want to add the game to their collection; characters' attributes and the conflict resolution system are novel enough, even if you have no interest in the television series. I wouldn’t suggest it, though, if you buy your games for long-term playability – DALLAS just doesn't have lasting entertainment value.”

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However, as underwhelming as Dallas: The Television Role-Playing Game is in terms of presentation, theme, and rules, it is in its own way innovative. As the first licensed roleplaying game, it showed the possibility of obtaining licences based on mainstream intellectual properties and the potential of drawing the fans of those properties into gaming. Within a matter of years, for example, FASA would produce The Doctor Who Role Playing Game and Star Trek: The Role Playing Game, both well received. Most licensed roleplaying games continue to be based on fantasy, horror, or science fiction properties rather than mainstream ones—Leverage: The Roleplaying Game being a rare and more recent example, as well as a good example of how to design a roleplaying game around a television show. Which of course, Dallas: The Television Role-Playing Game was not, but it also prefigured adversarial roleplaying, that is a roleplaying game in which the Player Characters are against each other as often as not, and that there can be a clear winner in playing the game. This would really come to the fore in Phage Press’ 1991 Amber Diceless Roleplaying Game and would subsequently be seen in any number of indie roleplaying games.

Another aspect to Dallas: The Television Role-Playing Game is that in hindsight, as perhaps as underwhelming as the design is, there is huge potential for roleplaying in the game. It is not the mechanics which entice, but the opportunity to dig into the members of Dallas’ cast, a great many of them signature characters that are familiar even decades on and roleplay them around the table. Although, whether you would roleplay all nine at the same time is is another matter. Of course, Dallas: The Television Role-Playing Game does not support this, and it is only with hindsight and the experience of roleplaying that the potential can be seen. Anyone coming to Dallas: The Television Role-Playing Game without that experience or that hindsight, will ultimately be daunted by what they find in the box. 

Forty years since the publication of Dallas: The Television Role-Playing Game and the hobby is better served by roleplaying games which would emulate its genre. Dog Eared Designs’ Primetime Adventures: a game of television melodrama is an obvious choice, but Fiasco could also do it, as could Pasión de las Pasiones, the telenovela tabletop roleplaying game Powered by the Apocalypse published by Magpie Games. Further, all three of those roleplaying games would have the advice and guidance that Dallas: The Television Role-Playing Game lacks.

Dallas: The Television Role-Playing Game is significant as the first licensed roleplaying game, but not necessarily as a design. It can be seen as a venture or experiment, that in 1980, would have made commercial sense for SPI to pursue and publish because the crossover potential between fans of Dallas the television series and the roleplaying hobby could have been significant. Certainly, within a family it could have served as a means for a roleplayer to show his parents or other family members who were fans of Dallas, but likely mystified by his hobby, what roleplaying was like and how it could be fun.  Of course, it was not to be. Few in the roleplaying hobby would have been interested in a roleplaying game based on Dallas and anyone outside of the hobby would be daunted by the design of Dallas: The Television Role-Playing Game, which is more of a card game than a roleplaying game.

Dallas: The Television Role-Playing Game is an interesting, even important, curio from the dawn of the commercialisation of the roleplaying hobby. Its design though, is a hangover from the dusk of another hobby—wargaming, and that meant that Dallas: The Television Role-Playing Game was not the family-friendly—even if its cast of characters were anything but—introduction to roleplaying games it was intended to be. 

2010: Leverage: The Roleplaying Game

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.

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Published by Margaret Weis Productions in 2010, Leverage: The Roleplaying Game is a licensed roleplaying game based upon the television series which ran from 2008 to 2012. In the series, a Crew of con artists—a mastermind, a grifter, a hacker, a thief, and a retrieval specialist—take on a series of heists in order to fight injustices inflicted upon ordinary citizens by corporations and the government. Each of the episodes follows a set story structure. A Client comes to the team with a problem that only its members can find a solution to. This involves researching the villain or Mark and finding a weakness which the Crew can use to undermine him, and then formulating a plan which will make use of both the weakness and the skills of individual team members. As the plan goes into action, the Mark and his henchmen will seem to gain the upper hand, but ultimately, the Crew will outwit them all. Flashbacks will reveal further clues and improvisations that helped them overcome certain complications, and so ultimately, bring justice for the Client. This is the exact format that Leverage: The Roleplaying Game follows to provide not only an excellent adaptation of its source material, but also arguably, the purest treatment of the heist genre in any roleplaying game. From the outset, Leverage: The Roleplaying Game is a simple sell. It is modern day, it is set in the real world, and the Player Characters, though highly skilled, are all easy to grasp and understand. They are all ‘crooks with a heart of gold’ or Robin Hood-types, rather than out and out criminals. The tone of the series and thus the roleplaying game is also family friendly—although there is action and there are fights, there is never gunplay, at least not on the part of the Crew. (The lack of gun play will also have an impact on game play, making carrying out a heist that much more challenging and thus more satisfying when pulled off because brute force or threat is not an option.) Plus, even if the players have never seen Leverage the television series, then they might have seen its BBC forebear, Hustle, or films such as Ocean’s 11 and the other entries in the series. Lastly, despite the fact that Leverage: The Roleplaying Game follows the formula of the television series, the formula and thus its set-up means that as a roleplaying game—especially a licensed roleplaying game—Leverage: The Roleplaying Game has not actually dated in the ten years since it was published. Leverage: The Roleplaying Game is one of five roleplaying games from Margaret Weis Productions to use Cortex Plus, the others being the Smallville Roleplaying Game, the Marvel Heroic Roleplaying, the Dragon Brigade Roleplaying Game, and the Firefly Role-Playing Game. It is both a roleplaying game and a roleplaying game, a roleplaying game in that each player is roleplaying a character and each character is playing a Role. There are five Roles—a Mastermind, a Grifter, a Hacker, a Thief, and a Hitter—and Leverage: The Roleplaying Game works best when there are five players, each of whom takes one of the five Roles and so forms a Crew. The Mastermind specialises in plans and coordinating the Crew’s activities on the Job; the Grifter gains and use people’s trust through disguises and roles; the Hacker gains, supplies, and denies information, typically using technology; the Thief steals or plants things by stealth and foiling security systems; and the Hitter supplies force and a tactical edge. There is some crossover between Roles for the Crewmembers, so the roleplaying game can be played with fewer players, but its optimal number is nonetheless five. A Crewmember also has six Attributes—Agility, Alertness, Intelligence, Strength, Vitality, and Willpower; two Specialities, each one associated with a Role, such as Driving for Hitter and Piloting for Hacker; three Distinctions or personality quirks or traits, which can work to a Crewmember’s disadvantage as much as they do advantage; and Talents, essentially tricks which related to particular roles and when activated grant a Crewmember an advantage. Roles and Attributes are rated by die type, the larger the die type, the better the ability of the Role or Attribute, both being defined by ten-, eight-, six-, and four-sided dice. A Speciality is valued as a six-sided die, whilst a Distinction can be rated as an eight-sided or a four-sided die depending whether it is in the Crewmember’s favour or not.
To create a Crewmember, a player selects a Primary Role and a Secondary Role, assigning a ten-sided die to the former, an eight-sided die to the second, and decides on two Specialities, attaching each to a particular Role. A six-sided die is assigned to a third Role, and four-sided dice to the remaining two. The size of dice types assigned to the attributes will vary depending upon if the Crewmember is focused or versatile. Lastly, the player selects three Distinctions and two Talents. Winston MoranWinston Moran used to work in financial security, preventing banks and other institutions from being robbed. He was injured in a car crash which also left his wife in coma and due to the injury was forced to take early retirement. Unfortunately, his employers defaulted and left him without pension, forcing him to turn to ‘crime’ to pay for his wife’s medical bills. RolesGrifter d8, Hacker d6, Hitter d4, Mastermind d10, Thief d4 AttributesAgility d8, Alertness d8, Intelligence d10, Strength d6, Vitality d8, Willpower d8 SpecialitiesBank Fraud, Games DistinctionsVoice of Authority, Walks with a Cane, Industry Veteran TalentsSlip of the Tongue (Grifter)Sea of Calm (Mastermind) This though, is the quick and easy version—but not the fun version. The suggested version—the fun version—is ‘The Recruitment Job’. Each player partially defines his Crewmember and together the Crew play through a simple Job designed to showcase what each Crewmember can do and define and bring into play the other undefined aspects of each Crewmember. Essentially, this is the playing group’s pilot episode or ‘Zero Session’ for their Leverage series. There are one or two quirks about Crewmember generation. The first is that a Crewmember’s Secondary Role will define how he approaches his primary Role. For example, the Grifter whose Secondary Role is Hitter, is a ‘Swashbuckler’, aggressive and challenging  with a Mark, but uses lots of misdirection and quips in a fistfight, whilst the Hitter whose Secondary Role is Grifter is a ‘Duellist’, a quick, deceptive combatant who uses feints and distractions to bait his opponents. The second quirk is that there is no Charisma attribute and this is by design. Rather, the Attributes of Intelligence, Strength, Vitality, and Willpower all assume aspects of a Crewmember’s charisma and how he uses it on the Job. Essentially, every Crewmember is charismatic, but exactly how will vary from Crewmember to Crewmember—just like the cast of a television series. Mechanically, Leverage: The Roleplaying Game uses the Cortex Plus system—in 2020 revisited with new core rulebook, Cortex Prime. The basics revolve around two opposed dice rolls, one by the player, one by the Fixer—as the Game Master is known in Leverage: The Roleplaying Game. Each dice roll consists of two dice. For the Crewmember, the dice roll will consist of a die from one Attribute and a die from one Role, both of which will vary from situation. For example, when his Crewmember is chasing a potential Mark, the Fixer might call upon the player to roll his Crewmember’s Alertness plus Hitter, or if a Crewmember is being chased by security guards and he wants to hide, perhaps on the ceiling, the Fixer would ask his player to roll Agility plus Thief. The Fixer will in turn be rolling dice which might be for the environment, such as ‘Ten Stories Up d6 plus Vibration Sensors d8’ or an NPC, which for most NPCs, such as the Client, a simple Mark, Extras, and so on, will have no more than a handful of traits, such Wannabe Hacker d4 or The Best Golfer d6. Other NPCs, including Marks, Foils, and Agents—the latter typically out to capture or beat the Crew or a particular Crewmember, can be as complex as actual Player Character Crewmembers. Although just two dice form the core of the basic roll, other dice can be added to it. The use of Specialities, Distinctions, Assets, and Complications can all add dice to the roll. In most cases, these require the expenditure of Plot Points. Plot Points—of which a Crewmember starts with one—can also be used to activate Talents and create new Assets, which last for the scene (or the whole Job for two Plot Points). Ultimately, only the two highest dice are counted and added together. This sets the stakes for the Fixer to roll her dice and attempt to roll higher. If she does, she ‘Raises the Stakes’, and it is up to the player to reroll the dice, and if add in more dice, to gain a score higher than that rolled by the Fixer. Alternatively, whomever rolled lower can back down and decide not to roll to beat the other. In which case, the Crewmember or Mark has given in and taken down, the winner of deciding the outcome. If however, one side rolls five higher than the stakes are currently set at, then they have achieved an Extraordinary Success and an automatic takedown of their opposition. Where Cortex Plus gets interesting is in the generation of Plot Points. Whenever a one result is rolled on a die by a player, it is not counted towards the two dice he keeps as his Crewmember’s total, but it does generate or improve a Complication, which adds another die to the Fixer’s dice roll. When that happens, the player receives a Plot Point. When the Fixer rolls a one on any of her dice, it generates an Opportunity and the player can bring in one of his Crewmember’s Talents, if appropriate. The fact that rolls of one generate Plot Points and Plot Points can be used to create Assets, add dice to a roll, and so on, means that players will want to be rolling ones almost as much as they high results, and the best way to roll ones, is to roll lower value dice, such as six-sided- and four-sided dice. Both of course, have higher chances of rolling ones. A Crewmember starts play with a Role set at a four-sided die, but the other way to bring in a four-sided die is to add a Distinction to the roll. If the Distinction works in the Crewmember’s favour, then it is rolled as an eight-sided die, but if it is to his disadvantage, it only adds the desired, but also the reviled four-sided die. Either way, rolls of one represent the type of setbacks that might be seen in an episode of Leverage, but at same time generate the Plot Points that will ensure already expert Crewmembers complete the Job and take down the Mark. For example, the Crew managed to plant a bugging device in the Mark’s office. However, the Mark’s security ensured it was not able to broadcast what it downloaded from his computer, so the Crew needs to get it back. Winston Moran has already been into the Mark’s office, ostensibly to talk about a bank fraud, but that was to give the bug time to work. Now he needs to get it back. He tells the security guard that he dropped his wallet in the office, so the guard lets him go and get it. The guard is diligent and comes to check on Winston. To see if Winston grabs the bug before the guard becomes suspicious, the Fixer asks his player to roll Winston’s Alertness plus Thief. Unfortunately, this is a d8 for Alertness and a d4 for Thief—the latter is so low because Winston is not as young as he was. Winston’s player rolls an eight and a one! This sets the stakes at eight because the one is set apart and further, it generates a Complication. The Security Guard has Security Guard d6 and Really Doesn’t Want Any Trouble d6, but since Winston rolled a one and generated a Complication, it adds another die to the Fixer’s roll, in this case, Suspicions Aroused d6. She rolls a four, a five, and a two! This Raises the Stakes to eleven. Winston’s player states that he is going to roll d8 for Alertness and a d4 for Thief again, but spend a Plot Point to bring in a Distinction, in this case, Walks with a Cane. As this is being used to Winston’s benefit, it adds a d8 rather than a d4. His player rolls a three, a four, and a six to give a final result of thirteen. This beats the Fixer’s stakes and she backs down as Winston allays the security guard’s suspicions with, “Found it! Sorry for being so slow—old man with a cane, you know.”Beyond the simple mechanics, Leverage: The Roleplaying Game introduces numerous elements which model the television series. For example, all of the Crewmembers are Experts and as in classic episodic television, they do not really improve, or at least they, it is at a very slow rate. Instead of the classic Experience Points, a Crewmember records each of the Jobs he completes. During a future Job, a player can have his Crewmember make a ‘Callback’ to the previous events of another Job to gain a bonus eight-sided die. This provides the Crewmember with a ready pool of bonus dice, but alternatively, a player can improve an Attribute or Role die, or purchase further Specialities or Talents by permanently marking off the Job titles. Where the television series is really modelled is in the use of Flashbacks. In an episode of the television series, the focus of the Job is all on the Mark and how he is affected by the Crew’s efforts to scam him. They come in two forms. Establishment Flashbacks add an element to a Crewmember’s backstory to bring an Asset into play, whilst Wrap-Up Flashbacks establish Assets which can aid in turning the tables on the mark and go towards the finale and Mastermind’s final roll against him. They are both a narrative device to further showcase the various Crewmembers’ Roles and other traits and a means to overcome a Job’s final hurdles. For the Fixer, there is a deep discussion of the heist genre as seen in Leverage, taking her through the process of constructing a Job—from the Client and his Problem to the Mark, a discussion of a traditional three-act structure versus the five-act structure of a Leverage episode, twists to use and twists to avoid—the latter primarily to prevent the players and their Crewmembers getting to bogged down in planning, taking inspiration from news stories, and even a ‘Situation Generator’ for creating a random Job. The Fixer can also make use of the example Clients, Foils, Agents, Locations, and more, though Locations are relatively easy to come up with given that the Leverage: The Roleplaying Game is set in the modern day and the Fixer can draw inspiration from around her. The world around the Crew is explored in broad detail, whilst the criminal and the Crew’s place in it is given more detail. With advice on subjects such as ‘Thinking Like a Criminal’, ‘Violence’, and the nature of ‘Cons’, including long, short, and classic cons. This last part is a solid introduction to grifting and running con games, and much like the rest of the chapters intended for the Fixer can just as easily be read and perused by the players. Rounding out the Leverage: The Roleplaying Game is an episode guide for the first two seasons of the television series. This either works as inspiration for the Fixer or it feels a lot much like filler content, but either way, it would have been nice to have some ready-to play-Jobs alongside it.
One issue with Leverage: The Roleplaying Game is the same as the Leverage television series. It is fundamentally episodic in nature, such that there is relatively minimal character or on-going development from one episode to the next. This is partially reflected in the slow growth and improvement of the Crewmembers through the Jobs recorded and spent as Experience Points. What this means is that the Leverage: The Roleplaying Game is not necessarily a game to play on an ongoing or even a long term basis, but since every episode of the television series and every Job is more or less self-contained, it works well for one-shots, for short seasons, and even pickup games with minimal preparation time if the Fixer uses the tables provided in the book to create a situation.
In terms of play, Leverage: The Roleplaying Game is a game which encourages player input, whether that is in the expenditure of Plot Points to add Assets to a Job or be inventive in how each player brings his Attribute and Role combinations into play. The Fixer will probably suggest combinations most of the time, but there is scope for a player to suggest his own too. This though, is also open to abuse, but a good Fixer should be able to nix that in the bud and encourage her players to play in the spirit of the Leverage television series. Physically, Leverage: The Roleplaying Game is a really clean, bright looking book decently illustrated with stills from the television series. It is both engagingly and well written, and although it lacks an index, the table of content does a reasonable job of making up for it. Neither the mechanics nor the genre of Leverage: The Roleplaying Game have dated and both are as comfortable to run in the here and now of this year or any other year, as much as they were in 2010. The focus of the design on emulating its source genre however does date it to its publication era, that of the storytelling game/indie roleplaying game movement which dominated the late 2010s, but of course, designed to a far more commercial end. As much as it is designed to emulate the Leverage television series, its treatment of its genre means that it can do other heist or con game set-ups just as easily as it can Leverage the television series. Nominated for the 2011 Origins Award for Best Roleplaying GameLeverage: The Roleplaying Game is an elegant, well-designed treatment of not just the Leverage television series it is based upon, but also of the heist and the con game genres in general.

Jonstown Jottings #34: Remembering Caroman

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

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What is it?
Remembering Caroman presents a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is forty-nine page, full colour, 25.75 MB PDF.
The layout is clean and tidy, and many of the illustrations good. It needs an edit.

Where is it set?
Remembering Caroman is set in Sartar in the lands of the Orlmarth, Ernaldori, Enjossi, and Sambari clans.
Who do you play?Player Characters should be Sartarites or their in good standing. Members of the Orlmarth or Ernaldori clans will have strong ties to the plot and several of its locations. A shaman, or any character capable of talking to the spirits of the dead will be very useful. A Humakti will also be use.
What do you need?
Legion requires RuneQuest: Roleplaying in Glorantha. The RuneQuest: Glorantha Bestiary may be useful for details of spirits, and both the RuneQuest Gamemaster Screen Pack and The Smoking Ruin & Other Stories will be useful for information about Clearwine. The Pegasus Plateau & Other Stories may also be useful for information about the Locaemtribe.
What do you get?
Remembering Caroman is a scenario set in and around the lands of the Colymar tribe after the events of the Dragonrise and the Lunars have been thrown out of Sartar. The Player Characters attend the funeral of a local homesteader and discover that not are only the ancestor spirits in attendance, they are also unhappy, primarily a holdover from the disruption caused by the occupation of much of Sartar by the Lunar Empire. Discussion with the other funeral attendees reveals that there may be spirits still to be laid to rest at nearby farm on Little Starfire Ridge.
Further investigation reveals that the farm has fallen into neglect following the death of its owner, that it is haunted by her spirit—she cannot rest or cross over until she sees her son who has been missing for almost a quarter of a century, and that it is a potential source of friction between the nearby clans as to which of them will inherit once the issue at hand is settled. Essentially, what the Player Characters have to do is locate her son and return him home. This requires no little investigation, the Player Characters needing to travel to first Clearwine, then to the shores of Kjartan’s Lake, and from there by one or two different routes into Sambari tribal lands. Their primary sources will be survivors of the first few battles during the Lunar invasion of 1602.
Remembering Caroman involves plenty of travel and besides one or two given encounters and situation, has scope for the Game Master to add details and events of her own. The initial setting on the Little Starfire Ridge makes the scenario easy to tie into a campaign in and around Apple Lane, such as that established in the RuneQuest Gamemaster Screen Pack, and then via both the RuneQuest Gamemaster Screen Pack and The Smoking Ruin & Other Stories to Clearwine. With some effort, the locations for the scenario could easily be adjusted to elsewhere. Along the way, there are some great scenes, such as coming to the help of workers at a collapsing salmon leap and running into a band of Trollkin who have got the wrong idea, 
The scenario will more challenging for a group whose number does not include a Shaman. The scenario is also quite linear, but then the Player Characters are following a trail of clues. This trail does diverge though, providing two routes to its dénouement, but that said, if the Player Characters take one route, they will avoid the interesting encounters on the other. Which is a pity, because the the likelihood is that the Player Characters will learn more form one path than the other. The scenario’s initial set-up may a require a bit of push to get the Player Characters involved, so the Game Master should ideally dig into their backgrounds to tie them into the set-up and thus get them involved. 
Is it worth your time?YesRemembering Caroman presents an enjoyable exploration of how the magical and the mundane worlds of Glorantha come together in a scenario that can easily be slotted into an ongoing campaign set in Sartar.  NoRemembering Caroman is probably best avoided if the campaign is not set in Sartar and the Player Characters do not include a Shaman.MaybeRemembering Caroman is strongly location specific, but has some entertaining scenes which could be adapted elsewhere.

Horror House Hell

The careers of Delta Green agents tend not to go well—they dabble in the secrets of the Unnatural or they become so obsessed with a mystery or a case that they lose perspective, threaten their very sanity, and even the secrecy of the conspiracy itself. This is certainly the case in scenarios such as Delta Green: Need to Know and Delta Green: Kali Ghati, so it is with Delta Green: Music From a Darkened Room. Also available in the anthology, A Night at the Opera: Six Terrifying Operations for Delta Green: The Role-Playing, this is essentially a haunted house scenario, but done in the style of Delta Green rather than another horror roleplaying game, such as Call of Cthulhu, Seventh Edition.

Delta Green: Music From a Darkened Room, published by Arc Dream Publishing, takes place in the small town of Meadowbrook, New Jersey. The Agents are directed to investigate and determine the cause of the death of FBI Special Agent Arthur Donnelly who was found dead at 1206 Spooner Avenue, his throat and his blood sprayed around the room where he was found dead. Although his death has been ruled as a suicide, Delta Green suspects that there is more to it because the previous owner was also found dead under the exact same circumstances. Although the FBI considers the matter closed, Delta Green does not, and that will both drive and possibly hamper the Agent’s investigative efforts. The Agents are tasked with determining whether or not the house is tied to the deaths—and if so, how, and then if the house remains a threat to the public at large.

Effectively, what this means is that Delta Green: Music From a Darkened Room is divided into two halves—much like its precedent, ‘The Haunting’ for Call of Cthulhu. In the first half, the Agents investigate the history of the house, its occupants, the reasons for their selling up, and in all too many cases, the terrible things which happened whilst they were in 1206 Spooner Avenue. The Agents will have to work hard to dig into the history of the house, and even harder to avoid arousing the suspicions of the proper authorities, but there is a richness of clues for the Agents to uncover. Beginning with a couple of local contacts as well as a local Green Box—a repository of equipment, clues, records, and leftovers from previous other investigations, the trail of clues leads through the records of the ownership of the house, death certificates, surviving past occupants, and more. As well as warning the Agents not to alert the authorities, Delta Green also notably warns the Agents that they should take extreme care in investigating the house, suggesting that it may have had an influence upon the deaths which took place within its walls. Hopefully, this will be strong enough of a warning for the Agents to do their due diligence, rather than rushing off to physically examine the house (though there is nothing to stop them from doing so if they wish).

In the second half of the scenario, hopefully forewarned by discoveries made during their investigations in and around Meadowbrook, the Agents enter the house and explore its confines. The descriptions of individual rooms and what is in them feel quite lightly drawn—the Handler may well want to add a little more detail here, whereas the descriptions of what might happen in each of the house’s rooms and when, is highly detailed by comparison. The encounters and experiences to be had  from room to room in the house play are a major factor in the scenario’s second half, many involving flashbacks and pleasing in places, all five senses, and the investigation of the actual house, the majority of them varying according to the Agents’ Will Power stat. This enables the Handler to tailor the encounters and experiences to the players’ Agents, enabling her to start with a sense of unease during the first few scenes in the house and then build up through creepy to weird and then outright bloody confrontations. Although this needs to be handled with some care lest it be overplayed, there are some entertaining shocks to throw at the Agents and their players. The Handler may want to pick and choose which of these to use lest the horror becomes too sudden, too often.

Although there one or two nods in Delta Green: Music From a Darkened Room to its forebear, ‘The Haunting’ for Call of Cthulhu, most notably the two act structure of the investigation and the inclusion of a family from Quebec, Delta Green: Music From a Darkened Room is very different. Not just its modern milieu, but also because it is creepier, the whole house seemingly haunted and potentially a source of scares and threats to the Agents. The secrets of the house and its past occupants are also not as obviously found, and the Agents will have to work increasingly hard to discover a great many, if not all, of the scenario’s clues. If the scenario’s investigative process is also challenging—more so if the Agents are trying to conceal their interest in the house, let alone their investigations, then determining and potentially applying a possible solution that will solve the mystery is extremely difficult. In fact, so difficult that some players may even come to see Delta Green: Music From a Darkened Room as a no-win scenario.

Physically, Delta Green: Music From a Darkened Room is a well-presented scenario. It is well written, but the Handler will need to read it carefully as there is a lot of information that she will potentially have to impart to her players and their Agents. The single set of floorplans is clear, but perhaps a little plain and could have done with a few internal details added to help the Handler describe each room. The few handouts could also have been collected at the end of the book for easy use by the Handler. Given the wealth of clues to be found in the scenario, the players should be prepared to take a lot of notes for their Agents.

Delta Green: Music From a Darkened Room is a dark foreboding scenario, one with a strong sense of claustrophobia, both within of the walls of 1206 Spooner Avenue and in the town itself—especially if the Agents’ activities come to the notice of the townsfolk of Meadowbrook and they begin to gossip and take an interest in them. The Agents’ investigative efforts also have potentially disastrous consequences if they are not careful. Overall, Delta Green: Music From a Darkened Room is an enjoyable mix of challenging, but rich investigation and spine-chillingly unpleasant, often macabre atmosphere and encounters in a haunted house.

The Other OSR—Warlock!

At first sight, Warlock! looks like just another Old School Renaissance Retroclone—and it is, but not the sort you might be thinking of. Published by Fire Ruby Designs—previously best known for Golgotha, the Science Fiction retroclone of far future dungeon scavenging in shattered battleships—Warlock! quickly makes its inspirations known with the strap line, “A Game Inspired By The Early Days Of British Tabletop Gaming”. As much as Warlock! is a fantasy roleplaying game replete with Dwarves, Elves, and Halflings, warriors and wizards, and so on, it only draws upon Dungeons & Dragons as far as that, and no more—just as inspirations for Warlock! did. Instead, Warlock! has Careers—Careers such as Agitator, Boatman, Grave Robber, and Rat Catcher; it has two attributes, one of which is Luck; and it has a Warlock! running around an unnamed, humancentric kingdom causing mayhem. The inspiration for Warlock! is thus Warhammer Fantasy Roleplay and Maelstrom as well as the Fighting Fantasy solo adventure books which began with The Warlock of Firetop Mountain. However, Warlock! is very much lighter than Warhammer Fantasy Roleplay, at least mechanically, though mechanically more complex than Fighting Fantasy. In tone though, Warlock! is intended to be grim and gritty, a world of adventure and peril, but with mud aplenty—or worse—underfoot and a certain, sardonic sense of humour.

Warlock! is a Career and Skills driven game rather than  a Class and Level game. A Player Character has two attributes—Stamina and Luck, as well as a Community. This can either be Human, Halfling, Elf, or Dwarf. These grant societal benefits rather than mechanical ones. He also has thirty-two base skills, ranging from Appraise, Athletics, and Bargain to Survival, Swimming, and Throw, and all of which range in value from one to twenty. To create a character, a player rolls dice for the two attributes, selects a Community, and sets ten skills at a base level of six and another ten at level five. The rest are set at a base level of four. The player then rolls four six-sided dice. These generate the four choices he will have in terms of Basic Career for his character. Once selected, a Career provides four things. First a quintet of skills which can be increased during play whilst the Player Character remains in that Career and a maximum level to which they can be improved, either ten or twelve. For example, the Pedlar receives Ostler 10, Streetwise 10, Appraise 12, Bargain 12, and Repair 12. The player divides ten points between these skills up to their maximum given values. Second, it provides a sixth skill, named after the Career itself, the level for this Career skill being the average of the other skills the Career grants. Third, it provides some standard equipment, and fourth it gives a pair of background elements specific to the Player Character’s time in that Career, both of which are generated randomly. For example, a Pedlar’s two die rolls would determine what he sold and where he has been. Lastly, a player picks three personality traits for character.

Name: Gottschalk Einstein
Community: Human
Career: Raconteur
Past Careers:

STAMINA: 17 LUCK: 13

ADVENTURING SKILLS
Appraise 07 (12), Athletics 05, Bargain 06, Blunt 05, Bow 04, Brawling 06, Command 04, Crossbow 04, Diplomacy 05, Disguise 04, Dodge 09 (10), Endurance 06, History 07 (10), Incantation 04, Intimidate 04, Language 06, Large Blade 04, Lie 08 (12), Medicine 04, Navigation 05, Ostler 05, Persuasion 06, Pole Arm 04, Repair 05, Sleight of Hand 04, Small Blade 05, Spot 06, Stealth 05, Streetwise 06 (12), Survival 05, Swimming 06, Thrown 04

Career SKILLS
Raconteur 7

POSSESSIONS
6 silver coins, backpack, three days’ foods, waterskin, eating knife, jaunty clothes, and boots.
A bottle or two of something strong and a few ‘relics’ of your past exploits, impressive but worthless.

WEAPONS
Arming sword

TRAITS
Charming, Enthusiastic, Lazy

SPELLS
None

NOTES
What tales do you tell? – The latest tales from the capital.
Where have you been? – Here and there. Buy me a drink?

Character generation is for the most part straightforward, as is character progression. A Player Character should receive one, two, or three advances per session. Each advance will increase one of a Player Character’s Career skill by one level, up to the maximum allowed by the Career. As a Player Character’s Career skills rise, so will his Stamina, representing him becoming tougher and more experienced. When a Player Character reaches the maximum skill level, he can change Careers—this will cost him a total of five advances. Whilst this grants him access to other skills, it will not increase the cap on the ones he already has. For that, he needs to enter an Advanced Career, such as Assassin, Bravo, Merchant, or Wizard. This raises the maximum skill levels to fourteen and sixteen rather than ten and twelve for Basic Careers. There are sixteen Advanced Careers in Warlock! and twenty-four Basic Careers. In general, a Player Character will be undertaking two or three Basic Careers before entering an Advanced Career—probably ten or fifteen sessions of play or so, before a Player Character is in a position to do that.

Mechanically, Warlock! is simple. To undertake an action, a player rolls a twenty-sided die, adds the value for appropriate skill or Career and aims to roll twenty or higher. More difficult tasks may levy a penalty of two or four upon the roll. Opposed rolls are a matter of rolling higher to beat an opponent. Luck is also treated as a skill for purposes of rolling, and rolled when a character finds himself in a dire or perilous situation where the circumstances go in his favour or against him. Combat is equally simple, consisting of opposed attack rolls—melee attacks versus melee attacks and ranged attacked versus the target’s Dodge skill. Damage is rolled on one or two six-sided dice depending upon the weapon, whilst mighty strikes, which inflict double damage, are possible if an attacker rolls three times higher than the defender. Armour reduces damage taken by a random amount.

Damage is deducted from a defendant’s Stamina. When this is reduced to zero, the defendant suffers a critical hit, necessitating a roll on a Critical Hit table. Warlock! has five, for slashing, piercing, crushing, and blast damage. Of course, roleplaying games like Warhammer Fantasy Roleplay had more, and more entries on them, but for a stripped back game like Warlock!, they are enough—and they are brutal. Damage below a defendant’s Stamina acts as a modifier to the roll on the table, so once dice are rolled on the critical damage tables, combat takes a nasty turn.

For example, Gottschalk Einstein is heading to his lodgings after a night on the town when he is attacked by a couple of thugs—Wilmar and Bruna, thinking that the worse for wear gentleman will be an easy mark. Both have clubs, 14 Stamina, and a Blunt skill of 3. The Game Master states that in his inebriated state, Gottschalk will be surprised. This means that the thugs can act first and have a +5 bonus to their rolls. Gottschalk’s player will roll normally, but will be using his Dodge skill of 9. Against Wilmar’s roll of 10, Gottschalk’s player’s roll 13 is good enough—the raconteur sees the attack coming and just steps out of the way. Bruna is more successful though, as the Game Master rolls a total of twenty against Gottschalk’s 15. The Game Master rolls 1d6-1 for her club and inflicts four points of Stamina damage, which Gottschalk suffers because he is not wearing armour—a poor way to impress the ladies! On the next round, the Game Master has everyone roll for initiative, a simple roll of a six-sided die. Gottschalk’s four beats the thug’s two, and drawing his arming sword, he swings at the nearest thug, which is Bruna. Unfortunately, Gottschalk is slightly drunk and the Game Master levies a -2 penalty to his Large Blade skill—reducing it to two (who said Gottschalk was a fighter?). His player rolls a total of 12 versus Bruna’s 8, and so hits. Gottschalk slashes at his assailant and inflicts nine damage on her, reduced by one for her padded jerkin. Bruna now has six Stamina. Wilmar attempts a second attack, and whilst Gottschalk is at a penalty on his Dodge roll, his player rolls 16, three times Wilmar’s roll of 1 which means not only that he misses, the Game Master rules that he falls flat on his face!

On round two, Gottschalk continues slashing at Bruna, his player rolling a total of 21. The Game Master rolls 18, which is not good enough and his drunken swings are enough to inflict another eight points his blade slashes open her padded jerkin. This reduces Bruna’s Stamina to -2, necessitating a roll on the Slashing Critical table. Gottschalk rolls two six-sided dice and adds two to the result for an average result of seven—which means that he has sliced at least one of her fingers off! She drops her club and clutches her hand in pain. She thinks better of her action and dashes for the alley. Meanwhile, her cohort, Wilmar manages to get to his feet and hefting his club suddenly realises he is facing a drunk with a bloodied sword in hand and his cohort has scarpered! Wilmar has a moment to think about his current Career choice…

Magic in Warlock! can be cast by either priests or wizards, but both use Incantation skill to cast, have to be cast from scrolls, and require the expenditure of Stamina to power. Spells can thus be cast so long as the caster has Stamina. However, a caster will suffer ‘Wrath of the Otherworld’ should his player roll a one, followed by a second failed Incantation test. This results on a roll on the Miscast table, leading to results such as the caster’s skin being bleached white or their face frozen in a grimace for several days. It is even possible for non-priests or non-wizards to cast spells, that is, read them off the scrolls. However, the likelihood of such spells being successfully cast is relatively low given that every Player Character will have a four in his Incantation skill… Some thirty-six or so spells are listed, from Alarm and Banish to Swarm and Unseen. Magic items in Warlock! essentially model the effects of spells, either without the need for an Incantation check, or with the Incantation check, but without the Stamina cost.

Warlock!’s bestiary includes all of the usual suspects, from Chimera, Dire Wolves, and Demon to Wight, Wraith, and Wyvern. Advice for the Game Master highlights the deadliness of the combat, the low power of the magic and its potential accessibility by everyone, and whilst the monsters are not necessarily evil, they may act as such. It also states that the way to become powerful in terms of magic is to specialise, but there are no rules for that. The major piece of advice for the Game Master is that Warlock! is designed to be hackable, and given how light the mechanics are, that is certainly the case. There is advice too, on handling the expectations that the players have in coming to a scenario and building an adventure around those. However, there is no scenario included which would showcase what the designer expects to see, and this is not helped by the lack of background to Warlock!. What there is, is very lightly sketched out. There is a marauding Warlock! of course, and the gods, such as the beloved Thrice Blessed, the bloody Red King, and the reviled Dragon, but nothing beyond that... 

Warlock! is a buff little book, starkly laid out and illustrated in a suitably rough style which feels suitably in keeping with the period inspiration. It is very handy and especially combined with the lightness of its mechanics, makes it easy to reference and to run from the book.

The danger of being inspired by Warhammer Fantasy Roleplay and Fighting Fantasy is that Warlock! could have been fairly complex, but in taking concepts and structures from both—the Careers in particular of Warhammer Fantasy Roleplay and the simplicity of Fighting Fantasy, the result is something that is leaner, faster, but still as brutal and as grim. Plus it is light enough for the Game Master to easily develop her own content. Overall, Warlock! is easy to pick up and play, presenting a quick and dirty fantasy roleplaying game that will tick many gamer’s sense of nostalgia.

Friday Fiction: At the Mountains of Madness Volume I

At the Mountains of Madness is horror author H.P. Lovecraft’s longest and one of his most famous stories. It takes the form of a series of letters, written by Doctor William Dyer, a geologist from Miskatonic University, who in late 1930 led an expedition to the Antarctic which would end in disaster, madness, and death following the discovery of the remains of prehistoric lifeforms unknown to science, buried in the permafrost and the remains of a cyclopean city behind a mountain range the height of the Himalayas—previously never seen before, the city long abandoned for terrible reasons which are ultimately revealed at the denouement of the story. Specifically, Doctor Dyer’s letters have been written in an effort to prevent a second, and much more important and widely publicised expedition which is being mounted to the Antarctic from following in the same path. The story has a strong sense of atmosphere and environment—the ice and snow, and extreme low temperatures play a major role in the narrative, serving as a starkly frigid backdrop against which its events take place and its equally stark revelations as to the horrid and horrifying events in the past and their dark influences upon the origins of mankind.

Originally serialised in the February, March, and April 1936  issues of Astounding Stories, At the Mountains of Madness has been published many times since and in more recent years adapted into songs, musicals, graphic novels, radio serials, and more. The very latest adaptation is none of these, but an illustrated version of the novel. At the Mountains of Madness is published by Free League Publishing, a publisher best known for roleplaying games such as Mutant: Year Zero – Roleplaying at the End of Days and Forbidden Lands – Raiders & Rogues in a Cursed World, this is not the publisher’s first such title. That would be The Call of Cthulhu, the classic of American horror literature and the short story that is arguably H.P. Lovecraft’s most well-known. As with that classic, the Free League Publishing edition of At the Mountains of Madness is fully illustrated by French artist François Baranger and presented in a large 10½ by 14 inches folio format. 

However, this is only At the Mountains of Madness Volume I. Running to just sixty-four pages, the text of the story only takes the protagonists as far as the upper reaches of the Elder Thing city, it closing at the point where the protagonists are preparing to enter the city’s subterranean depths. Fortunately, the fact that  the reader will need to wait for the second part to see more of Baranger’s gorgeous artwork is the first volume’s only downside (all right, to be fair, the large format of the book makes it difficult to place on almost any book shelf). This though should not persuade the reader from perusing the gorgeous pages of At the Mountains of Madness Volume I, for Baranger illustrates every page, brilliantly realising many of the novella’s many scenes. These begin in the dusty halls of Miskatonic University, quiet and contemplative, Doctor Dyer putting pen to paper to warn the upcoming expedition, before leaping into the joy and hope of his own expedition as it sets sail from Boston for the South Pole. There, the large folio format grants space to capture the sense of scale to the expedition’s task, to the southernmost continent itself, and ultimately the city of the Elder Things itself, with wide, glorious vistas of the Antarctic and later the shattered, alien city—all bare, starkly white and icy. A later piece inverts this, depicting Dyer and his colleague, Danforth’s flight through the city with a dizzying sense of depth as it threads its way between colossal ruins.

Contrasting this is the closeness of the expedition, working and discussing the discoveries made, almost huddling together for warmth and to maintain a human connection. Here the colours are darker and use muddier tones as the expedition discovers the remains of the Elder Things in the caverns below the ice and later perform autopsies upon them. There is a nod to The Thing in these scenes, dripping menace and mystery as the weird corpses thaw and strange fluids fall to the floor, drop by drop. Baranger’s final illustration is subtly ominous, the stonework of the wall around the entrance to the tunnel below the Elder Thing city casting a skull…

At the Mountains of Madness Volume I is a stunning book. The likelihood is that the reader of this book will have read H.P. Lovecraft’s story before, probably more than once, but François Baranger brings the story to life in rich, gorgeous colour that captures both the grandeur and scale of the expedition’s discoveries as well as the dread claustrophobia of its mysteries and realisations. At the Mountains of Madness Volume I is a glorious way for new readers to discover H.P. Lovecraft’s At the Mountains of Madness and for veteran readers to revisit its mystery and madness anew. 

Miskatonic Monday #57: The Last Valley

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


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

—oOo—

Name: The Last Valley

Publisher: Chaosium, Inc.
Author: Andy Miller

Setting: Down Darker TrailsProduct: Scenario
What You Get: forty-two page, 36.18 MB Full Colour PDF
Elevator Pitch: Cowboys and dinosaurs, oh my!
Plot Hook: Lost in swirling fog in 1870s Utah whilst hunted by unknowable monsters from the past.Plot Support: Detailed Utah background and history, three monsters (dinosaurs), two NPCs, two maps, six handouts/pictures, and six pregenerated Investigators.Production Values: Decent enough, but could have been better organised.
Pros
# Cowboys and dinosaurs, oh my!
# Potential convention scenario
# Potential one-shot# Well done pregenerated Investigators
# Enjoyable introduction to the Lost Worlds genre# Solid background to Utah
# Creepy, fog-bound hunt# It can happen to Arkham, it can happen to Utah# Action driven scenario# Potential to divert a campaign in a weird direction

Cons
# Linear
# Utah background underused# Maps difficult to use# No Sanity losses for failure?# Potential to derail a campaign in a weird direction
Conclusion
# Cowboys and dinosaurs, oh my!
# Maps and Utah difficult to use# Potential to derail a campaign in a weird direction

Manners, Magic, & Machination

Lyonesse is a lost land, a kingdom out of Celtic and Arthurian legend to the west of France and the British Isles said to have slipped under the waves late in the eleventh century in just a single night. Adherents of Christianity say that the drowning was divine wrath as punishment for the islanders’ unvirtuous living, but in truth, the inhabitants of the Elder Islands were always reluctant to accept the new faith’s spread from the lands to the East. None more so than the islands’ halflings—or fae—in their fairy shee (or grottoes) in the Great Forest of Tantravelles, their very power preventing Christianity from gaining a foothold, whilst the ordinary men and women of the Elder Isles embraced a great many other faiths. This was before the islands’ submergence, when its Ten Kingdoms and petty duchies and baronies feuded with each other, knights sought to embody the code of chivalry, wooing fair noble women, and competing in tournaments major and minor; wizards and witches explored the limits of their knowledge in the Elder Isles and otherworldly realms, whilst being bound by the Great Edict of Murgen—the most powerful of the surviving Elder Islands’ arch-mages—which forbade them from involving themselves in the petty politics of the Elder Isles, but not from meddling in the affairs of each other; and flimflammers and mountebanks slinked from village to village, enjoying the best that each has to offer for the least amount of effort—or the best scheme they can run. It is the events which took place in the Elder Isles during the Fifth Century that are perhaps the best known, when the ambitious King Casmir of Lyonesse sought to defeat and conquer the nine rival kingdoms, in particular, the island kingdom of Troicinet and its king, Aillas. These tales—and others—are chronicled in the fantasy novels, Lyonesse, The Green Pearl, and Madouc—better known as the Lyonesse Trilogy by author Jack Vance. They and their setting are also the subject of a roleplaying game from The Design Mechanism.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is a hefty tome which enables the Storyteller and her players and their characters to explore the Elder Isles and get involved in the intrigues, plots, rivalries, and conniving between the kingdoms and their lords, between those of rival magic users, court lords and ladies, adventure on quests great and small, get caught up in the taunts and clutches of the faery, or simply go in search of a really good cup of tea and slice of cake—if not pickled brawn and mashed bean sprouts in a robust nigella sauce, followed by fried grayling fish with sautéed pollock drizzled with a white wine nettle sauce. In addition to being able to randomly determine the landlord of the inn or eatery where the Player Characters are dining, as well as what they are eating—feasts are an important feature of life in the Elder Isles, Lyonesse introduces the Elder Isles and gives a synopsis of the three novels, explores the Ten Kingdoms via a lengthy gazetteer, examines their society and religion, presents rules for the magic of the Elder Isles, and more. The book is over five hundred pages long and whilst somewhat unwieldy, is undeniably comprehensive.

The comprehensiveness begins with a history of the Elder Isles followed by a guide to the Ten Kingdoms of the Elder Isles—Blaloc, Caduz, Dahaut, Dascinet, Godelia, Lyonesse, North Ulfland, South Ulfland, Pomperol, and Troicinet, as well as two others, Scola and Skaghane, the latter a separate island whose forces recently invaded North Ulfland and South Ulfland, an event which prefigures the events of the trilogy. It details the location, climate, and geography of each, history and background, government and economy, culture and people, notable places, and lastly, each kingdom’s role in the Lyonesse Saga and situation during each part of the trilogy. Each is accompanied by a map of the kingdom taken from the larger map of the isles. As well as all of this information, this gazetteer offers extra details, such as the Royal Honours of Lyonesse, the strange and isolationist Isle of Tark where women are never seen—this is because all of them are vampires and reside underground where their superior enables them to mine for precious metals, a discussion of political campaigns—Lyonesse being a hotbed of political intrigue—along with a table of villainous plots! Not every kingdom is accorded this extra information, but this, of course, is a reflection of the source material. Throughout though, there is a wealth of details here, from the weird and the wonderful to the mundane and the ordinary, even down to highlighting the inconsistencies in the Lyonesse Trilogy itself. Those aside,  there is plenty of information around which the Storyteller can build a story or scenario idea or a player could create his character.

The chapter on the society and religion of the Elder Isles makes clear that the inhabitants of the Ten Kingdoms are a melange, settled wave after wave of different peoples—Danaans, Galatians, Greeks, Lydians, Celts, and more. They were followed by Romans who only settled but did not conquer, Greek and Phoenician traders came, as did British and Irish settlers, the Celts having a strong influence in the Elder Isles. They are a welcoming people, with a strong sense of hospitality, their Roman blood making them cautious with money, their Greek blood granting them silver tongues and quick wits. As well as explaining everything from their social classes, morality, and law and justice to language, coinage, aesthetics, and education and science, the chapter details the numerous cults and religions to be found on the island, to be seen in the isles’ innumerable hidden temples, graven idols, standing stones carved with mysterious glyphs, and unknown tombs whose constructions methods have long been lost, plus songs, dances, place-names, and folk-tales that suggest a land of forgotten gods and dead priesthoods. The faiths include the Court of Dead Gods, Etruscan Rites, the Druid Faith, Zoroastrianism, Christianity, and Mithraism, all of which are described in detail and include a Faith bonus should any character—Player Character or NPC—be an adherent to one religion or another.

By default, all characters in Lyonesse are human—guidelines in the Bestiary provide the means to create Halfling Player Characters. The process of character generation begins by rolling dice to determine base attributes—Strength, Constitution, Size, Dexterity, Intelligence, Power, and Charisma. From these are derived several factors. These include the expected Damage and Experience Modifiers, Healing Rate, Height and Weight, Hit Points, Strike Rank, and so on, but to these are added Action Points, spent to act in combat, and Luck Points, used to give a character an edge, whether to reroll a dice roll, swap the tens and units of a percentile roll, to mitigate damage or unfavourable circumstances, or to gain a vital advantage in combat. Each character also receives the same set of standard skills, the base value for each one determined adding two attributes or doubling a single attribute.

Beyond the base character, a player takes his character through four steps. In the first, he rolls for or selects an Origin and a Culture—Celtic, Hybras, Ska, or Itinerant, which will provide one hundred skill points to assign to various standard skills, professional skills, and a Combat Style. The latter represents skill in fighting a number of weapons and  an associated trait, for example, the Dagger, Sling, and Bow weapons and the Skirmishing Trait for the Hunter Combat Style. Next, the player rolls for a Background Event—this providing a story element or motivation for the Player Character, determines his community ties—mostly derived from his social class, and in the third, he selects an actual Profession as well as assigning another one hundred skill points to its related skills. Some professional skills come from a character’s Culture; the others come from his choice of Profession. A character’s choice of culture also sets the careers available to him. For example, Crafter, Fisher, and Hunter are available to all four Cultures; Courtesan and Alchemist to Hybras only; and Wise Man/Woman to Celt, Ska, and Itinerant. Although the base values for both types of skills are determined by a character’s attributes, the granting of the same number of skill points throughout the process serves to balance character generation. Lastly, he assigns a further one-hundred-and-fifty skill points as bonus skill points.

In addition, a character has several Passions—loyalties, beliefs, and feelings towards someone or something, that are again measured as percentiles and which work in a similar fashion to the Personal Traits of the King Arthur Pendragon RPG. They also do something more though in that they can serve as a resisting value or to give a bonus to an action if said action is dramatically appropriate to the Passion. For example, a character who is subject to a seduction attempt could use the love of his wife to resist the attempt, whilst later he might use the same Passion to grant a bonus to a bow shot to strike a villain who has his wife in grasp and is threatening to kill her.

Ublaf the Unbelievable is a street poet and performer who ran away to Twissamy rather than work on the family farm, something that neither of his siblings have forgiven him for. Although he always had a fascination with stories—especially ones involving fairies, his family always saw it as a distraction from work, he learnt much from the travelling troupe of entertainers he joined. Not just performing skills, proving a reasonable poet and orator, but also how to seduce others—of any gender, and so make life easier for himself. He has had a string of lovers and received and pawned various fine gifts, but thoroughly enjoys such encounters that he wants more and more! One day, he might even seduce a fairy king or queen!

Ublaf the Unbelievable
Age 24
Profession: Entertainer

STR 12 CON 11 SIZ 11 DEX 08 INT 11 POW 12 CHA 15

Action Points: 2 Damage Modifier: -1d2 Experience Modifier: +1 Healing Rate: 2

Hit Points
Head 3 Chest 5 Abdomen 4 L. Arm 2 R. Arm 2 L. Leg 3 R. Leg 3

Initiative Bonus: +10
Luck Points: 2
Magic Points: 12
Movement Rate: 6

Standard Skills:
Athletics 30%, Boating 23%, Brawn 33%, Common Tongue 26%, Conceal 30%, Customs 62%, Dance 33%, Deceit 56%, Drive 20%, Eloquence 75%, Endurance 22%, Evade 16%, First Aid 19%, Folklore 32%, Influence 45%, Insight 48%, Perception 23%, Ride 20%, Sing 37%, Stealth 19%, Swim 23%, Unarmed 20%, Willpower 34%

Professional Skills:
Acting 60%, Art (Poetry) 57%, Courtesy 56%, Literacy 45%, Lore (Fairy) 52%, Oratory 57%, Seduction 56%, Streetwise 42%

Combat Skills:
Citizen Militia (Mace, Shield, Trait: Cautious Fighter) 20%

Passions
Loyalty to Town/City (Blaloc) 47%
Love (Himself) 67%
Hate (His brother and sister) 57%

Background
Origin: Blaloc
Culture: Hybras
Social Class: Freeman
Family: Parents dead, outright enmity to both brother and sister, both grandfathers still alive, no aunts or uncles, four cousins.
Reputation: A good family reputation
Connections: One Mover & Shaker contact, one reasonably connected rival
Family is Reasonably Connected; one ally
Weakness: Nymphomania 57%
Background Event: For some time now you’ve suspected that a powerful being has been watching out for you, and have come to believe it is one of the local gods of popular legend. You cannot say why they might be interested in your fate, but you've had several strokes of remarkable fortune that cannot be attributed to luck alone.
Affluence Rating: 52%

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance uses the Mythras system for its mechanics, a tried and tested percentile system in which a player rolls equal to, or less, than a skill or passion to succeed. Any roll of five or less always success, whilst ninety-six or above is a failure. A Critical success is one fifth of a skill, a Fumble, either ninety-nine or one hundred. The rules cover difficulty factors, contested rolls, group rolls, and so on, as you would expect, but also allow for an optional ‘Success, but…’ with consequences rule. It is also possible to augment one skill with another, although if successful, this only adds a tenth of the augmenting skill to the intended skill roll. For example, Ublaf the Unbelievable would add 15% to his Seduction skill when augmenting with his Eloquence. However, this would not increase the chance of his player rolling a Critical result.

Passions work in a similar fashion to skill augments, again adding a fifth of their value to the skill roll. They have other uses though, often being used to either drive or determine the actions of Player Character or NPC, to oppose other Passions, as a measure of a character’s commitment to that Passion, and even resist being manipulated. Depending upon events, Passions can deepen or wane, reflecting the outcome of a Game Master’s plot as much as they can be used to drive a plot and interactions between the Player Characters and with the NPCs within it. All of the NPCs drawn from the Lyonesse Trilogy in the roleplaying game have Passions, useful, of course, for the Game Master when determining their motivations and actions.

Since Lyonesse uses Mythras, combat in the Elder Isles tends towards being short and brutal. It uses an Action Point economy to determine how many things a Player Character or NPC has per round, actions including attacking, bracing against incoming attacks, changing range, casting magic, countering spells, and even dithering(!), and Combat Styles that each cover a number of weapons and Traits. For example, the Noble Combat Style includes Spear, Sword, and Shield, plus the Mounted Combat or Trained Beast Trait. The Trait in particular, covers special training or situations, for example, the Mounted Combat Trait enables the rider to ignore the skill cap placed upon combat rolls by the Ride skill, whilst Trained Beast covers fighting in close formation with an animal, the user able to use his Action Points to defend against attacks against the animal. As well as inflicting damage, the primary aim in combat in Mythras is to inflict Special Effects or disadvantages upon an opponent, such as doing a Bash to knock him off balance, Bypass Armour to inflict more damage, Compel Surrender, Scar Foe, and so on. This requires a differentially better roll than that of an opponent, so a Critical success versus a standard success, a success versus a failure, and similar results. Typically a roll will generate just the one Special Effect, but a Critical success versus a Fumble will generate a maximum of three! This makes for a much more action-packed fight, one with more story, and thus potentially as memorable as it is nasty. The Elder Isles being a land of chivalry means that the combat rules also cover jousting.

Also intrinsic to the Elder Isles and thus Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is magic. Woven into the lives of fairies, halflings, and various wizards, witches, and the like, magic is potentially powerful and deadly. In the Elder Isles it comes in three primary forms—fairy magic, sandestin magic, and enchanted items. Fairies and halflings have their own magic, whilst human magic users are capable of mastering the incantations necessary to command sandestins, the strange creatures who will actually perform the magical effect for the caster, and some of whom have effects of their own beyond merely casting magic. However, many so-called wizards are simply charlatans who were lucky enough to have come upon an enchanted device, either that, or stole or swindled it from its former owner. For fairy magic, it is a matter of learning or finding someone who can teach a Player Character one or more Fairy Cantraps, such as Agriva’s Telescopic Fornication—something that Ublaf the Unbelievable would probably want to learn, Egumasko's Mellow Scarf—sends a scarf to wrap around the head of the intended target and forces him to abay his passions or tempers, or Impspring Tinkle-toe—makes the recipient involuntarily leap high into the air whilst simultaneously twirling their feet!

Sandestin magic requires much more effort, practitioners studying the skills of Sandestin Invocation and Sandestin Coercion. The former actually needs to be studied multiple times, each time for a different Axiom, such as Geomancy or Verdomancy, each Axiom related to a different type of sandestin and thus different spell effects. The exact effects can be altered through the caster’s Sandestin Coercion skill, the higher the skill, the more effects possible. However, this requires more Magic Points and it is possible for a magic user to run out and overextend himself, leading to an unfortunate result, such as the caster suffering from a random poison or souls of every living creature within 10 metres being ripped from their bodies, their becoming haunts, and only able return to life if they first kill the magician! As with fairy magic, a wide list of interesting spells are given for sandestin magic. For example, Expurgation removes written text, illustration, and art from books and scrolls, Gyration lifts a victim into the air spins them at a speed chosen by the caster, which can range from making them ill or actually ripping limbs off, and Obturation, which will close one of the target’s orifices of the caster’s choice. The spell selection is diverse, inventively named, and some of them are useful, but many of them in their own way are quite nasty. However, learning spells is hard work, represented by their high costs in potential experience point rolls which a player will have to save and pay in order to learn a new spell. Lastly, there are rules for creating and using enchanted items which a swindler or mountebank might use to fool others into thinking that he has great magic ability.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance also includes a bestiary, ranging ordinary creatures and giant versions to supernatural beasts like Bearded Gryphs, various types of Fairies and Halflings—including rules for creating Halfling Player Characters, Sandestins, Screamers, and individual creatures such as Dungle the Giant who is bothered by a jealous Harpy or Arbogast the Ogre, flesh-eating of the Forest of Tantrevalles. They are joined by full write-ups and stats for the heroes and villains of the Lyonesse Trilogy, such as young Prince Aillas, heir to the throne of Troicinet, who is thus the target of the ambitious, driven, amoral King Casmir of Lyonesse. Their inclusion of course, enables the Game Master to involve the Player Characters in the machinations and plots of the various NPCs and so pull them into the setting.

In addition, Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance introduces other worlds and suggests what might be found there as well as reasons to visit, tables for generating towns and taverns and what might be found there, and a set of extensive notes for the Game Master on running the roleplaying game. These cover the types of adventures to be had in the Elder Isles, the nature of its magic, its themes—travelogues, food, tricks and tricksters, and getting captured, as well as general advice on various aspects of Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance and its setting. If the roleplaying game is lacking, it is that there is no scenario, or indeed no scenario hooks, which might have been useful for a setting that is as rich as this is, but the notes for the Game Master nevertheless useful and will help her create her first adventure, or two.

Physically, Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is very well laid out, well written, and illustrated with some very nice black and white artwork. The rules are thoroughly illustrated throughout with the tale of primarily one character, though they expend a little with magic, which adds a sense of continuity from start to finish. However, it does need an edit in places and whilst the maps are in colour, some full colour illustrations would have perked up the book a little.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is fantastic and thorough, almost compendium-like adaptation of a classic fantastical setting, one that is likely to feel almost familiar to many gamers, because even if they have not read the novels, they will have encountered its influence on Dungeons & Dragons. This provides an opportunity for roleplayers old and new, unaware of them or not, to visit the Elder Isles, the setting of that influence, and explore it in all of its glory and grit, its whimsy and wonder, its manners and machinations, its delights and its dangers, in this well designed, well researched roleplaying game.

Jonstown Jottings #32: The Dregs of Clearwine

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

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What is it?

The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha presents the ten households, twenty-five fully written up inhabitants and more, plus maps and plot hooks of the Dregs, a ‘mini-slum’ in the corner of the tribal city of the Colymar for use with RuneQuest: Roleplaying in Glorantha.
It is a fifty- page, full colour, soft cover book.
The layout is clean and tidy, and many of the illustrations good. It needs a slight edit.

Where is it set?
The Dregs of Clearwine is specifically set north of the Ram’s Head Inn in the tribal city of the Colymar. With some adjustment it could be moved to another Sartarite city.
Who do you play?No specific character types are required when encountering the inhabitants of The Dregs of Clearwine. Ducks will find a ready home, but Trolls are unlikely to be welcomed.
What do you need?
The Dregs of Clearwine requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the city of Clearwine. The RuneQuest: Glorantha Bestiary may be useful for details on Ducks and The Smoking Ruin & Other Stories details NPCs who may be important to the inhabitants of Clearwine. To get the very fullest out of Dregs of Clearwine, both Cults of Glorantha and the Sartar Homeland Book will be useful.
What do you get?
The typical supplement for RuneQuest: Roleplaying in Glorantha focuses naturally on adventurers and the great and the good and the bad, that is, Player Characters and NPCs who possess the agency and freedom to go anywhere or do anything. The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha is radically different, focusing on the lives and loves of those further down the social ladder. It details the ten households of the ‘mini-slum’ and their inhabitants as well as the various itinerants and others who live and work in the ‘Dregs’, right down to the ‘down and outs’. The majority of these are fully statted up and nicely illustrated, and all include detailed descriptions of their hopes and relationships with others in their household and the wider community. For example, Onjeem Charcoal Carrier, is a Lunar Tarshite scribe who was a Seven Mothers missionary until the advent of the Dragonrise after which his hand was broken as punishment. Consequently, he was forced to live in the Dregs, trying what save what monies he can to pay to heal his hand by hauling in charcoal daily for Turi the Potter’s kilns, despite the fact that he is looked down upon by Turi’s sister-in-law, Adinna for his Lunar sympathies. This is because Adinna is from Dangerford and the Dolutha clan, which were known Lunar sympathisers, so she does not want to be reminded that she too, is an outsider in the Dregs. Onjeem occasionally receives a little help from Mamma Vorlena, the neighbourhood’s matriarch who mothers everyone in the Dregs and is in love with Minya, the older sister of Furli the Brawler, a pugnacious farm worker who overly protective of all three of his sisters and is prepared to use his fists to protect them and their honour. Every NPC is treated in this way so that there is a web of connections across the ten households of the Dregs.
The ten households include the potters, the kiln jars—where abandoned great apithios jars provide shelter for those where nowhere else to go, the Widow’s House—where lodgings may be found, the Flop Nest—a public nest of straw bed boxes popular for the Ducks that work the river that runs alongside the city and where merchants might be able to find out who attacked their boats and why, and more. Every household is accompanied by a big box of plot hooks—and that in addition to a selection of general plot hooks, a side elevation of the house, and the maps of the neighbourhood includes a rooftop map as well as a footprint map showing the floorplans of the mostly one-room households. Throughout, sections of boxed texts cover supplementary information, ranging from daily rituals, aspirational goods, and making pots to how the community handle justice, charcoal carrying, and family in the Dregs. Rounding out The Dregs of Clearwine is ‘Old Bones’, a murder mystery of a sort built around several of the NPCs in the community. It would work as a nice set piece alongside the supplement’s plethora of plot hooks.
At the heart of The Dregs of Clearwine is very nicely constructed web of relationships and sense of community that the supplement’s many plot hooks dig their barbs into. There is material here that could fuel session after session of roleplaying as the Player Characters come to involve themselves into the doings of the Dregs, but getting them involved may require just a little more effort given that the Player Characters are likely to be higher up on the social ladder than the community’s inhabitants. There are plot hooks included that will do that, but they are not immediately obvious and perhaps they could have been made more obvious or perhaps a box of plot hooks to pull the Player Characters into the Dregs and the lives of the inhabitants could have been included.
The set-up of The Dregs of Clearwine however, suggests another possibility. That is to run it as a mini-campaign location with the Player Characters are inhabitants of the Dregs, either having grown up there or forced to live there due to reduced circumstances. This would lead to a campaign of small lives, but strong emotions, essentially a soap opera amongst the dregs of Clearwine a la the BBC television series, EastEnders or the ITV series, Coronation Street. It is a pity to that the supplement does not include ready-to-play sample Player Characters or guidelines to create such characters, but perhaps that is scope for such supplementary support.
However the Game Master decides to use The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha, it is full of detail, flavour, and rife with roleplaying and adventure possibilities.
Is it worth your time?YesThe Dregs of Clearwine presents a rich slice of almost soap opera life that will involve your Player Characters in the big stories of small lives, whether they are simply visiting or even residents themselves.NoThe Dregs of Clearwine presents a rotten corner of Clearwine and your campaign may not even be set there, let alone want to pay a visit.MaybeThe Dregs of Clearwine presents an array of NPCs, relationships, and plot hooks which the Game Master can adapt to other locations if she does not want to use them as written.

Sounds of the Barrier Peaks

Published in 1980, S3 Expedition to the Barrier Peaks has long been regarded as a classic adventure for Advanced Dungeons & Dragons, First Edition, even so far as being ranked at number five in Dungeon magazine’s ‘The 30 Greatest D&D Adventures of All Time’, published to mark the thirtieth anniversary of the publication of Dungeons & Dragons. Set in the World of Greyhawk, it did something that no other module did at that time, and that was to crash—quite literally—the Science Fiction genre into the Fantasy genre, when the Player Characters, hired by the Grand Duke of Geoff to investigate the origins of creatures spewing forth from a cave in the Barrier Peaks and attacking the surrounding regions, discover nothing no less and no more weird than a crashed space ship. Of course, the Player Characters are quite unlikely to view it as that, but their players will certainly realise it as their characters encounter strange creatures and artefacts that are beyond magic. Over the years, this memorable adventure has been reprinted more than once, first by TSR, Inc. in S1-4: Realm of Horrors in 1987 and then in S1-4: Dungeons of Dread in 2013 by Wizards of the Coast. More recently, in 2019, it has been reprinted and updated for Dungeons & Dragons, Fifth Edition by Goodman Games with Original Adventures Reincarnated #3: Expedition to the Barrier Peaks, part of the ‘Original Adventures Reprinted’ series which began with Original Adventures Reincarnated #1: Into the Borderlands.

Now, S3 Expedition to the Barrier Peaks has its own rock album. When it comes to roleplaying music has long been seen as something to add to the experience, to build the atmosphere, but rarely, the other way, the single by Sabbat, Blood For The Blood God, inspired by Warhammer Fantasy Roleplay, which appeared in White Dwarf #95, the Traveller concept album by the band, The Lord Weird Slough Feg, and the work of the band, Gygax, being clearly inspired by Dungeons & Dragons, all being the odd exceptions. Doubtless, there are others. The Barrier Peaks Songbook is a ten-track concept album from Loot the Body. It describes itself as a psychedelic rock album, though it feels more Prog Rock than psychedelic rock, but to be fair, just as The Barrier Peaks Songbook is an exception in being a rock album inspired by roleplaying, Reviews from R’lyeh reviewing a rock album—or indeed, any music, is also an exception.

The album opens with ‘Expedition to the Barrier Peaks’, a crash of drums and guitar rhythms, and a sense of hope and inspiration as fifteen elves, halflings, dwarves, and men, “…brimming with the confidence that we’d soon be home again” cry of their quest, before plunging beyond the strange door in the mountain and cave and confronting the genuinely fantastical and for the Player Characters, utterly weird. The second track, ‘The Labyrinth of Evermore’ promises “Sights and sounds I’ve never known before”, something that in combination, module S3 Expedition to the Barrier Peaks and album The Barrier Peaks Songbook, undoubtedly do. None more so with encounters with the weird Vegepygmies, a variation upon the Mushroom Men so beloved of the Old School Renaissance, the song writer neatly playing with their concept with the lines, “And we’re legion, Because we’re made from, The same mold” in ‘We’re the Vegepygmies’, and the infamously benign ‘Wolf-In-Sheep’s-Clothing’ encounter or ‘The Cute Little Bunnyoid on the Stump’ that turns into a nasty surprise for the Player Characters. Its accompanying track, ‘Bunny on a Stump’, highlights this almost idyllic addition to the encounters in the crash-landed spaceship, one very much at odds with the dangerous nature of exploring the metal dungeon. This culminates in the harder-edged and batrachian-themed ‘Froghemoth’, which ties into one of the most dangerous encounters in S3 Expedition to the Barrier Peaks. This adds a pleasing hint of cosmic horror and drowning despair to the encounter that was probably never envisioned by E. Gary Gygax when he wrote S3 Expedition to the Barrier Peaks, but which forty years on, Loot the Body reinterprets and emphasises from an adventurer’s perspective.

Of course, S3 Expedition to the Barrier Peaks is renowned for its clash of Fantasy and Science Fiction, and if there is an issue with The Barrier Peaks Songbook, it is that it could have emphasised the  contrast between fantasy and technology further. There is a sense of Future Shock, of being faced with too much change, far too soon or far too quickly, in tracks such as ‘The Doctor’, but there no sense of the adventurers in this songbook picking up items of technology, experimenting with them, suffering mishaps, and so on until they work out how to operate them and what they do. Perhaps this is taking the confluence between module and album too literally, but it is, and always was, a significant aspect of S3 Expedition to the Barrier Peaks. Perhaps the most direct confrontation between the two is in ‘Robot Police’, a more direct indication for the adventurers that they are interlopers in the spaceship. The song has contemporary resonances, the direct manner and horridly brutal methods of these law enforcement androids applying to the events of 2020 as much as it does a spaceship from another dimension in a roleplaying scenario from the past. The Barrier Peaks Songbook ends on a psychedelic, even psychic note, as the adventurers have one last weird encounter, although this one is of a benign, rather than malign nature, in ‘Shedu Liberation’.

The Barrier Peaks Songbook is not an album to be played whilst playing through S3 Expedition to the Barrier Peaks, or indeed, Original Adventures Reincarnated #3: Expedition to the Barrier Peaks. Instead, its songs could work as chapter breaks, played between significant encounters, most obviously ‘Bunny on a Stump’ and ‘Froghemoth’ after their respective encounters. It also works as inspiration for the Dungeon Master in preparing to run S3 Expedition to the Barrier Peaks and as nostalgia for anyone who has either played or run it. However it is listened to, The Barrier Peaks Songbook is a thoroughly enjoyable album, adding voice and sound to the weirdness and the contrast of genres at the heart of S3 Expedition to the Barrier Peaks. No doubt there are other Dungeons & Dragons campaigns or scenarios deserving of such concept albums, so perhaps we shall hear more of them from Loot the Body.

Miskatonic Monday #56: The Room with No Doors

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


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


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Name: The Room with No Doors

Publisher: Chaosium, Inc.
Author: M. T. Black

Setting: Classic Jazz Age Arkham
Product: Scenario
What You Get: Twenty-eight page, 6.5 MB Full Colour PDF
Elevator Pitch: What would drive a housewife to a murderous mania?
Plot Hook: A landlord hires the Investigators to look into the truth of her new property being haunted.Plot Support: Detailed background, a decent floorplan, nine handouts, and a single monster.Production Values: Clean and tidy, well organised, clear map, and nicely done handouts.
Pros
# Classic Call of Cthulhu haunted house scenario
# Potential convention scenario
# Potential one-shot# Superb handouts
# Easily adapted to other periods# Investigation path clearly laid out
# Mythos light# Nice ties to Arkham# Possible first encounter with the Mythos?

Cons
# Classic Call of Cthulhu haunted house scenario
# Mythos light# Too obvious a title# Too close to ‘The Haunting’ from the Call of Cthulhu, Seventh Edition Quick-Start Rules
Conclusion
# Great production values
# Classic Call of Cthulhu haunted house scenario# Too obvious a title and set-up for experienced players

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