Reviews from R'lyeh

[Free RPG Day 2020] Keyforge: Secrets of the Crucible – Maw of Abraxas

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

The contribution to Free RPG Day 2020 from Fantasy Flight Games is Keyforge: Secrets of the Crucible – Maw of Abraxas. This is a quick-start for use with Keyforge: Secrets of the Crucible, the roleplaying game based on the setting for Richard Garfield’s KeyForge: Call of the Archons, the world’s first Unique Deck Game. It uses the Genesys Narrative Dice System—first seen in Warhammer Fantasy Roleplay, Third Edition—but ultimately derived from the original Doom and Descent board games. Keyforge: Secrets of the Crucible – Maw of Abraxas comes with everything necessary to play—an explanation of the rules, four pregenerated characters, and an exciting, action-packed scenario for the Game Master to run. What it does not come with is dice and the fact that both the Genesys Narrative Dice System and Keyforge: Secrets of the Crucible—and therefore Keyforge: Secrets of the Crucible – Maw of Abraxas—use propriety dice is a problem. Not an insurmountable one, but a problem, nonetheless.

Keyforge: Secrets of the Crucible – Maw of Abraxas opens with a rules summary. The core mechanic requires a player to roll a pool of dice to generate successes and should the roll generate enough successes, his character succeeds in the action being attempted. The complexity comes in the number of dice types and the number of symbols that the players need to keep track of. On the plus side, a player will be rolling Ability dice to represent his character’s innate ability and characteristics, Proficiency dice to represent his skill, and Boost dice to represent situational advantages such as time, assistance, and equipment. On the negative side, a player will be rolling Difficulty dice to represent the complexity of the task being undertaken, Challenge dice if it is a particularly difficult task, and Setback dice to represent hindrances such as poor lighting, difficult terrain, and lack of resources. Ability and Difficulty dice are eight-sided, Proficiency and Challenge dice are twelve-sided, and Boost and Setback dice are six-sided.

When rolling, a player wants to generate certain symbols, whilst generating as few as possible of certain others. Success symbols will go towards completing or carrying out the task involved, Advantage symbols grant a positive side effect, and Triumph symbols not only add Successes to the outcome, but indicate a spectacularly positive outcome or result. Failure symbols indicate that the character has not completed or carried out the task, and also cancel out Success symbols; Despair symbols count as Failure symbols indicate a spectacularly negative outcome or result, and cancel out Triumph symbols; and Threat symbols grant a negative side effect and cancel out Advantage symbols. Only Success and Failure results indicate whether or not a character has succeeded at an action—the effects of the Advantage, Triumph, Despair, and Threat symbols come into play regardless of whether the task was a success or not. Task difficulties range from one Difficulty die for easy tasks up to five for Formidable tasks, and in addition, certain abilities enable dice to be upgraded or downgrade, so an Ability die to a Proficiency die or a Challenge die down to a Difficulty die.

In general, the dice mechanics in the Genesys Narrative Dice System—and thus, Keyforge: Secrets of the Crucible – Maw of Abraxas—are straightforward enough despite their complexity. They are perhaps a little fiddly to assemble and may well require a little adjusting to, especially when it comes to narrating the outcome of each dice roll.

Combat is more complex. Initiative is handled by a skill roll—using Cool or Vigilance, and attack difficulties by range and whether or not the combatants are engaged in melee combat. Damage is inflicted as either Strain, Wounds, or Critical Injuries. Strain represents mental and emotional stress, Wounds are physical damage, as are Critical Injuries, but they have a long effect that lasts until a Player Character receives medical treatment. When a Player Character suffers more Wounds than his Wound Threshold, he suffers a Critical Injury, and when he suffers Strain greater than his Strain Threshold, he is incapacitated. The various symbols on the dice can be spent in numerous ways in combat to achieve an array of effects. So a Triumph symbol or enough Advantage symbols could inflict a Critical Injury, allow a Player Character to perform an extra manoeuvre that round, and so on, whilst Threat and Failure symbols inflict Strain on a Player Character, three Threat symbols could be spent to knock a Player Character prone, and so on. Keyforge: Secrets of the Crucible – Maw of Abraxas includes a table of options for spending Advantage, Triumph, Threat, and Despair in combat, as well as a table of critical Injury results. It does not, however, include a table for spending Advantage, Triumph, Threat, and Despair out of combat—a disappointing omission for anyone wanting to do a bit more with their character’s skills. That said, the Game Master should be able to adjust some of the options on the table to non-combat situations.

Lastly, the rules in Keyforge: Secrets of the Crucible – Maw of Abraxas cover NPCs and Story points. Apart from nemesis-type NPCs, most NPCs treat any Strain they suffer as equal to Wounds, and Minions work together as a group. In Keyforge: Secrets of the Crucible, there are two pools of Story Points—one for the Player Characters, one for the GM. They can be used to upgrade a character’s dice pool or the difficulty of a skill check targeting a character—NPC or Player Character in either case, or to add an element or aspect to the ongoing story. The clever bit is that when a Story Point is spent, it does not leave the game, but is shifted over to the pool of Story Points. So if the Game Master spends a Story Point to increase the difficulty of a Player Character’s Perception check to determine the motives of an NPC, she withdraws it from her own Game Master pool of Story Points and adds it to the players’ pool of Story Points. As a game proceeds and Story Points are spent and move back and forth, it adds an elegant narrative flow to the mechanics and will often force the players to agonise whether they should spend a Story Point or not as they know it is going to benefit the Game Master and her NPCs before it comes back to them.

A character in Keyforge: Secrets of the Crucible has six characteristics—Agility, Brawn, Cunning, Intellect, Presence, and Willpower, plus a range of skills from Charm, Computers, and Cool to Ranged (attacks), Skulduggery, and Vigilance, as well as range of special abilities. The four pregenerated Player Characters include a Saurian Crœniac with a Cybersensor Implant for better perception and a hacking rig; a Human Discoverer whose Zoomclaw is a rocket-propelled grappling hook that both climbing tool and weapon; a Spirit Arbitrator, an incorporeal being clad in containment armour who was exiled from his knightly order for bounding with a sentient sword called Vizer; and an Elf of the Shadowws whose faerie companions aid him in mechanical tasks and acts of skulduggery. All four Player Characters are nicely presented in a busy, but easy to access character sheet.

Each Player Character also has a way to use Æmber, the golden, glowing substance found only on the Crucible—the setting for Keyforge: Secrets of the Crucible—which is often processed to perform a single, specific function, such as currency. In its raw state it can be used to do strange and wondrous things. For example, Saurian Crœniac uses it to fuel a hazard field which makes attacks against more difficult, the Human Discoverer to make attacks with Zoomclaw jet-propelled, and so on. These are all one-shot abilities until the characters can obtain some more raw Æmber.

The setting for ‘Maw of Abraxas’, the scenario in Keyforge: Secrets of the Crucible – Maw of Abraxas is Crucible, the ‘Impossible World’, a Jupiter-sized world made up of innumerable different zones, each a different environment or climate. In effect, it is a multiverse in one place, a multi-genre setting made up of multiple settings. In ‘Maw of Abraxas’, the Player Characters will see just a few of them—a glass jungle, a tightly regulated agrisector, a lake wrought with multiple storms, and the ancient ruins of a lost civilisation. In the scenario, the quartet of heroes have been asked by their boss, the tentacular Fixer, to recover the Cube of Realities, a weird artefact with the capability of warping the world around its user. He wants to ensure that it does not fall into the wrong hands. Unfortunately, the militant, xenophobic Martians already have it, but to prevent it being stolen or falling into the hands of their enemies have hidden it aboard a prototype saucer ship which even they cannot track or scan for! However, contact with the saucer has been lost, but fixer has learned that its designer created a device, the Vez Q-37 Scanulator, which can detect where the saucer is. So all the Player Characters have to do is steal the Vez Q-37 Scanulator from a Martian base and fight their way out, get across several sectors by Teleporter Cannon and then a couple more by whatever means necessary, find the lost saucer ship and grab the Cube of Realities. Easy, right? Of course not!

Consisting of just three acts, ‘Maw of Abraxas’ begins by dropping the Player Characters in media res and never lets up on the action or pacing. It should provide a session or so’s worth of play and comes with suggestions as to what each Player Character could do in a scene, and showcases a little of the diversity of the Crucible as a setting. The Player Characters all feel very different and the adventure should give them each a chance to shine.

Physically, Keyforge: Secrets of the Crucible – Maw of Abraxas is very nicely presented, in full vibrant colour. The artwork is excellent, if a little busy in places, and the book is well written and easy to understand.

The one downside to Keyforge: Secrets of the Crucible – Maw of Abraxas is that it uses the Genesys Narrative Dice System and that means using propriety dice. Now on the weekend of Free RPG Day 2020, the dice app for Genesys was available for free and that was very generous of the publisher. Of course, if a group is already playing Genesys or Keyforge: Secrets of the Crucible, and has either the dice or the app, then Keyforge: Secrets of the Crucible – Maw of Abraxas is easy enough to run and play, whether that is as extra scenario for an existing Keyforge: Secrets of the Crucible campaign or as an introduction to the setting. If not, then Keyforge: Secrets of the Crucible – Maw of Abraxas is unplayable, which is a pity because it is a fun scenario, though of course, a Game Master might be inspired to get either dice or app after reading though it so that she can run the scenario.

That issue aside, Keyforge: Secrets of the Crucible – Maw of Abraxas is an entertaining and fun introduction to Keyforge: Secrets of the Crucible. As a quick-start to both rules and setting, it is exactly the type of thing you want to pick up on Free RPG Day.

[Free RPG Day 2020] Starfinder: Skitter Home

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

One of the perennial contributors is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after Free RPG Day. For 2020, the title released for the Pathfinder Roleplaying Game is Little Trouble in Big Absalom, and the title released for the Starfinder Roleplaying Game is Starfinder: Skitter Home. As in past years, this is an adventure involving four of the cheerfully manic, gleefully helpful, vibrantly coloured, six-armed and furry creatures known as Skittermanders—Dakoyo, Gazigaz, Nako, and Quonx. They were introduced in the Free RPG Day adventure for 2018, Starfinder: Skitter Shot, in which as the crew of the starship Clutch performed salvage tasks in the Vast beyond the Pact Worlds and then came across a derelict luxury liner, before being boarded by pirates and forced to crash land on a nearby world and survive as detailed in the Free RPG Day adventure for 2019, Starfinder: Skitter Crash. The foursome return in Starfinder: Skitter Home—not to have adventures, but to have fun!

Starfinder: Skitter Home shares elements with Little Trouble in Big Absalom. Both are written for player characters of Fourth Level and both consist of two adventures which can be run together or separately—and in any order. In Starfinder: Skitter Home, the four Skittermanders have come to their home world of Vesk-3 for a vacation—first for a party and a celebration, and then for a leisurely safari. The party, detailed in the scenario ‘Festival of the Exclipse’, is at Reetamander, a festival celebrating a lunar eclipse on the skittermanders’ home world. There are games to play, market stalls to peruse, songs to sing, and once the eclipse is over, food and drink aplenty. Events—or rather the intervention of a horrid villain—means that things go awry, but the heroes do get to have some fun first. Unfortunately, the villain turns the Reetamander against its celebrants and the heroes must come to their rescue and stop him from enacting his inconceivable plan! Overall, ‘Festival of the Eclipse’ is a fun adventure, intentionally raucous—even a little riotous, and a very positive adventure since it plays into the helpful nature of the Skittermanders and there are some nice rewards for the Player Characters being helpful.

The second part, or scenario, in Starfinder: Skitter Home is much darker and a shift in tone. In ‘Hunters Hunted’ the heroes have been given the gift of an underground hunting expedition into the caves beneath Vesta-3 where stridermanders—massive, terrifying cousins of the skittermander species—are said to be found. Unfortunately, when the Skittermanders arrive at the hunt agency, it seems all trips into the caves are off, because contact has been lost with the last trip which went into the caves. Of course, the Skittermanders, being as naturally helpful as they are, they offer to join the search for the lost hunting party and pointed to an ancient side tunnel which nobody has been able to check yet due to the agency being short-staffed. ‘Hunters Hunted’ is a mini-dungeon, consisting of just eight locations, and focusing on stealth and exploration. It is all perfectly playable and enjoyable, but not quite as much fun—and nowhere near as raucous as ‘Festival of the Eclipse’. There is a sense of urgency to it though, as the surviving members of the lost party are hurt and very much in need a rescue.

Rounding out Starfinder: Skitter Home are the Skittermander pre-generated characters. There are four of these provided for use with Starfinder: Skitter Shot. They include a Priest Mystic, a Xenoseeker Mystic, a Spacefarer Soldier, and a Scholar Mechanic, all Third Level (up one Level from Starfinder: Skitter Crash). Each is detailed on a full page, complete with background and a really nice illustration, as well as the stats. Players will need to refer to the Starfinder Alien Archive for full details of the Skittermanders, but really, they should be played as they appear—bumptious, gleeful, up for a challenge, and manically helpful!

Physically, as with Starfinder: Skitter Shot and Starfinder: Skitter Crash, Starfinder: Skitter Home is very nicely laid out and presented. The artwork is excellent, the writing clear, and the maps—placed inside the front and back covers—easy to use. All exactly as you would expect for a scenario from Paizo, Inc.

If a group has played Starfinder: Skitter Shot and Starfinder: Skitter Crash before it, then doubtless they will be pleased to return to playing the humorous, if not silly, Skittermanders. Players new to Starfinder and Skitterfinders may find the rules of the Starfinder Roleplaying Game slightly more complex than they expect and they certainly will not have the same sense of attachment to the Skitterfinder quartet as someone who has played either—or both—Starfinder: Skitter Shot and Starfinder: Skitter Crash will have. Either way, the likelihood is that they will enjoy ‘Festival of the Eclipse’ more than they will ‘Hunters Hunted’, as it gives more scope for fun and action, and gives more for them to do, whereas ‘Hunters Hunted’ is just a bit too straightforward an adventure to be really exciting. Overall, Starfinder: Skitter Home is very nicely presented, but really one for fans of the Starfinder Roleplaying Game rather than a good introduction to it.

[Free RPG Day 2020] Junior Braves Survival Guide to the Apocalypse Quick-Start

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

The Junior Braves Survival Guide to the Apocalypse Quick-Start is the second title for Free RPG Day 2020 to be ‘Powered by Kids on Bikes’, the other being Kids on Brooms. Published by Renegade Games Studios and based on the Junior Braves Survival Guide to the Apocalypse graphic novel series, the players take on the roles of Junior Braves, essentially the equivalent of young scouts who are have gone away on camp for week to learn outdoor skills, good citizenship, and teamwork. Unfortunately, since they went away, something has happened, something which has caused apocalypse and brought society to its knees. Of course, being away from their family, friends, and society at large, the Junior Braves have no idea exactly what happened, so part of playing through the Junior Braves Survival Guide to the Apocalypse Quick-Start is about establishing what happened as much as it is establishing contact with their friends and families.

The Junior Braves Survival Guide to the Apocalypse Quick-Start comes nicely complete. It includes a good explanation of the rules, six pregenerated Player Characters, and a sandbox ready for a group to play. In this way, it is complete and presents a ready-to-play package in a way which Kids on Brooms failed to be.
Instead of character generation, the Junior Braves Survival Guide to the Apocalypse Quick-Start includes six Tropes—or basic character types. These are Honcho, Rustic, Ruffian, Tinkerer, Dreamer, and Tribe Master—the latter the leader of the troupe whom the Game Master roleplays as well as the NPCs. Each of these has its own special ability. For example, when the Dreamer earns a Brave Token—the equivalent of luck points or tokens—his player must give one to another Junior Brave, and the Ruffian gains a +3 bonus to solve problems involving force or chutzpah when his player spends a Brave Token. As per Kids on Bikes, each Junior Brave is defined by six stats—Brains, Brawn, Charm, Fight, Flight, and Grit—to which are attached to a die type, from a twenty-sided die for the character’s best stat down to a four-sided die for his worst stat. The ten-sided die represents an above average stat, whereas an eight-sided die represents a below average stat. So, a Honcho has a Charm d20, Fight d12, Grit d10, Brawn d8, Brains d6, and Flight d4, and a Rustic has Brawn d20, Charm d12, Flight d10, Brains d8, Fight d6, and Grit d4.

Tropes in the Junior Braves Survival Guide to the Apocalypse and thus the quick-start do not have skills, but in keeping with the theme of the game, they have Skill Patches, each sewn onto their Skill Sashes. Example Skill Patches include Orienteering, Woodworking, Knots & Ropes, Radios & Codes, and Sign Language. Each of these grants a +3 bonus to skill rolls—or possibly +1 bonus if only tangentially relevant. A Junior Brave will also have a Flaw, which can complicate his actions and increase the Target his player needs beat on a die roll. If a Junior Brave fails a roll due to his Flaw, he earns two Brave Tokens rather than the one usually awarded for failure. Lastly, a Junior Brave has some equipment and gear, stored in his ‘Pack and Pockets’. These consist of a pocketknife, sleeping bag, and a canteen, plus three items he would have had with him on the camp. Some of these are limited use items and will likely run out during the adventure included in Junior Braves Survival Guide to the Apocalypse Quick-Start.

Mechanically, the Junior Braves Survival Guide to the Apocalypse Quick-Start uses the same mechanics as Kids on Bikes, Teens in Space, and Kids on Brooms, with each of a Junior Brave’s stats being represented by a single die type. For a Junior Brave to do something, his player rolls the appropriate die for his Trope’s stat and attempts to roll over a difficulty number set by the Game Master, for example, between ten and twelve for an impressive task that a skilled person should be able to do. A player can add a +3 bonus if his Junior Scout has an appropriate Skill Patch and a +1 bonus for any Brave Tokens he wants to spend—or his fellow players want to spend if their Junior Braves are collaborating. However, complications increase the difficulty of the target number by three for each one. If the die roll beats the difficulty number, the Junior Scout succeeds, but if the roll is equal to the difficulty number, then he succeeds at cost, as in ‘Yes, but…’. It should be noted that the mechanics in Junior Braves Survival Guide to the Apocalypse Quick-Start that player-facing in that only the player roll dice—the Game Master never does.

A potential cost of failure is Stress and Trauma. Stress typically consists of bruises, cuts, scrapes, panic attacks, depression, and other forms of distress. Stress can add a complication to an action, but overnight rest or reassurance can get rid of Stress. However, should a Junior Brave suffer more than four Stress, he suffers from a Trauma. This represents serious injury or distress and until the Junior Brave recovers—which takes either medical treatment or weeks of rest—he cannot use one of his Stats.

Just as the Junior Braves Survival Guide to the Apocalypse categorises damage into Stress and Trauma, it divides its adversaries and dangers into Troubles and Threats. Troubles are the overall danger, the ultimate cause of the danger that the Junior Braves must face and , such as a zombie uprising, alien invasion, and the like, whilst Threats are individual parts of the Troubles the Junior Braves will encounter upon returning from camp. Notably, Threats are scaled down in Junior Braves Survival Guide to the Apocalypse, so if a town is taken over by a biker gang, Junior Braves will deal with a few of the Bikers rather than whole gang. The point is that as much as Junior Braves Survival Guide to the Apocalypse is a post-apocalypse roleplaying game, it is lighter in tone and scaled to the capabilities of the Junior Braves, who are , after all, still children.

Rounding out Junior Braves Survival Guide to the Apocalypse Quick-Start is a complete set of starting characters, as well as ‘Perils at the Pit-Stop’, a complete campaign starter. The Junior Braves return home from camp and taking a break from the journey in the town of Penelope, discover the clerk at the gas station was dead and zombie-like. What has happened and is it like the zombie television show the Junior Braves are definitely not allowed to watch? ‘Perils at the Pit-Stop’ includes a full description of the town, its current factions, and hints at some of the mysteries going in within its boundaries. It is essentially a mini-sandbox, a place for the Junior Braves to explore and make discoveries, and so there is no single defined plot or outcome, though there are several Troubles which they will encounter.

Physically, the Junior Braves Survival Guide to the Apocalypse Quick-Start is a simple black and white booklet. It is well written, the artwork is good, and the map nicely done.

Like other ‘Powered by Kids on Bikes’ roleplaying games, the Junior Braves Survival Guide to the Apocalypse Quick-Start is easy to pick and up and play, the rules are simple—made all the easier by being player-facing, and the set-up easy to grasp. Unlike Kids on Brooms, the Junior Braves Survival Guide to the Apocalypse Quick-Start comes with everything necessary to play. So with just the five characters and the given scenario, ‘Perils at the Pit-Stop’, the Junior Braves Survival Guide to the Apocalypse Quick-Start should provide both a couple of sessions’ worth of play and a good introduction to the full roleplaying game and the setting.

Jonstown Jottings #28: Tradition: Sandheart Volume Three

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

—oOo—

What is it?
Tradition: Sandheart Volume Three is both the third part of the campaign set in Sun County in Prax following on Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2, and a campaign framework for all three parts, for use with RuneQuest: Roleplaying in Glorantha.

It is an eighty-nine-page, full colour, 29.15 MB PDF.

It is an eighty-nine page, full colour hardback.
Tradition: Sandheart Volume Three is well presented and decently written, with artwork that is full of character—the image of a VW Camper Rhino disgorging sixties-style hippies on the India hippie trail is worth the price of admission alone.

Where is it set?
As with Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2 before it, Tradition: Sandheart Volume Three takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert. Where Tales of the Sun County Militia: Sandheart Volume 1 is specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who come to worship at the ruins inside Sandheart’s walls and The Corn Dolls: Sandheart Volume 2 is set in and around Cliffheath, on the eastern edge of the county, Tradition: Sandheart Volume Three is set in and around a cave known as Dark Watch on the far western edge of the county.

Who do you play?
The player characters are members of the Sun County militia based in Sandheart. Used to dealing with nomads and outsiders and oddities and agitators, the local militia serves as the dumping ground for any militia member who proves too difficult to deal with by the often xenophobic, misogynistic, repressive, and strict culture of both Sun County and the Sun County militia. It also accepts nomads and outsiders, foreigners and non-Yemalions, not necessarily as regular militia-men, but as ‘specials’, better capable of dealing with said foreigners and non-Yemalions.

What do you need?
Tradition: Sandheart Volume Three requires RuneQuest: Roleplaying in Glorantha. RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Tradition: Sandheart Volume Three is not really a scenario, but more a campaign framework around which the earlier scenarios, Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2 can take place, as well as other scenarios of the Game Master’s choice or devising. This is because it concerns events at one location, a location that by tradition—and if the Yelmalions do anything, it is by tradition—the militia must visit year after year, and perform the same ceremony each time. And each time, the ceremony is completed as instructed by the cult, and nothing happens. In fact, nobody in the militia knows why the task is carried out one year after the next, because nothing ever happens and why it was done the first place has been long forgotten. Only this time—no, only next time, and the time after that, it will be different, and perhaps the members of militia assigned the duty just might find out why the cult has been performing this ceremony for hundreds of years… 
What this means is that if the scenario is played as is, it will not have the impact that playing it episodically will do. Essentially, being asked to return again and again to perform the ceremony at the Dark Watch Cave—without the benefit of a break in the narrative, signals to the Player Characters that their being at the cave is significant rather than the ordinary task it is initially intended to be. So, Tradition: Sandheart Volume Three is best played before, between, and after the events depicted in Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2. The downside of this is that if you have already run either of those, then Tradition: Sandheart Volume Three takes more effort to implement. Another issue is one of what else to run between the parts of Tradition: Sandheart Volume Three. The setting and tone of the ‘Sandheart’ series is quite particular—and it is not one that is easily supported by the other scenarios available on the Jonstown Compendium. Advice to that purpose would have been useful. (Potential scenarios which would work include Jorthan’s Rescue Redux,* Rock’s Fall, and Blue Moon, White Moon.)
* Please note that for the purposes of transparency, I co-authored Jorthan’s Rescue Redux.
The Player Characters’ initial forays into the Dark Watch Cave will somewhat mundane, a simple task of lighting several braziers within its walls and then maintaining a vigil overnight. Here is a chance for them to explore the fullest extent of the cave and so educate themselves about its layout for when they return the next and subsequent years. However, the Dark Watch Cave has a deep, dark secret. It is home to a demon of darkness and deceit, one which is trying to escape its prison. Over the course of four tests—as the first four parts of Tradition: Sandheart Volume Three are known, the vigilance of the Player Characters will be tested again and again, as attempts to enter the cave and break their watch grow in their intensity and obviousness. In the early tests, they are actually quite amusing—and there is opportunity for some light-hearted roleplaying, but as the Player Characters return, they become vicious and ultimately spread to the wider area. In these later stages, the tests emphasises action and combat rather than roleplaying, but that reflects the threat which grows and grows over the course of Tradition: Sandheart Volume Three.
Ultimately, the likelihood is the Player Characters will fail and in order to defeat the darkness, the Player Characters will need to undertake a Hero Quest. Compared to the first part of the campaign framework, this is a radical change in pace, structure, and play style. It is very rigidly structured and both players and their characters—as well as the Game Master—need to be quite regimented in how they play through this. It presents some fantastic scenes, especially for Yelmalions as they fight against Darkness, and should they prevail, brings Tradition: Sandheart Volume Three—and if used in conjunction with Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2—the ‘Sandheart’ campaign to a rousing climax.
In addition to a full description of Dark Watch Cave, Tradition: Sandheart Volume Three comes with three handouts, full stats for the NPCs and monsters, and multiple maps of the Dark Watch Cave. Some of the handouts are slightly lengthy and as the campaign framework progresses, it does grow in complexity and the need for increased preparation upon the part of the Game Master.

Is it worth your time?
YesTradition: Sandheart Volume Three is an excellent campaign framework around which to structure the ‘Sandheart’ campaign and bring it to a rousing climax.NoTradition: Sandheart Volume Three is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar.
MaybeTradition: Sandheart Volume Three might be useful for a campaign involving Yelmalions and the worship of Yelm from places other than Sun County, but its framework structure may be more challenging to use if the Game Master has already run Tales of the Sun County Militia: Sandheart Volume 1 or The Corn Dolls: Sandheart Volume 2—if not both.

[Free RPG Day 2020] Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

Like the support for Free RPG Day in 2017, 2018, and 2019, Goodman Games has released the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure, which provides an introduction to the publisher’s Dungeon Crawl Classics Roleplaying Game. It takes its cue from the Dungeon Crawl Classics Roleplaying Game Adventure Starter published in 2011, but has been expanded enough for the rules to cover characters from Zero Level to Second Level, provide two adventures, and introduce the key concepts of the roleplaying game. In the process, it has grown from sixteen to forty-eight pages. As with the previous versions from 2017, 2018, and 2019, the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure can be divided into three parts. The longest are rules, followed by a short introductory adventure and then by flipping the booklet over, a longer adventure.
Derived from the d20 System, the Dungeon Crawl Classics Roleplaying Game sits somewhere between Basic Dungeons & Dragons and Advanced Dungeons & Dragons in terms of its complexity. The most radical step in the Dungeon Crawl Classics Roleplaying Game is the starting point. Players begin by playing not one, but several Zero Level characters, each a serf or peasant looking beyond a life tied to the fields and the seasons or the forge and the hammer to prove themselves and perhaps progress enough to become a skilled adventurer and eventually make a name for themselves. In other words, to advance from Zero Level to First Level. Unfortunately, delving into tombs and the lairs of both men and beasts is a risky venture and death is all but a certainty for the lone delver… In numbers, there is the chance that one or more will survive long enough to go onto greater things! This is what the Dungeon Crawl Classics Roleplaying Game terms a ‘Character Creation Funnel’.

Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure provides rules for the creation process, a player rolling for six Abilities—Strength, Agility, Stamina, Personality, Intelligence, and Luck—in strict order on three six-sided dice, plus Hit Points on a four-sided die and an occupation. The latter will determine the character’s Race—Race is a Class in the Dungeon Crawl Classics Roleplaying Game just as it was in Basic Dungeons & Dragons, a weapon, and a possession related to his occupation.

Farmer Galton
Zero Level Human Mendicant
STR 9 (+0) AGL 9 (+0) STM 12 (+0)
PER 8 (-1) INT 10 (+0) LCK 11 (+0)
Hit Points: 4
Saving Throws
Fortitude +0 Reflex +0 Willpower +0
Alignment: Lawful
Birth Augur: Harsh Winter
Luck Benefit: All Attack Rolls
Weapon: Pitchfork (1d6)
Equipment: Hen (Daisy)
34cp

Of the stats, only Luck requires any explanation. It can be used for various skill checks and rolls, but its primary use is for each character’s single Luck Benefit—which unfortunately, Farmer Galton lacks. It is burned when used in this fashion and can only be regained by a player roleplaying his character to his Alignment. The Luck bonus also applies to critical hit, fumble, and corruption rolls as well as various Class-based rolls. For example, the Elf receives it as a bonus to rolls for one single spell and a Warrior to rolls for a single weapon such as a longsword or a war hammer. Further, both the Thief and the Halfling Classes are exceptionally lucky. Not only is the Halfling’s Luck bonus doubled and the Thief’s determined by a random roll when they burn Luck, they actually regain Luck each day equal to their Level. In addition, if a party has a Halfling amongst its numbers that Halfling can pass his expended Luck to other members of the party!

Mechanically, for a character to do anything, whether Sneak Silently, cast a spell, or make an attack, a player rolls a twenty-sided die and after adding any bonuses hopes to beat a Difficulty Class or an Armor Class. Rolls of one are a fumble and rolls of a twenty are a critical. The Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure includes a Fumble Table as well Critical Hit Tables for each of the Classes. Famously, the Dungeon Crawl Classics Roleplaying Game also uses a multitude of dice, including three, five, seven, fourteen, sixteen, twenty-four, and thirty-sided dice as well as the standard polyhedral dice. Although penalties and bonuses can be applied to dice rolls, the dice themselves can get better or worse, stepping up or stepping down a size depending upon the situation. For example, a Warrior can attack twice in a Round instead of attacking and moving, but makes the first attack using a twenty-sided die and the second attack using a sixteen-sided die. Fortunately, neither of the scenarios in the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure make much use of this full polyhedral panoply, but if necessary, dice rolling apps can be found which will handle such dice rolls.

Magic works differently to the Vancian arrangement typically seen in Dungeons & Dragons. Magic is mercurial. What this means is that from one casting of a spell to the next, a spell can have different results. For example, the classic standby of First Level Wizards everywhere, Magic Missile, might manifest as a meteor, a screaming, clawing eagle, a ray of frost, a force axe, or so on. When cast, a Wizard might throw a single Magic Missile that only does a single point of damage; one that might do normal damage; unleash multiple missiles or a single powerful one; and so on. Alternatively, the Wizard’s casting might result in a Misfire, which for Magic Missile might cause the caster’s allies or himself to be hit by multiple Magic Missiles, or to blow a hole under the caster’s feet! Worse, the casting of the spell might have a Corrupting influence upon the caster, which for Magic Missile might cause the skin of the caster’s hands and forearms to change colour to acid green or become translucent or to become invisible every time he casts Magic Missile! This is in addition to the chances of the Wizard suffering from Major or even Greater Corruption… Some ten spells are detailed Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure, taking up roughly, a quarter of the booklet.

One of the major differences between the 2018 version of the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure and the editions before it was the range of spells it included for the Cleric and Wizard Classes. Notably, it Magic Missile with Choking Cloud and Colour Spray for the Wizard. The 2019 version was tweaked again, and similarly, the 2020 version has also been tweaked. So instead of Magic Missile, the Wizard has Flaming Hands

Once past the funnel, the characters can move up to First Level and acquire a proper Class—either Cleric, Thief, Warrior, or Wizard, or one of the Races, Dwarf, Elf, or Halfling. Further information is provided so that a character can progress to Second Level. The adventures in Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure should be enough for a character to reach First Level. Getting to Second Level and the second adventure is another issue, at least with this version of the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure.

Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure includes two adventures. The first, which immediately follows the rules is ‘The Portal Under The Stairs’, which appeared in the original Dungeon Crawl Classics Roleplaying Game Adventure Starter back in 2011. This has the would-be adventurers venturing into an ancient war-wizard’s tomb after its entryway becomes open when the stars come right. Designed for Zero Level and First Level characters this is a short, just ten location dungeon primarily consisting of traps and puzzles with some deadly combat encounters thrown in. Its three pages are short enough that a group could roll up their characters and funnel them through the adventure to see who survives in a single session. The second scenario, located on the opposite side of Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure is a Level 1 adventure, ‘The Legend of the Silver Skull’.

The other adventures in the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure have been different each time. ‘Gnole House’, the adventure from the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure from 2017 was inspired by the writings of Lord Dunsany and presented a bucolic, genteel demesne, a lonely house full of detail and hidden horrors. Where ‘Gnole House’ provided a good mix of exploration and examination with some combat and a little roleplaying, the scenario for the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure from 2018, ‘Man-Bait for the Soul Stealer’ was again different. It was a classic dungeon, as was ‘Geas of the Star-chons’, the second adventure in the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure from 2019—and the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure continues this trend for 2020.

In ‘The Legend of the Silver Skull’, the Player Characters are lured to a mysterious island with a skull atop its single barren hill, with promises of treasure. Inside the skull they find stairs going down to a damp, water-surrounded complex of rooms where fishmen and other salty creatures lurk… Both dungeon and adventure are quite straightforward, the former consisting of just eight rooms and it being highly possible for the Player Characters to discover and confront the antagonist behind the plot very shortly. What nicely drives the Player Characters into the confrontation is a series of visions one of them will suffer throughout the adventure, and if they defeat the antagonist and survive, then the adventure comes with a decent handful of plot hooks and a really nice artefact—if any Lawful Cleric will the Player Characters use it. However, The Legend of the Silver Skull’ is not an enticing adventure or a bad adventure or a good adventure. It is simply okay for s single session’s worth of dungeoneering. To be honest, the only thing to be said against it, is the fact that it is not set entirely within a giant skull. That, as they say, would have been cool…

Physically, the 2020 version of Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure is, like the previous versions, well presented, the writing is clear, and artwork is in general excellent throughout, echoing the style and ethos of the three core rulebooks for Advanced Dungeons & Dragons. Notable for this edition is cover—which depicts the demon skull, iconic to the Dungeon Crawl Classics Roleplaying Game, in gold on a black background. It really stands out.

As in past years, the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure is a good package. The rules are nicely explained, the style of game is nicely explained, the artwork is good, the two adventures are good, if disconnected. Any player or Game Master with any experience of Dungeons & Dragons will pick this up with ease and be able to bring it to the table with relatively little experience—and once the first adventure is complete, quickly graduate onto running the second. Overall, ‘The Portal Under The Stairs’ might be getting somewhat long in the tooth, but ‘The Legend of the Silver Skull’ is a fun one session adventure of visionary and potentially fishy weirdness, together serving to make The Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure simply a good introduction to the game and a bit more.

[Free RPG Day 2020] Rain of Mercy

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

Rain of Mercy is an introduction to the grim darkness of the 41st Millennium and Warhammer 40,000 Roleplay: Wrath & Glory, published by Cubicle Seven Entertainment. Fairly short, in just sixteen pages it provides an introduction to the setting of the 41st Millennium, an overview of the specific setting for Warhammer 40,000 Roleplay: Wrath & Glory, and a short scenario designed to be played by four players and the Game Master and if not the full mechanics of the roleplaying game. It does not however, provide a full introduction to the mechanics of Warhammer 40,000 Roleplay: Wrath & Glory, but the given explanation is sufficient to play through the included scenario, ‘Rain of Mercy’.

The setting for Warhammer 40,000 Roleplay: Wrath & Glory is of course, the Imperium of Man, over which the Emperor, his body a rotting carcass sustained only by power from the Dark Age of Technology, has maintained a watch from the Golden Throne of Holy Terra. His mind is the very beacon by which the great ships of the Imperium the Warp and travel between the stars. They ferry not just goods and people, but also the Adeptus Astartes, the Space Marines, bio-engineered super-warriors, and members of the Imperial Guard, the ever-vigilant Inquisition, and the Tech-Priests of the Adeptus Mechanicus, from world to world, to investigate and scourge untold xenos, heretics, mutants, and more—including Chaos! Of course, this setting is better known as the background for Games Workshop’s Warhammer 40,000 miniatures wargame, in Warhammer 40,000 Roleplay: Wrath & Glory the focus will be on induvial rather than military regiments and units.

The specific setting Warhammer 40,000 Roleplay: Wrath & Glory is the forsaken Gilead System, which lies beyond the Great Rift, left behind by the Cicatrix Maledictum, the Warp Storm which rent the Imperium in two. The Gilead System is home to several different worlds, such as Avachrus, the Forge World, where the system’s technology is built and maintained; Ostia, the Agri World whose farmer are driven to point of starvation by having to feed the Gilead System; Gilead Primus, a Hive World home to billions; and Enoch, the Shrine World dedicated to the worship of the Emperor. Three years after the Great Rift, a flotilla of ships under the command of Rogue Trader Jakel Varonius, arrived in the system, having managed to find a stable route across the rift, bringing order and relief to the Gilead System which was on the point of collapse, suffering under the weight of too many refugees, most of them pilgrims to the Shrine World of Enoch, stranded by the opening of the Great Rift.

The Player Characters are assembled by Jakel Varonious to undertake a mission for the Ecclesiarchy. A troubling situation has arisen on Enoch, the Shrine World of thin desert land masses amidst extensive oceans, these land masses consisting of shrines around which cluster tent cities inhabited by refugees. A new cult has arisen amongst the slums—the Water Bringers, which might be loyal to the Emperor, but might also be a gang extorting money for the water it appears to have a ready supply of, and there is also talk of new saint on Enoch as well. The characters are charged with infiltrating the Water Bringers and determine the veracity of the supposed saint—be they unsanctioned Psyker, heretic, or one of the Emperor’s blessed. The scenario is short, but involves a reasonable mix of interaction, investigation, and combat, and ultimately leaves the outcome very much in the hands of the players and their characters.

The four characters consist of a Space Marine Scout who dreams of becoming a fully fledged Space Marine; a zealous and uncompromising member of the Adepta Soroitas, a Sister of Battle; a Skitarius and Tech-Priest, who monitors for the use of heretical tech; and a silver-tongued Rogue Trader. All four consist of a description, a nice illustration, some combat stats, and a single ability. For example, the Space Marine Scout always goes first in combat and once per game can attack twice per combat round, whilst the Sister of Battle can pray to the Emperor and once per game, cause an attack to miss any target.

Mechanically, Warhammer 40,000 Roleplay: Wrath & Glory employs a six-sided dice pool system. Results of four and five generate single Icons, whilst rolls of six generate two. If the total roll generates more Icons than the Difficulty Number, then the Player Character or NPC succeeds at the task. Good roleplaying can earn a player Wrath points which can be spent to reroll results of one, two, or three. And that really is the extent of the explanation of the mechanics for Warhammer 40,000 Roleplay: Wrath & Glory in Rain of Mercy, bar rolling for damage in combat. Indeed, there is not even a skill system or anything in the way of attributes for characters presented in Rain of Mercy. Instead, the Difficulty Numbers are given for possible actions by the pregenerated Player Characters—Cunning or Persuasion Tests, Intimidation or Leadership Tests, and so on—in individual scenes. This gives rise to a couple of issues with Rain of Mercy as an introduction to Warhammer 40,000 Roleplay: Wrath & Glory.

Mechanically, what it ignores is the possibility of rolls of six generate extra effects and the use of the Wrath die, which can either trigger a gloriously gory critical hit in combat or a narrative Complication. Narratively, the lack of a skills system or any attributes placed in front of the players reduces their agency because they do not know what their characters can do or what they are good at. Now there is some indication in the Player Character descriptions, but that is not quite as easily digestible as a skills list. On the plus side, this means that the rules are fast, and the rules are furious, and the rules are easy, and the rules are simplistic, but on the downside, it means that whilst Rain of Mercy is playable as is, it does not properly prepare either the Game Master or the players to play the full version of Warhammer 40,000 Roleplay: Wrath & Glory.

Physically, Rain of Mercy is well written and well presented. It is not extensively illustrated, but the full colour illustrations are excellent.

There is a great deal to like about Rain of Mercy. The booklet is well presented, the explanation of the background is good, the scenario is decent, and it is all nicely playable in a session or so. However, as an introduction to Warhammer 40,000 Roleplay: Wrath & Glory, the fact is that Rain of Mercy is severely underwritten in terms of the mechanics. It simply fails to give enough of an impression as to what those rules are and how they work in play, the result being that Rain of Mercy only succeeds as an introduction to the setting of Warhammer 40,000 Roleplay: Wrath & Glory; as an introduction to the mechanics of Warhammer 40,000 Roleplay: Wrath & Glory it is a complete and utter failure.

Jonstown Jottings #27: Storm Rams

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—


What is it?
Monster of the Month #8: Storm Rams presents a noble spirit venerated by the Air pantheon which brings the seasonal rains to Glorantha for use with RuneQuest: Roleplaying in Glorantha.

It is a nineteen-page, full colour, 1.52 MB PDF.

Monster of the Month #8: Storm Rams is well presented and decently written.

Where is it set?
Storm Rams, the subject of Monster of the Month #8: Storm Rams, can be encountered anywhere in Dragon Pass, most notably in Startar, Tarsh, Esrolia, and Prax, but especially in the lands of the Balmyr Tribe in the high valleys of the Quivin Mountains, where they are known to come down out of the sky and graze.

Who do you play?
Anyone can encounter a Storm Ram, but Orlanth and Heler initiates may be able to summon them as can members of some weather-worshiping spirit societies of Prax. Herders and Weavers of Balmyr Tribe will seek out the fur left behind when the Cloud Rams come to earth.

What do you need?
Monster of the Month #8: Storm Rams requires RuneQuest: Roleplaying in Glorantha, but RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Monster of the Month #8: Storm Rams describes Storm Rams, the most well-known ‘weather-sheep’ or Urothing spirits of the air, who drive their herds through the air, bringing fertile rains and destructive storms alike. They are defenders of the rain, migrating across Glorantha in regular patterns throughout the year, typically driven back to the Spirit World by the heat of the Fire Tribe. They are known to descend to the earth and graze. In the lands of the Balmyr Tribe, the fur they leave behind is collected and woven into Mistwool, a textile constantly cool in the highest of temperature.

Full stats and descriptions are provided not just for the Storm Ram, but for other ‘weather-sheep’ too. These include the Greater Storm Ram, the Lightning Ram, and the Cloud Sheep, with suggestions how to individualise them and for them to become allied spirits. All three are given their own Summoning Rune spells for the Orlanth Thunderous and Heler cults, but the caster should at least be Rune Masters of either cult, and the caster needs to persuade the Storm Ram to come as well as casting the spell. In addition, Monster of the Month #8: Storm Rams gives a description of where Mistwool comes from, what it is woven into, and its importance to the Balmyr Tribe.

Monster of the Month #8: Storm Rams could have simply presented the ‘weather-sheep’ as a set of spirits tied to the Air pantheon and Orlanth worshippers, but it widens the scope of the supplement by having Storm Rams honoured by Heler and certain Praxian Spirit Societies, including detailing a Storm Ram Spirit Cult. In all three cases, it explains the reasons why through differing, often contradictory, mythologies. These are decent little pieces which will help underpin their appearance in game. Lastly, the supplement gives sample stats for all four types of ‘weather-sheep’, including the Greater Storm Ram, Urothtrai the Lover, who passes through the Red Cow clan’s lands in Sea Season every year, where Orlanth Adventurous worshipers compete to help him woo his beloved ewe, Helurtha, and so gain the blessings of bountiful rain in Fire Season.

However, beyond becoming a possible allied spirit or a source of Mistwool, where Monster of the Month #8: Storm Rams is underwritten is in terms of application. Of course, a Game Master will be able to dig into the supplement’s contents to develop ideas for her own campaign, but a scenario seed or three would have been useful additions to help her bring the Urothing into play.

Is it worth your time?
YesMonster of the Month #8: Storm Rams presents an interesting embodiment of the storms and the rain, pleasingly from differing points of view, which the Game Master can work into her campaign.
NoMonster of the Month #8: Storm Rams is yet more spirits, and as much as it falls under ‘Your Glorantha Will Vary’, one word might make you wonder how varied it will be when you add ‘weather-sheep’. 
MaybeMonster of the Month #8: Storm Rams is an interesting supplement and it does a nice job of bringing a type of sprint into play through differing points for view, but the lack of immediate use or scenario suggestions may not make it as useful as it could be.

Star Trek X's Second Nine

Strange New Worlds: Mission Compendium Vol. 2 is an anthology of eight ready-to-play adventures for use with Modiphius Entertainment’s Star Trek Adventures: The Roleplaying Game. Like the core rules and the These Are the Voyages: Mission Compendium Vol. 1 anthology before it, this nonet provides adventures set during the periods of Star Trek: Enterprise, Star Trek: The Original Series, and Star Trek: The Next Generation, all of which the Game Master can easily adapt to the period she is setting her campaign in. Notes are included exactly for this purpose at the beginning of each scenario, so that with a little bit of effort upon her part, the Game Master can run all of these scenarios without the need to switch time periods.

In terms of setting, these scenarios all take place on different planets across the Federation—and beyond, typically beyond explored space. Not just on planets, but also odd structures, such as orbital rings and super dense discs, and whilst they will often involve meeting new races and alien species, none of them are built around encounters with the Klingons, Romulans, and the like. Instead, there are a lot of mysteries to be investigated and diplomatic difficulties to be solved, mostly with skill and creative thinking rather than brawn and phasers. However, this does not mean that combat does not feature—either on the ground or aboard a starship.

The great thing about Strange New Worlds: Mission Compendium Vol. 2 is that all nine scenarios are Star Trek adventures and they feel like it. They feel like they would work as episodes for the era of the television series they are set within and each would be quite difficult to adapt to other Science Fiction settings. They are also all relatively short—each offering just a session or two’s worth of play—and would be easy to slot into an ongoing campaign or run as one-shots. However, the nine are not perfect. First there is only the one scenario for Star Trek: Enterprise compared to the four each for Star Trek: The Original Series and Star Trek: The Next Generation, forcing the Game Master to work to adapt these eight to the earlier period if she wants to run more of the scenarios in Strange New Worlds: Mission Compendium Vol. 2 for a Star Trek: Enterprise-set campaign. Second, whilst the graphics of the nine scenarios are differentiated between the three time periods—so LCARS (Library Computer Access/Retrieval System) is only used for the four Star Trek: The Next Generation-era scenarios—the use of graphics is generally disappointing throughout. In all too many cases, locations go unmapped and ships and alien races unillustrated. This particularly shows in the maps, the only locations given maps being combat encounters—rather than the whole of the locations and bases where the adventures take place. Now whilst there are reasonable descriptions, the lack of the maps and illustrations leaves the Game Master with more work to do in describing them.

Strange New Worlds: Mission Compendium Vol. 2 opens with Fred Love’s ‘A Cure Worse Than the Disease’, its single scenario for Star Trek: Enterprise. The crew receive a distress signal from the previously isolationist planetary government of Fosstarian II requesting help with a virulent plague. Not only is Fosstarian II suffering from a pandemic, but someone has built a planetary ring around the world specifically designed to bath it in radiation! This presents an interesting medical mystery, but there is much more going on, involving a conspiracy and a deep, dark secret, which still leaves plenty of things for the other characters to do. The conspiracy is not too convoluted though, as the scenario like the others in the collection, is not all that long. Overall this is a solid start to the anthology.

‘Plato’s Cave’ by Marco Rafalá is the first of four scenarios which take place during the Star Trek: The Original Series period. The crew is sent to resupply a remote Federation archaeological outpost on the ice-age world of Tanghal IV, only to discover the lead archaeologist dead and the rest of the team missing. Searching the facility leads to a doomsday seed vault and missile silo converted into a survival bunker prior to radical climate change millennia before. The facility is full of strange technology and indications that the away team is not alone. With its mix of ancient aliens and ancient technology, this is the first of a number of eerie, almost creepy scenarios in Strange New Worlds: Mission Compendium Vol. 2, dealing with survival, making contact, and morality.

Ancient technology also plays a role in ‘Drawing Deeply from the Well, No Good Deed’ by Aaron M. Pollyea. The crew is ordered to an alien megastructure nicknamed ‘The Big Dipper’ which has suffered a number of incidents, possibly attacks, since it recently became operational. ‘The Big Dipper’ is a skyhook which uses massive ramjet-driven scoops to mine the atmosphere of Purgatory, the gas giant below for common heavy metals and dilithium. This has a nice sense of scale, something which Star Trek: The Original Series was not always able to effectively depict onscreen, both in terms of the megastructure and the planet below. The adventure itself is good, and begins a theme of first contact and misunderstandings which runs throughout the anthology.

Joe Rixman’s ‘No Good Deed’ has an interesting call back to Star Trek: Enterprise as the crew track a call for help to a space station above a volcanic world devoid of life. The crew members discover the corpses of two species aboard the station—one avian, one arthropod, and upon further investigation, a pattern of war between them on the planet below. This led to a virus being engineered and released by the arthropods, which resulted in the rapid extermination of the avian species. Ultimately, they also find that the last survivors might have established a capsule of frozen embryos from both species. This is another good medical mystery, combined with a historical mystery and sets a dilemma or two for the crew as what they do with the embryos.

The last scenario set in the Star Trek: The Original Series-era is Christopher L.
Bennett’s ‘The Whole of Law’. It takes place on an exotic object, a large, flat disk of hyperdense matter with its own gravitational field on each side. Called Thelema, it is occupied and run as a resort world, the Light Face for relatively wholesome activities, the Dark Face for more extreme entertainment which puts visitors’ lives at risk. Visitors make the choice as to which side they want to visit voluntarily. Both the scenario’s title and the exotic object’s name are obvious nods to the writings and philosophies of occultist Aleister Crowley—as is actually pointed out in the scenario. The scenario is also connected to the classic Star Trek: The Original Series episode, ‘Shore Leave’,  and is also the most difficult of the nine scenarios to run in Strange New Worlds: Mission Compendium Vol. 2. The issue is that the Player Characters are intentionally divided and then kept apart for most of its events, which will require careful timing upon the part of the Game Master throughout. The separation also feels forced and is difficult not to telegraph.

The first scenario set in the Star Trek: The Next Generation-era is Andrew Peregrine’s ‘Footfall’. This is also a difficult scenario, but for different reasons. It is also a fascinating scenario for its themes. It explores the role of religion in the Star Trek: The Next Generation-era and how many of members of the Federation approach civilisation, particularly as it pertains to the Player Characters. The crew is directed to a world known as Footfall, a reputed religious sanctuary for numerous faiths, but not actually particular to any one faith. Recently, the world, governed by a Federation outpost, has been beset by the violent activities of a militant group. As the religious members of the crew undergo increased spirituality, they must contact the militants and attempt to calm them down. Attacks by ‘demons’ only exacerbate the situation until the Player Characters are effectively pointed to one location, a mountain top holy to everyone on the planet. Here, in a nod to Star Trek V: The Final Frontier, they get to confront the ‘Creator’ or ‘God’, though in a more benign fashion than in the film. The difficulty is really what the Player Characters do with what they learn from this confrontation, since it undermines the faith of everyone visiting the planet. The author offers several solutions, including lying—and whilst that might cause the least upset, is it really ethical? This is perhaps the most difficult dilemma in the anthology, not just in how the Player Characters deal with it, but whether a player group wants to deal with it too.

The source of an extremely powerful subspace message which almost disables its ship, leads the crew to a strange planet with a crystalline ocean in ‘A Cry from the Void’ by Ian Lemke and Spring Netto. Surprisingly, the Player Characters are welcomed with open arms by a renegade Ferengi female who is running her own mining operation on the planet. She wants their help in locating several missing miners. The question is, are the two incidents connected? The scenario adds a nice little twist to the backstory of its duplicity and a strange new environment, but this otherwise a straightforward affair.

Things get really strange and dark in Sam Webb’s ‘Darkness’, the penultimate scenario in the anthology. The crew comes to the aid of a Vulcan Expeditionary Group studying Trax Episilon 1, a Class-H which has suddenly transformed into a black, light absorbing world. There is a decent opportunity for some moments of horror in the darkness of this scenario which again, apart from the weird environment, is another straightforward affair.

The last scenario in Strange New Worlds: Mission Compendium Vol. 2 is ‘The Angstrom Operation’ by Jason Bulmahn and it is a bit of a romp. The crew is ordered to answer a distress call from a small research facility on a tidally locked world in the Dran’Ankos system near the Cardassian Demilitarized Zone. They find that the system’s star is losing its mass and the base damaged and in disarray after its staff have seemingly gone mad and attacked each other. The away team will need to restore the base, determine what its staff was doing and the cause of the madness, all the while fending off crazed crewman, a strange parasitical lifeform, and ultimately, a belligerent Cardassian patrol, if it is to save the day. A busy scenario, a nice nod to the classic Star Trek: The Original Series episode, ‘Operation Annihilation’, with a pleasing sense of growing peril, and should be good fun to play.

Physically, bar the issues with the inconsistent use of illustrations and the maps, Strange New Worlds: Mission Compendium Vol. 2 is nicely laid out and looks. The artwork is good, but just not always helpful. The book does need another edit in places. All nine scenarios are neatly organised into three acts, with notes on how to adapt each to the other two eras, and a discussion of possible outcomes and potential follow-ups.

Strange New Worlds: Mission Compendium Vol. 2 does contain a number of common themes and elements. Notably, a high number of the scenarios involve encounters with planetary-wide or sized intelligences which are mistaken for something else, their attempts at communication being potentially damaging, which will be a problem if these scenarios are played too close to each other, since the players (and their characters) are likely to have learned from earlier encounters. There also seems a concerted effort across several of the latter eight scenarios—the one scenario for the Star Trek: Enterprise era does not count—to prevent the Player Characters from using their ship’s Transporters. Of course, on screen the use of the Transporters was an easy way of avoiding having to use shuttlecraft, but in Strange New Worlds: Mission Compendium Vol. 2, the crew will find itself using one or more again and again. Which to an extent, does not feel very much like Star Trek.

In general, what issues there are with Strange New Worlds: Mission Compendium Vol. 2 are minor. In fact, the biggest issue is that there is only one scenario for Star Trek: Enterprise compared to the four each for Star Trek: The Original Series and Star Trek: The Next Generation and that seems so unbalanced. The nine though, lend themselves to a very episodic style of play and are better worked into a campaign over the long term. Overall, Strange New Worlds: Mission Compendium Vol. 2 is a solid anthology of Star Trek adventures for Star Trek Adventures, each one nicely suited to its era of play.

[Free RPG Day 2020] Kids on Brooms Free RPG Day Edition

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

Amongst some gaming groups, there is much anguish and wailing that there is no roleplaying dedicated to the Harry Potter franchise. This is not to say that there have been no pretenders to the throne, no attempts to something in a Harry Potter-style setting, but with the serial numbers well and truly filed off. For example, the Redhurst Academy of Magic Student Handbook was a d20 System supplement published by Humanhead Studios in 2003. In 2020, Renegade Game Studios supported Free RPG Day with an ‘ashcan’ version of Kids on Brooms. This is a collaborative role-playing game—using the Kids on Bikes model and mechanics—about life at a magical school, where as a teenage witch or wizard you will study various types of magic, cast spells using your wands, and participate in sports astride brooms you ride through the air! You will have adventures, face dangers and mysteries, and uncover the fantastic secrets of the school and magic!

The Kids on Brooms Free RPG Day Edition presents a cut down version of the full Kids on Brooms rules. It starts by discussing the setting of boundaries, the Game Master and her players being expected to agree on what they want and do not want in their game—what they want to see, what they are okay with, what they want to gloss over, and what they want to avoid. The point is all about be being respectful to each other, especially in light of the fact the players are going to be roleplaying children. The Kids on Brooms Free RPG Day Edition omits though, both rules for setting creation and character creation. In the full rules for Kids on Brooms the players and Game Master gets to create their school of magic and the players roleplay pupils from all years. In the Kids on Brooms Free RPG Day Edition, the setting is the Rainheart Academy of Magic just outside of Tacoma, Washington, an old Victorian manor house perpetually hidden from the normal world by fog, its surrounding trees and buildings covered with a fungus whose study is one of the more dangerous classes on the curriculum, and its primary sport being Branderball, a combination of rugby and bowling, only played, of course, on brooms. Also, the only characters available to roleplay are Underclass Students—essentially, First Years.

Instead of character generation, Kids on Brooms Free RPG Day Edition includes six Tropes—or basic character types—and the means to modify them with the scope if their all being Underclass Students. These Tropes are Teacher’s Pet, Bullheaded Muscle, Firstborn Caster, Haughty Descendant, Offbeat Eccentric, and Reliable Bestie. As per Kids on Bikes, each student is six stats—Brains, Brawn, Charm, Fight, light, and Grit—which are attached to a die type, from a twenty-sided die for the character’s best stat down to a four-sided die for his worst stat. The ten-sided die represents an above average stat, whereas an eight-sided die represents a below average stat. So, a Bullhead has a Brawn d20, Fight d12, Grit d10, Flight d8, Brains d6, and Charm d4, whereas an Offbeat Eccentric has Flight d20, Grit d12, Brains d10, Charm d8, Brawn d6, and Fight d4.

Each Trope also has its own Strengths—or advantages, for example Loyal & Prepared for the Teacher’s Pet and Spell Slinger & Wealthy for the Haughty Descendant, each of which grants an advantage during play. So Loyal for the Reliable Bestie grants each Adversity Token spent to help a friend a +2 bonus rather than +1 and the Intuitive of the Firstborn Caster enables his player to spend Adversity Tokens to ask questions of the Game Master, who must answer truthfully. A Trop also has a Wand, which consists of the Wood and the Core, both of which grant bonuses to casting particular types of magic. So Cherry Wood grants a bonus for Charm magic and Pine Wood a bonus for Brawn magic, whereas dragon’s heartstring, wolf’s tooth, and elk antler grant a bonus to Fight magic and parchment, phoenix’s feather, and owl’s feather to Brains magic. Every student also has his own broom, such as The Blocker’s Broom which grants the rider the Guardian Strength, a familiar such as an owl or a frog, and an expansive schoolbag (of holding).

Having selected a Trope and made all of these choices, each player answers a random question about the relationship between his Trope and the Trope of the player to his left. Then each player notes down his Trope’s motivation, fear, and what might be found in his schoolbag. Given that this only the Kids on Brooms Free RPG Day Edition and the Trope or character options are fairly limited, there is a fair amount of advice given on the process.

Mechanically, Kids on Brooms Free RPG Day Edition uses the same mechanics as Kids on Bikes and Teens in Space, with each of a Trope’s stats being represented by a single die type. For a Trope to do something, player rolls the appropriate die for his Trope’s stat and attempts to roll over a difficulty number set by the Game Master, for example, between ten and twelve for an impressive task that a skilled person should be able to do. When a die is rolled and its maximum number is rolled, the die explodes, the Trope gets a Lucky Break, and a player gets to re-roll and add to the total. A player only has to keep rolling exploding results until his Trope succeeds. The Game Master also decides whether an action is a Planned Action or a Snap Decision, although a player can attempt to persuade her either way. Primarily, a Planned Action allows a player to take the average of a Trope’s stat and so forego the need to roll, whereas with a Snap Decision, this is not possible.

In addition, Adversity Tokens can be spent to modify a roll on a one-for-one basis. If a Trope succeeds at a stat check, his player gets to narrate the result, whereas, if he fails, then the Game Master narrates the outcome. Failures tend to be worse for Planned Actions rather than Snap Decisions, but whatever the failure, the Trope earns an Adversity Token.

So far, so like Kids on Bikes, but Kids on Brooms, magic complicates things—or at least adds aspect to the game. In fact, magic and the casting of spells is surprisingly simple, yet flexible. Each Stat is associated with a particular type of magic—Brains for astral projection, finding hidden things, and so on; Brains for levitation, magically locking doors, and binding opponents; Fight for attacking, disarming, and exploding magic; Flight for deflecting magic, moving magically, and blending into the surrounds; Charm for disguising yourself, magically persuading others, and projecting illusions; and Grit for keeping yourself and others safe, dispelling magic, and healing. Of all these spells, there are ethical limitations on the use of Charm and Fight spells—especially against others.

Mechanically, spellcasting in Kids on Brooms uses the same dice rolls as stat checks, with the Game Master setting the difficulty of the task based on what the player wants his Trope to do with the spell. This is modified by the magnitude, area, and duration of the effect, as well as the caster’s experience with the spell, so the more unnatural the effect, the greater area it affects, the longer it lasts, and the less experience his Trope has with the spell, the greater target difficulty the player has to beat. In addition to the stat die, a player also has a Magic Die or a four-sided die, which he rolls and adds to the total. The Magic Die is not rolled if the target of the magic is a living being, but it does explode, and since it is a smaller die type, there is a greater chance of it exploding and so of a Trope successfully casting the spell. As with standard stat checks, there is a table for interpreting the results for the Game Master to use.

And… this is where Kids on Brooms Free RPG Day Edition effectively ends. There are no NPCs given and there is no scenario. So in effect, Kids on Brooms Free RPG Day Edition gives a group everything it needs to play, but nothing roleplay or act against, and worse, nothing to do. In effect, it handicaps any group wanting to find out what Kids on Brooms is like to play. What is worse is the fact that almost two thirds of a page is left empty, which could have used for  scenario seed or three and perhaps the stats of monster or two—just something to make the Kids on Brooms Free RPG Day Edition more immediately playable.

Physically, the Kids on Brooms Free RPG Day Edition is where well presented. The artwork is reasonable and the booklet is decently written. 

The Kids on Brooms Free RPG Day Edition is a good introduction to Kids on Brooms. It is easy to pick up and understand, the setting is instantly accessible, and the rules are light, providing for a good narrative-based storytelling game. However, as a full introduction to Kids on Brooms, the Kids on Brooms Free RPG Day Edition is frustratingly, unnecessarily incomplete.

Last Night of the Busted Flushes

Delta Green: PX Poker Night is a scenario for use with Arc Dream Publishing’s Delta Green: The Role-Playing Game which can be played using the roleplaying game’s full rules or those from Delta Green: Need to Know. It is significant in that it was originally published in the late nineteen-nineties, and so is actually set before the events which saw Delta Green accepted back into the fold and before Delta Green became a roleplaying game of its own. It also served as the demonstration scenario for the setting, being basically a one-shot set in an isolated location on one singular night of terror.

Some twenty or so years on, Delta Green: PX Poker Night has been updated and refurbished as a scenario for Delta Green: The Role-Playing Game. It can still be run as a one-shot, but if any of the pregenerated Player Characters survive the strange encounter and the madness, they may go on to become Delta Green friendlies, even Delta Green agents if the conspiracy can improve the situation with their careers, and so have the potential to be roleplayed through the events of the millennium and beyond… Alternatively, Delta Green: PX Poker Night could be used as a flashback, as the re-examination of a cold ‘Night at the Opera’, or even as an origins scenario for a Delta Green Agent a la Control Group.

Delta Green: PX Poker Night takes place at Platte Air Force Base, a cemetery for both Air Force aeroplanes—the base is a boneyard for decommissioned aeroplanes, and air force careers. Here in the middle of nowhere, misfits, malcontents, and ne’er-do-wells serve out the remainder of their careers, all but avoiding the possibility of a dishonourable discharge. They have little to do bar maintain the base and perform guard duty, and little to look forward to except the weekly poker game—held at the base’s PX, a holdover from when Platte AFB was an army base—and the opportunity to take money off the base’s officers. All that will change on the night of Saturday, August 22nd, 1998.

On that evening an unmarked van is driven onto the base and parked at its far end. It sits there silently for hours, guarded by men armed with rifles and wearing strange metal helmets. The base commander says that they have permission to be there and their orders are correct. Then as the poker night begins, the van seems to hum, and the mood turns strange. The air force personnel grow disgruntled, then agitated, and worse, petty rivalries and miseries escalating into out and out violence as they suffer weird hallucinations. Then events really take a turn for the weird…

Delta Green: PX Poker Night is designed to be played by between three and six characters, the scenario including six pregenerated Air Force personnel. They include a diverse mix of men and women, some them of actual misfits and malcontents, most but not all of them at Platte AFB due to their own actions. However, there is a problem with the two women in the group. Not that they are African American, but rather that both are victims of misogyny within the Air Force. In story-telling terms, their backgrounds feel too similar and although they are different in terms of personality, perhaps another reason for one of being assigned to Platte AFB could have been given to make her less of a victim and more responsible for her own actions as the majority of the pre-generated male characters are.
Given that the scenario is designed as a one-shot and comes with pregenerated characters, it would also have been useful to have a briefing for each character, detailing in particular how each feels about the other five. This may not be necessary with every group playing PX Poker Night, but will definitely be useful for a convention game. That said, in addition to the character sheets for each of the six pregenerated characters, the scenario supports their insanity spiral with a set of effect cards which are designed to be handed out as the effects whatever the van brought onto the base degrades their mental stability.

Delta Green: PX Poker Night is primarily character and player driven. For the most part, they will be reacting to the events around them, a combination of weird hallucinations and the increasing unstable, then aggressive or panicked actions of their fellow servicemen, and there is plenty of roleplaying potential involved in that, though some players may find it to be too much of a grind. The scenario also presents the opportunity for the player to roleplay characters in the Delta Green setting who are not stalwart investigators, but both victims and malcontents. Ultimately, the scenario will drive them to investigate lest they be driven insane. However, whilst the scenario’s weird events escalate and its denouement is interesting, that denouement is not necessarily a satisfying one—especially if the scenario is run as a one shot. As a flashback or introduction to the setting of Delta Green, there may be more opportunity to explore the repercussions of Delta Green: PX Poker Night.
Physically, Delta Green: PX Poker Night is decently presented as you would expect for Delta Green: The Role-Playing Game. It includes good maps and a useful set of tables to help the Handler gauge the reactions of the NPCs.

As good as it is to see Delta Green: PX Poker Night back in print, it is of limited use to an ongoing Delta Green campaign. Its time frame also means that it is difficult to add to a campaign set in the current period, so it best works as a flashback or a campaign starter set earlier in the setting’s history. As a nasty, Sanity shaving one-shot Delta Green: PX Poker Night is an interesting introduction to Delta Green.

[Free RPG Day 2020] Little Trouble in Big Absalom

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy3 in sourcing and providing copies of the Free RPG Day 2020 titles.

One of the perennial contributors is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after Free RPG Day. For 2020, the title released for the Pathfinder Roleplaying Game is Little Trouble in Big Absalom, a scenario for Level 1 characters. The Game Master will require not only the Pathfinder Roleplaying Game, but also the Pathfinder Bestiary. The scenario is actually a preview of the upcoming Pathfinder Advanced Player’s Guide in that it uses Heritages and Feats to be found in that forthcoming supplement. Now in times past, those Feats and Heritages would have been for Goblins, the signature Humanoids who have appeared in numerous Free RPG Day scenarios, but for Little Trouble in Big Absalom they are Kobolds! Five pregenerated Kobolds are provided, ready to play through the scenario.

In Little Trouble in Big Absalom, the five kobolds are members of the Hookclaw clan, which makes its living by digging through and scavenging from the buried ruins underneath the city of Absalom. Although the tribe has never been wealthy or really comfortable, now their miners have struck it rich. They have opened up an undisturbed vault full of treasure and so the tribe needs a stalwart team of scavengers to get in, find out what is there, and bring back the best for the tribe. This is where the fun and games begin, because what lies beyond the freshly dug tunnel is not a vault, but the cellar of a house on the surface. This house happens to be home to kindly old lady, so the cellar is full of wonders and gewgaws and bric-à-brac and whatnot. There are dangers too, of course, all scaled to Kobold size.

Little Trouble in Big Absalom is a madcap style of dungeon or adventure, which does the classic ‘little as big’, ‘ordinary is strange’, and ‘ordinary is dangerous’ tropes. So what might be ordinary to average adventurers is rendered strange by the fact that the Player Characters are Kobolds. One criticism of the scenario is that it does not play upon that as much as it could have done and the Game Master might want to create a table of objects and ‘treasures’ which the Kobolds can find and take back to the clan as this is a great opportunity for roleplaying by the players. Now, Little Trouble in Big Absalom does not do this once, but twice. It is actually divided into two parts. In the first part, the Kobolds investigate the cellar, find some treasures, and deal with some ‘threats’ forgotten about the homeowner. In the second part, the brave Kobolds actually explore beyond the cellar and not only meet the homeowner—the kindly old lady—but get given cookies and asked to do a task. Unbelievably,  this task is to retrieve a hedge trimmer from a neighbour who has failed to return it! Could this scenario be anymore suburban?

In fact, it turns out that the little old lady is incredibly near-sighted and thinks that the Kobolds are children. It also turns out that the garden of the hedge trimmer hoarder is full of dangers too. In fact, it is infested with Lawn Crawfish! Sneak into the garden, beat up any occupying garden crustaceans, steal the hedge trimmer, and the Kobolds can probably get home in time for tea—or at least more cookies. Little Trouble in Big Absalom can either be run as a whole scenario combining both parts or just using one of the parts. It depends on how much time the playing group has. Each part should take a couple of hours or so, which means altogether, Little Trouble in Big Absalom would work as a convention scenario.

The pregenerated Kobolds include a Dragon Mage or Sorcerer, a mushroom farmer Druid with Siamese cat companion, a Rogue who likes to thumb his snout at authority, an ocarina-playing Bard with a penchant for heroics, and a reluctant Fighter who is regarded as hero for driving away an actual adventurer! All find Kobold adventurers come fully statted out with detailed backgrounds and delightful illustrations. They also appear on their own pages so are easy to copy and hand to the players.

Physically, well this is a book from Paizo, Inc. for the Pathfinder Roleplaying Game, so the production values are as good as you would expect. The illustrations of the Kobolds are delightful, and the artwork is good throughout. The writing is also decent. Little Trouble in Big Absalom may only be sixteen pages long, but as much attention has been paid to this release as any other from Piazo, Inc.

As an adventure, Little Trouble in Big Absalom is a cliché—the little folk (in this case Kobolds rather than Goblins) exploring the big world, the little old lady with poor eyesight who takes them for children, and so on. However, just because the scenario is a cliché, it does not mean that it cannot be fun to play or that it is not well designed or put together. There is a good session of gaming, particularly in terms of roleplaying ‘small characters in a big world’, to be got from playing through the adventure and that is very much down to the quality and production values of the scenario. So, yes, Little Trouble in Big Absalom is a cliché, but that does not mean that the cliché cannot be fun to play!

Friday Filler: Railroad Ink: Blazing Red

‘Roll & Write’ games—the mechanic of rolling dice and writing down the results—go all the back to Yahtzee, but that design is over sixty years old and game design has come a long way since 1956. These days, ‘Roll & Write’ games involve ‘write-on, wipe off’ surfaces, so a game can be played, the playing surface written upon, then wiped clean, and played again. Railroad Ink is typical of this. Published by Horrible Guild, Railroad Ink is a family game which combines competition and puzzles for between one and six players, aged eight and above, that can be played in thirty minutes. Over the course of the game, players roll dice and draw the symbols on the dice on their maps to build networks. After seven rounds, they score points for the number of Exits they connect, their longest rail and road networks, and lose points for dead ends created. The player with the most points is the winner. Then, everyone cleans their board, ready to play again. The result is a game with simple mechanics, but thoughtful gameplay as each player tries to connect up the symbols on the dice, all using the same symbols as everyone else, but in a different mechanic.

Railroad Ink comes in different colours—Railroad Ink: Deep Blue and Railroad Ink: Blazing Red are the most commonly available. They differ primarily in their colour and in the expansions available in each. Railroad Ink: Deep Blue adds the Rivers and Lakes expansions, each River symbol making connecting route that much more difficult, whilst Lakes can connect your networks by ferry. Railroad Ink: Blazing Red includes the Lava and Meteor expansions. The Lava comes pouring out of an erupting volcano and can expand to destroy routes, as can meteor strikes, but the craters can be for precious ore (or points). Apart from these expansions (and those in the other editions), the game play is the same between Railroad Ink: Deep Blue, Railroad Ink: Blazing Red, and other editions. Both Railroad Ink: Deep Blue and  Railroad Ink: Blazing Red can be combined to enable as many as twelve players to player—something that few games can do! Of the two, it is Railroad Ink: Blazing Red which is being reviewed here.

Railroad Ink: Blazing Red comes in a little box containing six player boards, six markers, four Route dice, two Lava dice, two Meteor dice, and the rulebook. Each player board consists of a grid, seven squares by seven squares, with three exits on each side. The nine central squares are of a different colour and if routes are built across them, a player will score more points. The back of the player board folds up and serves not as a shield to hide a player’s layout from his rivals, but includes a scoring track, a means to track the dice symbols used each turn, and presents six special symbols which can be used during play. These consist of crossroads of various types, a player being allowed to use one per turn, but can only use each symbol once and cannot use more than three special symbols per game.

The basic dice—all of which are white—consist of two types. One has type has sections of curved, straight, and tee-junction highways and railways. There are three of these. The other type, of which there is only one, shows an overpass and stations at which highways and railways can connect. These connections can be straight or curved. The full colour rulebook runs to sixteen pages and does a decent job of explaining how the game is played. It is not a large rulebook, so it does need a careful read-through to spot everything.

Game set-up is simple. Each player receives a player board and a pen. Game play is also simple. At the beginning of each turn, the four dice are rolled. The players then draw those route symbols onto their player boards, ensuring that the routes connect to either an exit or an existing network. It really is as simple as that. A player can also draw in a special symbol from those listed on the inside of his player board, up to a maximum of three per game. In total seven rounds are played before the game ends. Then a player will score points for the number of exits his networks connect, the longest highway, the longest railway, and the number of central squares he has drawn routes through. Points are deducted for dead ends.

However, the puzzle element of Railroad Ink: Blazing Red means that a player will be constantly working to make the efficient connections and wondering how he can best use the routes marked on the dice that turn. It means that there is a luck element to the game, but a player can work to try and mitigate the effects of what might be a bad roll for him, whilst that roll might be better for another player. In effect, a player is building a puzzle from turn to turn, but does not know what pieces of the puzzle he and his fellow players will receive each turn until the dice are rolled. The game is mechanically simple, but there really is a neat little challenge to it from start to finish, and it really feels satisfying when the dice are rolled and the right symbols come up to make connections and draw an efficient network.

The Meteor and Lava Expansions are optional and add complexity to the game. Both shorten game length to six rather than seven rounds. The Meteor dice are rolled along side the standard dice and indicate the direction and how many squares away a meteor will hit on a player’s board on the next turn. If this means it lands on a route—highway or railway, it is destroyed. A special route can be sacrificed to ignore the effects of a Meteor strike and Meteor craters can be built over. However, dead ends which connect to an existing crater will score a player points as he mines the crater. 

The Lava Expansion adds a volcano at the centre of each player’s board as well as the two Lave dice to the basic dice rolled at the start of each turn. The Lava dice depict the sides of a lava lake, some adjacent to a railway or highway, most not. When they are rolled with the basic dice, a player must use one of the Lava symbols shown to expand the Lava lake. If he cannot do that, he can either start another volcano else where on his board or the lava lake is forced to expand and erase a highway or a railway. Open Lava Lake sides will lose a player points at the end of the game, but a player will score points for each fully enclosed Lava Lake and for his largest Lava Lake.

Both expansions give more for a player to work with and draw, but also make the game play more involving and longer. The Meteor Expansion is the more complex one as there is slightly more to keep track of, but both make the game more challenging. So are probably better suited to older players.

Another way in which Railroad Ink: Blazing Red can be played and that is solo. This is playing the standard game without any competition to see how high a score you can get. However, it is not as much fun as competing with other players, and in some ways, it just highlights the fact that even with other players, Railroad Ink: Blazing Red still feels like a solo game since there is no interaction between them. This does not mean that Railroad Ink: Blazing Red is a bad game, but it is still quite light in terms of its puzzle and challenge factors, so ideally, it should be mixed in with other games or played as filler (as a ‘Friday Filler’ or otherwise). For a family audience this should be less of an issue, but for veteran players or fans of train games, it might be too light (in which case Railway Rivals is a good alternative).

Overall, Railroad Ink: Blazing Red is a very nicely done mix of puzzle and challenge which looks and feels good in play. A charming little filler worth bringing to the table amongst a mix of other fillers. 

For Cultured Friends XI: The Excellent Travelling Volume Issue No. 11

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. 11 opens an editorial from James Maliszewski. This highlights the gap between this issue and The Excellent Travelling Volume Issue No. 10 and the reasons for it, before going onto focus on the importance of fiction when it comes to Tékumel. He notes, that like many a Petalhead, his initial exposure to the setting was to Man of Gold, M.A.R. Barker’s first novel, which really is an effective introduction to Tékumel. This is because the issue includes the first part of a short story by David A. Lemire, the first piece of fiction in the fanzine and a rare inclusion by someone other than James Maliszewski. The latter also explains why he puts out a call for submissions.

The opening gaming content in the issue is another entry in the ‘Additions and Changes’ series which examines the various non-human races on Tékumel and makes them playable. ‘Ahoggyá & Shén’ adds the four-sided and four-legged, barrel-shaped with a pair of eyes on each side Ahoggyá and the more humanoid, if slightly reptilian Shén with their mace-like tail. The former are the subject of some derision for their eight underminable sexes and stubborn refusal to acknowledge the Gods of Stability and Change—or even the concept of religion, let alone Stability and Change, but are renowned as fearless warriors. The latter only have three genders and do understand Stability and Change as ‘the one of Eggs’ and ‘the one who Rends’, and when in human society make actually adopt one of the gods of Stability and Change. In terms of Profession, both make poor magic-users and priests, but excellent warriors, such that outside of their homelands, all of the militaries of the Five Empires recruit Ahoggyá and Shén into legions of their own, but not together and their renowned antipathy means that they never serve alongside each other. This is another fine addition to the series, which with the inclusion of names, makes them both reasonably playable.

The influence of the author’s Achgé Peninsula-set campaign makes its presence known with the inclusion of ‘The Hokún: The Glass Monsters’, a centaur-like sentient species with a translucent exoskeleton and a hive mind thought to be found on the other side of the planet from the Five Empires. Their attitude to mankind varies—some may hunt and eat them, some may enslave them, and some may treat them as equals. This further highlights the weirdness of Tékumel and that there are wide swathes of the planet which remain unknown. The influence continues with a number of creatures in the ‘Bestiary (Addition)’. These include the Léksa or ‘The Glass Beast’—the riding beasts for the Hokún and actually a specially-bred mutation of the Hokún; the Nékka or ‘The Graceful Runner’, a herd beast left to run wild by the Hokún; the Qu’úni or ‘The Crustacean’, a semi-intelligent species found along the Achgé Peninsula, which is highly protective of its coastal lairs and regarded as a pest by sailors for their habit of swarming ships; and the Vriyágga or ‘The Wheeled Horror’, a terrifying combination of a central braincase suspended between two muscular wheels, the face on the braincase surrounded by four tentacles and with a maw of venomous feelers. Thankfully such creatures are rare, but they are horrifyingly weird. There is a nice inclusion of some commentary on the Vriyágga, just as there is on the Hokún, which adds a little context. With any luck, future issues will expand upon the lands of the Hokún, making them somewhere that group other than the author’s can visit them.

There are more monsters in ‘Demons of Sárku & Durritámish (Addition)’ which takes the reader to the Wastelands of the Dead, the plane ruled over by Lord Sárku to describe a trio of nasty demons. Thus sorcerers might entreaty the Blind Ones of Hreshkaggétl, minor six-limbed squid-like demons who reek of rotting flesh and revere Durritámish, cohort of Lord Sárku, for the mysteries and secrets they know of Durritámish, whilst none but the mightiest of warriors, sorcerers, or priests would want to face Srükáum, the Lord of the Legions of the Despairing Dead, the Castellan of the Citadel of Sighs, and the Warder of the Gates of Skulls, a skull-faced warrior in armour of copper and gold, who serves both Sárku and Durritámish as an ardent foe of Stability—especially if it involves combat! Lastly, Ssüssǘ, the Eater of the Dead, is a snake-like demon who oversees Lord Sárku’s hells and who is known to be able to grant great courage in others and great antipathy between two individuals.

Up until this point, The Excellent Travelling Volume Issue No. 11 feels like it is all about the demons, monsters, and creatures, so ‘Amulets (Addition)’ is a welcome change of focus. Amulets are devices of the ancients and provide all manner of ‘magical’ effects. Thus the tiny hand-shaped Amulet of Uttermost Alarm shocks the wearer when it is within thirty feet of a temple, demon, high priest, or artefact of one of the Pariah Deities, whilst the Amulet of the Blessing of the Emerald Lady, a fine necklace of malachite beads, makes the wearer feel and look ten years younger, though wear it for too long and the effects become permanent. The fourteen or so devices are pleasingly inventive, a good mix of powers and abilities that provide flashy, as well as subtle effects.

The location—or dungeon—to be explored in The Excellent Travelling Volume Issue No. 11 is The Tower of Jayúritlal, the ruined structure said to have been built by an Engsvanyáli (or possibly Bednálljan) sorcerer renowned as a traveller of the Planes Beyond. Consequently, Jayúritlal’s tower not only exists partly on Tékumel, but its location varies. Thus, it is easy to place as necessary in a Referee’s campaign, who is also free to develop the legend of Jayúritlal to suit her campaign. The tower itself is a tall narrow structure, amassing some thirty or so locations, and for the most is linear in its play. There is a pleasing feel of both age and the weird to it—whole missing walls for example with just a rope between levels, and it is very nicely mapped out by Dyson Logos. However, it does feel as if one too many rooms are blocked off by doors which require magical means to open, which may impede and even frustrate the players and their characters’ progress. Perhaps also, a discussion of possible suggestions and motivations for the Player Characters to visit the tower might have been a useful addition.

Rounding out the issue is ‘The Roads of Avanthár’, the first part of a short story by David A. Lemire. This 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. There is quite a lot going on in this first half and it will be interesting to find out how the events play on the second part in The Excellent Travelling Volume Issue No. 12.

Physically, The Excellent Travelling Volume Issue No. 11 adheres to the same standards as the previous issues. It sees the return of the card cover which The Excellent Travelling Volume Issue No. 10 seemed to lack, and if the cover is not in full colour, that is not as much as a loss as it might seem. Otherwise, as expected, the writing is engaging, the illustrations excellent, the cartography is good, and it feels professional.

The Excellent Travelling Volume Issue No. 11 feels like a very monster focused issue, with Ahoggyá & Shén as Player Character options, the write-ups of ‘The Hokún: The Glass Monsters’, and both Bestiary and Demons articles—much of it influenced by the author’s Achgé Peninsula-set campaign. The issue thus continues the author’s exploration away from the Five Empires, expanding what we know of Tékumel, but still adding elements a Referee can include in her more traditionally located campaign.

[Fanzine Focus XXI] The Undercroft No. 11

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.

It has been four years since The Undercroft No. 10 was published in August, 2016, so it was something of a surprise to see the Melsonian Arts Council publish The Undercroft No. 11 in August, 2020. Previously leading way along with the Vacant Ritual Assembly fanzine in its support for Lamentations of the Flame Princess Weird Fantasy Roleplay, the new issue marks a notable change in support away from that retroclone. It comes with content suitable for any Old School Renaissance fantasy roleplaying game, it actually includes content for Dungeons & Dragons, Fifth Edition. How the fanzine’s readership will react to that shift remains to be seen, but perhaps it marks the publisher’s acceptance of the influence and impact of the current version of Dungeons & Dragons.

Skipping past the editorial—since it is a secret and you are not meant to read it, The Undercroft No. 11 begins with a description of ‘The Aulk’, a strange grossly-fat slug thing which inhabits the Astral Sea and preys upon the memories of others. No one can quite agree on what the thing looks like, since it is often forgotten about or the memory of the encounter is quickly forgotten about—or actually eaten by the Auk. Written by the Chuffed Chuffer, this sounds like a rather banal beast, but if the Player Characters can actually find it and kill it, then they can harvest two things from it. First, Aulk Slim, its mucus trail said to enhance memory and illusion spells, and second, Aulk Crystals, small glass orbs—actually Aulk poo!—each of which contains a memory which can be experienced by holding it to your forehead. Such memories might be skills, spells, experiences, and more. There is plenty of gaming potential here if the Player Characters have to go on a ‘Hunting of the Aulk’ for a lost memory or clue.

Luke Le Moignan’s ‘Edicts of la Cattedral della Musica Universale’ presents seven heretical clerics. They include the Tithenites, who devote themselves to humble good  deeds, animal care, and beer-making, but revile Oozes instead of Undead and manufacture St. Tithenai’s Salt, a pinkish salt which works as Holy Water against such creatures; the Indulgencers, who believe that the spirits of the dead face a jury in the afterlife and so summon ghostly sinners to the mortal realms to work off part of their sentence; and the similar Venerators, who compel the Undead to participate in tea ceremonies and discuss their grievances, hopefully coming to terms that will redress their issues and so allow them to become restful dead! There are some interesting NPCs to be created out of these options, though for Player Characters, they present some equally as interesting roleplaying possibilities, but the descriptions do seem underdeveloped for that purpose.

For Dungeons & Dragons, Fifth Edition, the fanzine details three Dwarven archetypes. Written by Daniel Sell and Daniel Martin, these are the Circle of the Mole Rat, the Oath of the Hammerer, and the Dungeon Master. The Circle of the Mole Rat is a Dwarfen Druid Archetype which grants Blind Sight, tunnelling abilities, and even secrets answered via message drops by Mother Mole Rat. The Oath of the Hammerer is a Dwarfen Paladin Archetype which embodies Dwarven cultural justice, using hammers as a holy symbol to dispense justice, becoming intimidating and fearless, and ultimately being able to cast Branding Smite upon those that deserve justice. The Dungeon Master is a Dwarfen Ranger Archetype which hunts for monsters and creatures which the Dwarves keep as their exotic guardian beasts. Of the three, the latter again feels underwritten and perhaps the least interesting, but the other two lend themselves to inclusion in a Dwarven focused campaign.

S. Keilty’s ‘The Corpse Seller’ is weird monster NPC, a long-armed creature found only down dark alleys at night where it sells members of the undead tailored to willing buyers, reaching into its abyssal mouth to pull them forth. However, the bargain will be steep—an arm, betrayal, or worse. If a bargain is not reached, then the buyer will become one of the corpses! This is a nasty thing which might be difficult to add to campaign, but would be memorable if so added.

Lastly, ‘The Root’ by Luke Gearing—author of Fever Swamp—presents a force born of Chaos, almost primal, which constantly shifts and probes with tendrils for cracks which allow it to enter into our worlds. When it does, each tendril can take one of several different forms, from a fungal colony whose spores drive the infected to defend and become one with the colony whilst granting the secret to destroy it—if they can or are even willing, to Mind of a Willing Host which spread the Root as spoken language, written word, and meme. Could the glossolalia of a mystic be the vector for the Root’s influence? All six options are interesting and any one of them could form the basis of a campaign backdrop with some effort upon the part of the Game Master, perhaps an even larger one as the adventurers travel from plane to plane, world to world, dealing with different forms of the Root.

Physically, The Undercroft No. 11 is well presented with an excellent colour cover and an array of dark illustrations inside. It does need a closer edit in places though.


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. 

[Fanzine Focus XXI] Monty Haul V1 #0

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.

Monty Haul is both a different fanzine and a misnomer. Published by MonkeyHaus Press, Monty Haul suggests a type of Dungeons & Dragons game or campaign in which the Dungeon Master is unreasonably generous in awarding treasure, experience, and other rewards. Monty Haul is not that—or at least Monty Haul v1 #0 is not that. Monty Haul is also that rare beast, an old style or Old School Renaissance not devoted to a retroclone, but to Dungeons & Dragons, Fifth Edition

Describing itself as ‘A Fifth Edition 'Zine with an Old School Vibe’, Monty Haul V1 #0 was published in April, 2020 following a successful Kickstarter campaign as part of Zine Quest. It is written by Mark Finn—notable as the author of Blood & Thunder: The Life & Art of Robert E. Howard—as an update of his World of Thea setting originally run and written for Advanced Dungeons & Dragons. With ‘Welcome to Monty Haul: Do You Kids Want Any Snacks?’ he sets open his store, introducing himself and explaining his gaming history, why he chose Dungeons & Dragons, Fifth Edition, and what the aim of Monty Haul is—and in particular, what the purpose of Monty Haul V1 #0 is. Which is as a ‘Proof of Concept’ for the fanzine, the aim of which is rebuild his World of Thea afresh, with less inspiration taken from gaming settings and supplements past. It is a nicely personal piece which sets everything up.

Monty Haul V1 #0 gets started properly with ‘Critical Hits: An Old School Option’, designed to create special combat effects when a natural twenty or critical hit is rolled. Inspired by the viciousness of S1 Tomb of Horrors and Grimtooth’s Traps, with a roll of a six-sided die, the Dungeon Master can determine where the strike hits, for example, in the midsection and then another for the effect, such as a hit in the kidneys, which inflicts extra damage, forces a Constitution check to avoid being knocked prone, and then make all actions at Disadvantage for several hours. Critical head hits also have chance of causing confusion too. The mechanics are short and generally nasty, but not all of the effects are lethal, and once a Player Character has suffered one critical hit, he cannot suffer another (or at least until healed).

However, ‘Familiars: An Old School Inspired Alternative’ is rather disappointing because it does not deliver on its promise. The problem is that the author is himself disappointed at the options for familiars in Dungeons & Dragons, Fifth Edition, and does not quite counter that. The familiar is presented as companion and conduit for for the spellcaster, and even a storage for some cantrips, but the suggested list of familiars that a Player Character might summon is just ordinary. It really would have good to have explored the ‘weird-ass’ options he found lacking. Likewise, ‘Interlude: My Balkanised World’, the author’s introduction to his campaign world is also disappointing, but because of the lack of context. It is only a very light introduction, giving descriptions of the five city states of Highgate, Rocward, Dimnae, Riverton, and Farington, but not the world itself. The only nod to that is the fact that founders of the five cities were forced to flee south when the Old World was beset by a great evil, through a mountain pass, which was subsequently blocked by a massive wall and a city before it. The lack of context is not helped by the lack of a decent map.

Fortunately, Monty Haul V1 #0 gets back on track with a slew of new character options. These start with ‘New Cleric Domains for City Campaigns’, which add more civilised options to a city state type campaign and so also contrast with more ‘savage’ options for the wilderness of a Swords & Sorcery setting. The Domains are Justice—bringing the ‘Judge, Jury, and Executioner’ to a campaign, and Civilisation—or essentially the ‘city’ Domain. These are both really flavoursome, though Justice more than Civilisation, providing numerous benefits and skill Proficiencies as well as spells. For example, the Civilisation Domain grant the Friends, Message, and Mend Cantrips and Advantage on Charisma skill rolls to influence a single person, at First Level. At Second Level, Domain grants the Ease Emotions spell, Proficiency with Insight and Perception skills at Sixth Level—double within the city walls; bring the power of the people and increase the damage of weapon strikes at Eighth Level; and at Seventeenth Level be able to walk through any door and out another. Of the two, the Justice Domain is the more obviously playable, but both are good and it would be fantastic to see the Civilisation Domain be developed city by city, to make Clerics of each city different.

‘The Divine Archaeologist: A Rogue Archetype’ is a cross between a tomb raider and a church sanctioned thief. In the Five City-States the many temples feud for worshipers and possessing the right artefact rather than leaving it in the hands of a rival and/or heretical temple is way to attract worshipers. The Archetype combines knowledge of history and forgotten lore—noted down in the Divine Archaeologist’s notebook with spells and thievery skills, and even divine intervention, for a much more nuanced Rogue character type, almost in the mode of Lara Croft or Indiana Jones, and could be a lot of fun to play. (It would also work in a setting which has a tomb raiding profession, like: Tékumel: Empire of the Petal Throne.)

‘New Backgrounds for your City-States’ adds exactly that. Six new Backgrounds, from high to low. They include the Exterminator of vermin—though no little yappy dog, the Pilgrim, and the Bureaucrat, followed by three types of Nobles. These are the Dilettante, the Disgraced Noble, and the Knight Errant. These open up the options for the Noble Background given in the Player’s Handbook, and are more nuanced. All six come with suggested skills and tool Proficiencies, equipment, languages, features, as well as suggested Personality Traits, Ideals, Bonds, and Flaws. These are all very nicely done and really expand the character options available and allow the players to create interesting characters beyond their Classes.

Rounding out Monty Haul V1 #0 is a ‘Noble House Random Generator’ which again expands upon content given in an official supplement—in this case Xanathar’s Guide to Everything—and provides more detail and nuance. With a few rolls of the twenty-sided die, the Dungeon Master can create a complete noble family, from history and current trade to family tree and noble house personality traits. In general, this would work in any setting which has noble houses or families—and of course it complements the three new Noble Backgrounds in ‘New Backgrounds for your City-States’—and not just the Five City-States. 

Physically, Monty Haul V1 #0 is neat and tidy, with some decent artwork—both rights free and new. The maps are disappointing, especially given that the author is trying to present his own campaign setting. Another issue is that the table of contents does not quite match the titles of the articles as they appear, but a nice touch is that the author provides a little commentary at the start of every article.

Monty Haul V1 #0 is a curate’s egg, some good articles, some bad. However, the bad are more disappointing and the good are excellent adding more flavour through their mechanics and descriptions than in the background material. Certainly, the new Backgrounds would suit many a setting other than the Five City-States. However, there is not much in the way of a Swords & Sorcery feel to Monty Haul V1 #0, more Italianate city-states than the Hyborian Age. That is no bad thing, but it may not necessarily be what the author is aiming for.


Overall, as a Proof of Concept, Monty Haul V1 #0 is decent support for a Dungeons & Dragons, Fifth Edition campaign, especially in the character options. It proves you can have as good a fanzine for the latest version of Dungeons & Dragons as you can for the Retroclone of your choice.

[Fanzine Focus XXI] Kraching

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

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

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

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

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

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

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

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

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

[Fanzine Focus XXI] Wormskin Issue Number 8

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

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

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

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

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

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

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

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

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


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

[Fanzine Focus XXI] Crawl! Issue V: Monsters

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

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

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

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

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

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

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

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

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

Miskatonic Monday #51: Prison for a Thousand Young

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

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


—oOo—

Name: Prison for a Thousand Young

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

Setting: A Correctional Centre in 1950s USA

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

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

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

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

Miskatonic Monday #50: Leptis Magna

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

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

—oOo—

Name: Leptis Magna

Publisher: Chaosium, Inc.
Author: Marco Carrer

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

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

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

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

Conclusion
# Just following orders
# More novel than scenario

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