Reviews from R'lyeh

The Other OSR: Wizard

It is impossible to ignore the influence of Dungeons & Dragons and the effect that its imprint has had on the gaming hobby. It remains the most popular roleplaying game some forty or more years since it was first published, and it is a design and a set-up which for many was their first experience of roleplaying—and one to which they return again and again. This explains the popularity of the Old School Renaissance and the many retroclones—roleplaying games which seek to emulate the mechanics and play style of previous editions Dungeons & Dragons—which that movement has spawned in the last fifteen years. Just as with the Indie Game movement before it began as an amateur endeavour, so did the Old School Renaissance, and just as with the Indie Game movement before it, many of the aspects of the Old School Renaissance are being adopted by mainstream roleplaying publishers who go on to publish retroclones of their own. Dungeon Crawl Classics Role Playing Game, published by Goodman Games is a perfect example of this. Other publishers have been around long enough for them to publish new editions of their games which originally appeared in the first few years of the hobby, whilst still others are taking their new, more contemporary games and mapping them onto the retroclone.

Yet there are other roleplaying games which draw upon the roleplaying games of the 1970s, part of the Old School Renaissance, but which may not necessarily draw directly upon Dungeons & Dragons. Some are new, like Forbidden Lands – Raiders & Rogues in a Cursed World and Classic Fantasy: Dungeoneering Adventures, d100 Style!, but others are almost as old as Dungeons & Dragons. One of these is The Fantasy Trip, published by Metagaming Concepts in 1980. Designed by Steve Jackson, this was a fantasy roleplaying game built around two earlier microgames, also designed by Steve Jackson, MicroGame #3: Melee in 1977 and  MicroGame #6: Wizard in 1978. With the closure of Metagaming Concepts in 1983, The Fantasy Trip and its various titles went out of print. Steve Jackson would go on to found Steve Jackson Games and design further titles like Car Wars and Munchkin as well as the detailed, universal roleplaying game, GURPS. Then in December, 2017, Steve Jackson announced that he had got the rights back to The Fantasy Trip and then in April, 2019, following a successful Kickstarter campaignSteve Jackson Games republished The Fantasy Trip. The mascot version of The Fantasy Trip is of course, The Fantasy Trip: Legacy Edition

The Fantasy Trip: Legacy Edition is a big box of things, including the original two microgames. So instead of reviewing the deep box as a whole, it is worth examining the constituent parts of The Fantasy Trip: Legacy Edition one by one, delving ever deeper into its depths bit by bit. The first of these is Melee, quick to set up, quick to play game of man-to-man combat. It was followed by Wizard, a companion to Melee which sends wizards into the arena to duel against each other. It is designed to be played by two or more players, aged ten and over, with a game lasting roughly between thirty and sixty minutes. Inside the box can be found a twenty-four page rules booklet, a 19” by 23” game map, a set of sixty-two counters, and three six-sided dice. It also includes an eight page Wizard Reference Pages, which summarises all of the spells in the game as well as character actions and monster and beast stats.

The presentation of the game is rather plain and simple. So the layout of the black and white rulebook is clean and tidy, as the is the game map, which is marked in two inch Hexes, each with a centre spot, every seven Hexes forming a Megahex three standard Hexes in width. The standard Hexes are used for movement and facing in melee combat, whilst the Megahexes are used to determine range in missile combat. The various counters provide a range of opponents, including animals and monsters, plus condition counters and area effects. These are done in a range of monochrome colours, but all are different and include a pair of giants whose triangular counters take up three Hexes and dragons who take four and seven Hexes! All of the counters have a skull and crossbones on the other side to indicate when they have been killed. Lastly, the set of three eggshell-blue six-sided dice add a spot of colour to the game.


Play of Wizard begins with the creation of well, a wizard. In Melee, each fighter had just the two attributes—Strength and Dexterity, whereas Wizard adds a third, IQ. All three it turns out are important to spellcasting magic-users. Just as in Melee, Strength covers how many hit points a wizard has, what weapons he can use, and how effective he is in hand-to-hand combat. Dexterity covers how easily a wizard can hit an opponent, disengage from the enemy, and how quickly he can attack. For a wizard though, Strength represents how many spells he can cast, each spell having a cost that is paid in Strength points, not only to cast the spell, but also maintain it if necessary. Dexterity also represents a wizard's ability to hit a target with a spell. Intelligence or IQ, the new attribute, governs the number of spells a wizard knows, the maximum level of spells he knows—each spell has an IQ rating between eight and sixteen which the wizard’s IQ must match for him to know, and his resistance to illusions and Control spells. 

All three attributes begin at a base value of eight each, to which a player distributes another eight points. Once done, a wizard receives a staff, though it can be a staff, a wand, a rod, or the like, through which he casts spells. It is not a physical weapon though, but Wizard does cover physical combat should a wizard resort to using a dagger or his fists. Once a player has selected his wizard’s spells, the character is ready to play.

For example, Sibbe Stigandidottir, a Seeress from the north who is studying at a secret academy in the warm south. Her rough manners have made her the target of other students and when she struck out at one of her tormentors, Alzono, he challenged her to a duel in the academy’s arena.

Sibbe Stigandidottir
Strength 09
Dexterity 10
Intelligence 13
MA 11
Wizard’s Staff
Spells: Blur, Clumsiness, Confusion, Control Animal, Dazzle, Destroy Creation, FreezeMagic FistMage SightReverse MissilesSleep, Stone Flesh, Summon Wolf

Image result for Wizard SJG
Wizard lists some sixty or so spells. They are rated according to the minimum Intelligence or IQ a wizard must have to learn them. Each has a cost in terms of Strength points which need to be expended when a wizard casts the spell and many have an ongoing cost if the wizard wants to maintain them. They are catagorised into four types. These are Missile spells such as Magic Fist and Lightning,  which are direct damage spells; Thrown spells, like Blur and Slippery Floor, which can be cast on a target, whether that is a person or a location, but which do not inflict damage; Control spells such as Control Animal and Control Person; and Creation spells, being further divided between spells which create an actual object like  Summon Bear and spells which create illusions like  Illusion

Wizard is played out over a series of turns consisting of six phases—initiative, renew spells (or spell upkeep), movement, the opponent’s movement, actions (physical attacks, spell casting, attempts to disbelieve spells, and so on), and forced retreats, and dropped weapons. None of which happens simultaneously, but it takes place across a five-second round. Now in Melee, the primary objective in play is for the combatants to close with other and fight, essentially go from Disengaged to Engaged. This provides the fighter with a number of options. If Engaged, he can ‘Shift and Attack’, ‘Shift and Defend’, ‘Change Weapons’, ‘Disengage’, and so on. If Disengaged, he can ‘Move’. Charge’, Dodge’, ‘Drop’ (to prone), ‘Ready New Weapon’, make a ‘Missile Weapon Attack’, and so on. All of these options are available for the wizards in Wizard, but in the main, it will not be the wizards who will enraging with each other at such close range. Rather, it will be the things that they have summoned, whether that is wolves, bears, myrmidons, gargoyles, giants, and even dragons, or illusions—of them and other things—which can also inflict damage if the defending wizard fails to disbelieve them, which are likely to be engaging in close combat.

Which in main means that wizards will be dueling it out with each other at range. Mostly obviously this means casting missile spells at each other in order to do direct damage, but with four types and sixty spells to choose from, a wizard has more options available to him than a fighter has in Melee. Spells like Blur, Reverse Missiles, Spell Shield, and Iron Flesh all provide various forms of protection, whilst Slow Movement, Clumsiness, and Trip will hinder a target. These though are spells that target either the casting wizard or his opponent, but a wizard has access to spells which can the environment between himself and his opponent. So spells like Shadow fills a hex with black shadow, so hindering sight; Create Wall places a wall which blocks sight and movement; and Slippery Floor makes a megahex slippery, which forces anyone entering it to make a Dexterity check or loose their footing. It is also possible for a wizard to hide in the arena, either by casting Invisibility or slipping into a hex containing the effects of the Shadow spell. 

Being companion games, both Melee and Wizard share the same mechanics. This is essentially a Saving Throw, rolled on the three six-sided dice, made against an attribute. Typically, this will be a roll against the wizard’s Dexterity in order to hit an opponent or object with a spell, but roll against a wizard’s Intelligence to avoid a Control Person spell, disbelieve an illusion, and so on. Damage is dealt in six-sided dice, more damage being done by spells by a wizard expending more Strength on the spell when cast. Damage is deducted from a wizard’s Strength, a wizard being knocked unconscious when it is reduced to zero and killed when it goes below that. Wizard duels in the arena are either to the death, arena combat, or practice combat, each awarding fewer—fifty, thirty, or ten—Experience Points to any survivors. It takes one hundred Experience Points for a wizard to increase one of his three attributes.

Alonzo Bianchi
Strength 11
Dexterity 10
Intelligence 11
MA 11
Wizard’s Staff
Spells: Blur, Control Animal, Control Person, Freeze, Illusion, Magic Fist, Reveal Magic, Reverse Missiles, Rope, Shock Shield, Summon Myrmidon
For example, Sibbe Stigandidottir and her challenger, Alonzo Bianchi enter the arena and stand ten hexes apart from each other. Each player rolls a six-sided die for initiative, Alonzo’s player rolling a two, Sibbe’s player rolling a five, so she acts first. She knows that Alonzo wants this duel over and done with as quick as possible, so suspects that he will launch an attack as soon as possible. So she casts Reverse Missiles. This costs two Strength to cast and one to maintain. Her player tells Alonzo’s player that Sibbe has cast a spell, but not what, and notes it down. As she suspects, Alonzo casts a missile spell—in this case Magic Fist. This is a telekinetic blow which will do 1d6-2 for each point of Strength powered into it. In this case, two points. Alonzo’s player makes a roll against Alonzo’s Dexterity—there are no adjustments for range—and rolling three six-sided six, hits with a result of a seven. Unfortunately, because Sibbe has cast Reverse Missiles, her player reveals the the Magic Fist rebounds and hits Alonzo. His player rolls 1d6-2 for each missile, getting a result of a three and a one. Adjusted, this would be a one and a minus one, but since the damage can never be less than the Strength points put into the spell, the adjusted damage is two and two, for a total of four damage! At the start of Round Two, Alonzo has a Strength of five, having lost two for casting Magic Fist and four for the damage that spell would have inflicted. Sibbe has a Strength of seven from casting Reverse Missiles. Alonzo’s player rolls a six for initiative, whereas Sibbe’s player rolls a one. Alonzo, reeling from damage that should have struck his opponent, fires of a quick Freeze, which would hold Sibbe in place for several rounds. It costs him four Strength, leaving him with just one! Sibbe will need to make a Saving Throw to shrug off this effect to act, her player rolling fourteen, so not enough to hold her in place. She will be held immobile for seven Rounds. In Round Three, Alonzo’s player rolls a four for initiative, whereas Sibbe’s player rolls a six. She gets to act first and her player makes another Saving Throw, this time with a result of seven, which means she throws off the effects of Freeze and acts, casting Summon Wolf. This costs two Strength to cast and one to maintain. The creature appears and Sibbe directs it to hound Alonzo. Being left with just one Strength, he can only hope to hold off the wolf long enough for Sibbe to use up her Strength, but otherwise it looks like the end of the duel for Alonzo...This is just a simple duel, but with the range of spellcasting options available in Wizard, players have a lot of choice terms of what spells they cast and when. Duels can become tense, tactical affairs, especially when summoned creatures and illusions come into play because then the wizards will not be fighting against just each other, but multiple opponents. One type of spell missing from Wizard is the healing spell, though were there any such spell, a wizard would in effect be expending Strength to cast it in order to increase his Strength and so have more points to cast spells and withstand damage. Rounding out Wizard are rules combining Wizard with Melee, which will provide more options and tactics, and provide for a more involved game. Together, they also lay the groundwork for a proto-roleplaying game, but that will have to wait until The Fantasy Trip: In the Labyrinth.

Physically, Wizard is well presented. It has a ‘Old School’ monochrome feel, but the writing is excellent and the rules clearly explained, and the new artwork in the rulebook is very nice. The cover artwork for the box is also excellent. The game is also supported by short piece of fiction which is explained with a fully worked example of play.

Wizard, much like Melee is a little game, but offers quite a lot of tactical play and options in terms of its rules, much of which will be later seen in Steve Jackson’s GURPS. It is pleasingly self-contained—there is room inside the box for another set of dice and index cards to record the details of every wizard—and easy to set up and play. Unlike Melee, this game is not as easy to teach and certainly not as easy to master, for Wizard offers more options and more tactics, than simple armed combat. Learning them and mastering them will bring players back to Wizard as they try out different spell combinations and tactics, providing a magical counterpart to the brutality of Melee.

Six Brides for a Vampire

A Bride for Dracula: A System neutral, one-shot adventure of bridal contests with bite. is one-shot camp gothic scenario from Mottokrosh Machinations, a publisher best known for Hypertellurians: Fantastic Thrills Through the Ultracosm. Indeed, Hypertellurians: Fantastic Thrills Through the Ultracosm is one for the systems for which A Bride for Dracula is written, although technically, and as its subtitle suggests, the scenario is entirely systemless and its plot and set-up could be run using a panoply of roleplaying games and systems—and genres! For A Bride of Dracula takes place in a time when Dracula still resides at his castle in Transylvania, his greatest victim still loves him, the Nazis lost World War II, and ‘brain in a jar’ technology is available. So there is a technological seam to the scenario alongside its gothic theming, much in keeping with its genre.

A Bride for Dracula takes place on one night at an event hosted by Count Dracula who seeks—or rather lusts after—a new wife. Thus six prospective brides—and thus six players—have come to his castle at his invitation, their suitability to be his wife to be tested. They include Princess Naomi Andress of the Pale Hills—the prospective bride and her mother, Queen Ursula Andress of the Pale Hills; Brigitte, a humble milk maid; Elsa Van Elseling (definitely not Van Helsing Senior’s daughter. Nope.); and the crimson-skinned Yvonna Fackelot, who comes with minions and an almost endless wardrobe. They are joined by John the Carriage Driver, who is just along for the ride. All six characters come with secrets, goals, fears, and a list of the things they are good at and bad at. As written, these characters are detailed enough for players to roleplay should the Game Master want to run A Bride for Dracula as a very rules light, almost freeform scenario.

Alternatively, the players could roleplay members of the entourage for one of the contestants in Dracula’s  bridal competition. The Game Master and the players can easily adapt A Bride for Dracula to the mechanics of their choice. It would work with just about any retroclone for the Old School Renaissance, but especially with the tone of Lamentations of the Flame Princess Weird Fantasy Roleplay, but also Troika, Into the Odd, or Numenera for example. Given that there are no stats given for any of the characters, it does mean that the Game Master will have some extra preparation to undertake prior to running the scenario. Plus, it is a pity that no stats are given for the characters written for the publisher’s own Hypertellurians: Fantastic Thrills Through the Ultracosm.

Plotwise, A Bride for Dracula is straightforward and linear. The characters start the game together and will experience the same encounters together before play opens up when the contest begins. The Game Master gets to throw in some complications too and much of the fun of the scenario will come as the players and their characters react to these complications and try to out-compete each other in Dracula’s contests. There is certainly enough to keep a playing group of six players occupied for the evening or session.

Physically, A Bride for Dracula is short book, neat and tidy. It is lightly illustrated, but the artwork is decent. The writing is clear and really, the Game Master could grab A Bride for Dracula as is and prepare it in ten minutes. So it really works as a pick-up game when not every player can make a regular session.

Unfortunately, there are couple of elements to A Bride for Dracula which may be problematic. One is the tone, which is camp and gothic, much in the style of the Carry on films—most obviously Carry on Screaming!—and the Hammer Horror series of films, and that tongue in cheek tone, even silliness, is not to everyone’s taste. The other issue is that one of the player characters is an ex-Nazi. Now the scenario does not dwell overly on this or go into further detail, but it does fit in with the campy, gothic tone of the scenario and the exploitation genre of films which inspired the scenario. As is, the character will need to be played with some care, but her very nature means that some players will find her inclusion offensive and not only will they not play her, they may not play the scenario because she is included. The Game Master will need to judge her players as to whether or not to include her, and if not, create a replacement. Arguably, it is a pity that the designer did not include an alternative.

A group need not even have a copy of A Bride for Dracula to play it, since the scenario is available online. Unless the Game Master and her group need to create characters, preparation for A Bride for Dracula is really, really quick, making it perfect to pull out and run at the last minute. There is scope for the Game Master to tinker with it at her heart’s content, but at the heart of A Bride for Dracula: A System neutral, one-shot adventure of bridal contests with bite. is a no fuss, straightforward, even linear scenario which can be run with the minimum of preparation.

Miskatonic Monday #33: Pickman’s Legacy

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: Pickman’s Legacy

Publisher: Chaosium, Inc.
Author: Keegan Sullivan

Setting: Modern Day

Product: Scenario
What You Get: 0.54 MB thirty eleven-page, full colour PDF
Elevator Pitch: A terrible legacy taken advantage of is still a terrible legacy. 
Plot Hook: A Cold Case in Lovecraft Country.
Plot Development: A missing daughter, a worried father, and a daughter drawn astray...
Plot Support: Four handouts, five monster and creature stats.

Pros
# Solid mystery
# Suitable introductory scenario
# Potential as a one-to-one scenario
# Adaptable to anytime after 1926
# Good use of a Lovecraftian bloodline
# Short, one or two session scenario
# Challenging epilogue

Cons# Needs editing
# Plot and clues poorly explained
# Not suitable for the new Keeper
# Underdeveloped
# Challenging epilogue
# No timeline
# Underwritten NPCs

Conclusion
# Underdeveloped 
# Keeper will need to make notes to understand the plot.
# Solid mystery and use of a Lovecraftian bloodline.

Beyond the Misty Mountains

Image result for Ruins of the NorthRuins of the North is an anthology of scenarios for The One Ring: Adventures over the Edge of the Wild Roleplaying Game, the recently cancelled roleplaying game published by Cubicle Seven Entertainment which remains the most highly regarded, certainly most nuanced of the four roleplaying games to explore Tolkien’s Middle Earth. It is a companion to Rivendell, the supplement which shifted the roleplaying game’s focus from its starting point to the east of the Misty Mountains, upon Mirkwood and its surrounds with Tales from Wilderland and The Heart of the Wild to the west of the Misty Mountains. In particular, to present the Last Homely House of Master Elrond and then onwards through Eriador as far west as the town of Bree. Just as The Heart of the Wild has its companion volume in Tales from Wilderland, the Rivendell supplement has its anthology of scenarios in the form of Ruins of the North.

Unlike Tales from Wilderland, and especially unlike Bree, this anthology is not designed for beginning characters. In fact, two of the Heroic Culture character options presented in Rivendell—the Rangers of the North and the High Elves of Rivendell—are not designed to be equal to starting characters in The One Ring. There is a possibility that both can be introduced during the play through of Ruins of the North, which as written is designed to take the characters who have been part of a campaign set to the east of the Misty Mountains through the mountains and into Eriador. Then  once they have established Last Homely House as a sanctuary, they are free to go forth and adventure to the west. Sometimes at the direction of Elrond, sometimes not. To get the very best of the six scenarios in Ruins of the North, the Loremaster will definitely need access to a copy of Rivendell.

The sextet of scenarios presented in Ruins of the North take place between 2954 and 2977—so after the events depicted in Tales from Wilderland. They chart the growing influence of the Shadow as the once vanquished Witch-King of Angmar who in ages past, worked to bring down the Númenórean kingdom of Arnor, returns west of the Misty Mountains. They make use of the expanded rules given in Rivendell for treasure and Precious Objects and Wondrous Artefacts, as well as for The Eye Of Mordor, which reveals the presence of the player characters or company to the Shadow’s influence. In the case of the former, this means that the player characters are likely to uncover caches of treasure far greater than that found in previous titles for The One Ring, whilst in the case of the latter, they are in greater danger of accruing more points of Shadow and suffering other deleterious effects than before. Thus whilst the rewards are potentially greater, so are the dangers…

The anthology opens with ‘Nightmares of Angmar’. This begins in the Black Hills in the Vales of Gundabad where an isolated tribe of Hill-men has been raided by goblins and its children were kidnapped. As they suffer nightmares of desolate fortress, the player characters have to persuade that rescuing them is the best course of action and then chase the kidnappers west, over the mountains, and into Eridor. Dark alliances long past are revealed and there is an opportunity to make a new ally—or lose one in the rescue attempt. Whatever the outcome, the player characters, now west of the Misty Mountains, are given the opportunity to find rest in the House of Elrond. ‘Nightmares of Angmar’ is a gruelling affair, with long stretches of travel across blasted lands—something which will occur again and again through the anthology. It also provides some good roleplaying opportunities and exposes the characters to the reach of the Shadow down the long years.

The theme of the Shadow’s long reach continues in ‘Hard Than Stone’ as an ally appears from strange places to help the player characters in return for their help. Tasked with escorting a road maintenance crew, the company discovers evidence of a bandit attack and after managing to rescue some survivors, learn that the bandit party consists of both Men and Trolls! Learning what could bring such forces together lies at the heart of the scenario and brings into the open long term plans. Elements of the scenario are left for the Loremaster to develop and whilst some interesting options are given, it does leave the scenario with an underwritten ending.

‘Concerning Archers’ begins on a lighter note and a pleasing encounter with the protagonist at the heart of The Hobbit—one Mister Bilbo Baggins. Encountering characters from the books has always been well handled in The One Ring and this is no exception as Bilbo asks the company to help him settle a scholarly debate by visiting an ancient city where a legendary company of archers had its last stand. The company are free to tackle this whenever it wants, so once the request has been made, ‘Concerning Archers’ can either be run as is or added to a campaign as a side quest. This is an opportunity to delve a little into Hobbit history, especially for a Scholar character, and the Loremaster may want to have access to the Bree supplement as well for this and later scenarios.

The fourth scenario, ‘The Company of the Wain’, is a distinct change of pace and tone. The company encounters a caravan of travelling traders stopped off at a village. Initially, the player characters have an opportunity to spend a little money and interact with the traders, but when one of their number spots a possible kidnapping, it suggests that there is more to the caravan. The nature of the threat here is all but mundane, although is not to say that it is not evil. There is no quite right way to deal with the threat, potentially leaving the scenario open for further developments, some of which may lead south into the lands of The Horse-lords of Rohan and potentially, Oaths of the Riddermark.

The company comes to the aid of a Ranger in the fifth scenario, ‘What Lies Beneath’. He wishes to reclaim his family’s ancient mansion and establish a secure outpost for the Rangers near Weathertop. Unfortunately, it has been occupied by some bandits and he wants some help driving them out. This is very much a character piece, with the Loremaster having several NPCs—including the Ranger—to roleplay on one dark, murderous evening. The shortest of the scenarios in the anthology, the plot to ‘What Lies Beneath’ is well-worn, but hopefully good roleplaying upon the part of the Loremaster will divert the player characters enough for its events to play out.

In the sixth and last scenario in Ruins of the North, the player characters are asked by Gandalf himself to undertake a small quest. In ‘Shadows Over Tyrn Gorthad’, he asks that the company retraces its steps and return to the ruins of Angmar in order to determine why Barrow-wights from the Barrow-downs have been seen abroad far from their resting places. This is a much longer scenario than the previous five, and could be played out over several sessions, perhaps even running one of the earlier scenarios in the anthology between its events. Certainly there is room for the Loremaster to insert one of her scenarios here if suitable. Gandalf is not the only character from Middle Earth canon to appear here and the scenario gives another chance for the Scholar chance to shine, as well as be exposed to some dread dangers. The Bree supplement may also be of use here, but is not required. ‘Shadows Over Tyrn Gorthad’ brings Ruins of the North to rousing climax, standing alongside Gandalf attempting to stop a long slumbering threat rising again.

Physically, Ruins of the North is, like the other books for The One Ring, is a pretty book, done in earthy tones throughout that give it a homely feel that befits the setting of Middle Earth. The illustrations are excellent, the cartography decent, and the writing, although needing a slight edit here and there, is clear and easy to understand. The content is decently organised, making all six scenario easier to run.

Unfortunately, Ruins of the North is not quite as satisfying a set of scenarios as those given in the previous collection, Tales from Wilderland. They do not feel quite as cohesive, and certainly, they do not work as a campaign, since there are no strong threads running through the set, from ‘Nightmares of Angmar’ to ‘Shadows Over Tyrn Gorthad’. All together, they do delve into the region’s dark history and hint at the plans that Mordor has for the region, but this being a hint—admittedly a strong hint—Ruins of the North does very much feel as if it is laying the foundations for a bigger campaign, perhaps in the manner of The Darkening of Mirkwood. Of course, that is not be.

With six scenarios that are perhaps darker, nastier, and more challenging than previous anthologies, and definitely different in tone, Ruins of the North is a solid companion to Rivendell. Players and their characters will definitely want to find refuge in the Last Homely House after playing these six.

The Barbaric North

Image result for conan the barbarian+rpgConan the Barbarian is a supplement for Robert E. Howard’s Conan: Adventures in an Age Undreamed Of published by Modiphius Entertainment. It is the first in the ‘Conan the…’ series of supplements which focus on and take their inspiration from Conan himself at various stages of his life and what he was doing. Over this series, the supplements will track our titular character’s growth and progress as he gains in skills and abilities and talents. Thus this first supplement looks at Conan as a young man and his life among the people of his homeland, at the beginning of his career which will take him from barbarian to king, essentially the equivalent of a starting player character. Yet whilst the stats for Conan himself at this stage of his life do appear in the pages of Conan the Barbarian, they are more a side note than a feature, for the supplement is an examination of the countries of the north in the Hyperborean Age—Asgard, Cimmeria, Hyperborea, and Vanaheim. It includes new archetypes, talents, backgrounds, and equipment to help players create more varied barbarian characters and Game Masters more varied barbarian NPCs; a gazetteer and guide to the bleak lands of the north, either shrouded in fog or smothered in snow and; an array of detailed NPCs and monsters, including unique nemeses; and mechanics to help bring barbarian activities and attitudes to your game, including raids, contests, battle tactics, and more.

Conan the Barbarian opens with four new Barbarian castes and some changes to the castes given in the core rulebook for Robert E. Howard’s Conan: Adventures in an Age Undreamed Of. The latter are minor in nature, mostly name changes and slight adjustments in terms of Social Standing, whereas the five new castes are Barbaric, Law-speaker, Renegade, and Skald, each supported by new Talents, such as Savage Dignity and Uncivilised for the Barbaric caste, followed by Stories for each of the new castes enabling the creation of backstories for the characters of said castes. These are followed by four archetypes—Bard, Hunter, Raider, and Slaver, In addition, there are Barbarian Natures and Educations, and Talents, the latter the Skald and the Bard. Along with a small selection of equipment, including sun stones used as navigation aids and several sorcerous items, these options combine with those of the core rulebook to provide greater choice in creating characters from the barbaric north. This can be simply to create and play something different from the core rulebook, but it could also provide the diversity needed to create a party of barbarians from the north, whether for a campaign set there or looking to escape the frozen north…

Supporting these new character options is a gazetteer of the north. Beginning with the coming of the barbarians it looks in turn at the peoples, way of life, geography, and places of note in Cimmeria, Nordheim, and Hyperborea, with Nordheim being rent into two by great rivalry between Asgard and Vanaheim. Although other nations may look at the north as being wholly barbaric, the gazetteer begins to separate the four peoples and so emphasise their differences. So the Cimmerians live in clans belonging to four tribes and mainly live in independent villages dotted across the dreary Cimmerian Marches, their inhabitants only coming together when invaders, like the Aquilonnians, attempt to capture or colonise what the Cimmerians regard as their territory. The inhabitants of southern Nordheim recognise kings, queen, jarls, and more, whereas those of the north band together in nomadic tribes, constantly moving across the icy reaches of the north. Vanaheim also has a coast, enabling its inhabitants to build boats and fish and raid—their raiding ships with their carved figureheads being known as the ‘dragons of the sea’, whereas Asgard does not. To the East, the land of Hyperborea is known for its fortified cities and its participation in the slave trade. Again, there is a lot here to brought into a game, whether it is rolling on the Cimmerian village generator or nomad camp features table, or visiting the charm-bedecked Witch-Oak in Cimmeria said to be home to a witch, a crone to some, matronly to others, capable of lifting and bestowing curses.

If the gazetteer explores the cultures and places of the north, ‘Events’ describes the regular doings of the north. First and foremost is the ‘Thing’, a combined festival, council, and reunion, held by kings as much by lesser nobles. Here disputes and other matters are settled, to which the Game Master can add events from the accompanying table. Equally dramatic is the decision of a Nordheim tribe to migrate its camp across the snowy wastes or the members of Vanaheim village deciding to build a ship and conduct raids further along the coast. These are raids akin to those of the Vikings, rather than piracy, which will of course be covered in more detailed in Conan the Pirate, including ship-to-ship combat. There is a lot here to make all of these exciting and involving. 

The often dreary and unforgiving nature of life in the north is reflected in the discussion of its peoples’ gods and legends in ‘Myth & Magic’. None more so than the Cimmerian afterlife, which is even more dismal and dreary than their actual lives! Vahalla, the Hall of the Mighty is a more inviting prospect amongst the valorous of Nordheim. As well gods and legends, it presents rules for using geases and taboos, and Runes and inscribing them onto objects for one-off or even permanent benefits and the first Nemesis NPC in Conan the Barbarian. This is Atali, the Frost Giant’s Daughter, who plagues and plays with the lives of mortals. The following chapter, ‘Encounters’, includes even more Nemesis NPCs, from the generic Chieftain and Witch to the Lindorm, a two-legged serpent, a solitary hunter through the snow, and Bragi the Unloved, a seasoned chieftain who usurped his predecessor and who rules with an iron first, his ambition driving him to declare on his neighbours. This is in addition to the other thirty or so NPCs and creatures of varying capability. Not just Snow Apes, Boars, and Mammoths, but also Banshees, Draugrs, Were-Bears, and Wyrms. 

Rounding out Conan the Barbarian is ‘Hither Came Conan…’ which places our titular hero in the context of the supplement and provides a playable version of him early in his long career, rough equal to that of a beginning character. Running campaigns set in the north are explored in ‘The Barbarian Way’, discussing campaign set-ups—warbands and raiding parties in the main, whether the player characters part of or leading them, plus missionary and colonisation expeditions into the north; barbaric rites and traditions, and war and carousing, the latter including a lengthy table of carousing events. Lastly, Ali is a presented as a ‘Hero of the Age’, a female hero born to chattel slavery, a potential player character or an NPC, developed by a backer for the Kickstarter campaign for Robert E. Howard’s Conan: Adventures in an Age Undreamed Of.

Physically, Conan the Barbarian is a slim hardback, presented in full colour, illustrated with an excellent range of fully painted artwork. It is well written, although it needs to be edited in places. Otherwise, it is accessible and comes with a reasonable index.

As is, there is not really anything missing in Conan the Barbarian. There are plenty of ideas, places, NPCs, and monsters in its pages to spur a Game Master’s imagination, but perhaps for the neophyte Game Master, new to running Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, some scenario hooks or adventure seeds would have been useful. Nevertheless, it is clear from Conan the Barbarian that its author has delved deep into Hyperborean lore and presented much of it in what is a multifaceted supplement. Although based on Conan’s early life, it goes beyond that to bring the world around him not just to life, but also to make it accessible and playable. Whether that is as Conan himself, using the provided write-up, or more obviously, as player characters. For the player who wants to create a barbarian character from the north, Conan the Barbarian offers welcome options, but for the Game Master wanting to run or take her Robert E. Howard’s Conan: Adventures in an Age Undreamed Of in or to the frozen, savage north, Conan the Barbarian is an excellent sourcebook.

Future History is a Killer

Mutant Crawl Classics #7: Reliquary of the Ancient Ones is the seventh release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. It is the second adventure to be designed for use with player characters who are Zero Level after the first, Mutant Crawl Classics #1: Hive of the Overmind. What this means is that it is a Character Funnel, one of the features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. Mutant Crawl Classics #7: Reliquary of the Ancient Ones differs from Mutant Crawl Classics #1: Hive of the Overmind and other Character Funnels, in that it is designed for play under certain circumstances, with multiple players and characters, and in the case of the characters—none of them are expected to survive!

In the classic Character Funnel, each player begins play with three or four Level Zero characters and roleplays them from the start of the scenario until the end, hoping that one or more survives to accrue enough Experience Points to achieve First Level. In Mutant Crawl Classics #7: Reliquary of the Ancient Ones, each player gets one Zero Level character, not three or four, and when that character dies—which is highly likely in Mutant Crawl Classics #7: Reliquary of the Ancient Ones—his player is out of the scenario and leaves the table whilst a new player with a new character takes his place. When a second character dies and his player leaves the table, another player can join the table and take his place, including any player who has already lost a character during play. However, each time a new player—whether completely new or returning to the game after having lost a previous character—sits down and joins the game, he does so with a completely new, Zero Level character.

Essentially, Mutant Crawl Classics #7: Reliquary of the Ancient Ones is designed for high character and high player turnover. In order to facilitate this, a Judge wanting to run this will need a lot of players. The scenario is written for between eight and ten players, but that is just the number of players sat at the table, for the Judge will need half of that again—if not the same number to get the fullest use out of the scenario—in order to have a sufficient supply of replacement players. (The Judge will also have to prepare numerous Zero Level player characters.) This supports the play of Mutant Crawl Classics #7: Reliquary of the Ancient Ones as a tournament scenario at a convention. The winners of which will be the players who either had the most characters survive, or rather, killed the least number of characters.

To support all of this death and mayhem, Mutant Crawl Classics #7: Reliquary of the Ancient Ones is the post apocalyptic equivalent of the funhouse dungeon, a madhouse carnival of death, in which the player characters will fumble their way through, all but blindly making mistakes which hopefully, the other characters—either those currently in play or those waiting to be played by the players ready to step in with the death of the next characters—will learn from. In other words, this is an adventure in which the characters and their players learn from the deaths of other characters and the temporary ejection of their players from the game.

The adventure itself begins with an earthquake which exposes an artefact, some kind of portal, of the Ancients. It leads to a strange chamber beyond from which various rooms can be accessed, one at a time, almost at random. These locations, most of them single rooms, are of all historical significance, enabling the characters to explore some of the events which led up to the Great Disaster that resulted in Terra, A.D.—Terra ‘After Disaster’—the world in which the characters live. Most of them are fairly detailed and many of them have a puzzle element to them, as well as a combat element. In keeping with the tone and design of the ‘dungeon’ or complex, most are also deadly. Many of the encounters heavily reference an array of Science Fiction films old and new, and both Judge and players will enjoy spotting them, whilst the Judge will enjoy roleplaying these references. More obvious references are made in the actual random encounters, many of which can be played as is, or expanded upon by the Judge. There is also scope here for the Judge to create his own encounters, again drawing from iconic Science Fiction movies and other settings.

Interestingly, Mutant Crawl Classics #7: Reliquary of the Ancient Ones does something which few if any other scenarios for the post apocalyptic roleplaying do and that is, enable a player character to make contact with an AI patron. This is particularly important for the Shaman character Class, which specialises in ancient lore and knowledge and serves a god—or AI patron—which will in return grant wetware programs of great power as well as the Invoke Patron AI program. This always seems glossed over in Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, so it is interesting to see it presented here, though a Shaman choosing and making first contact with his AI patron has the potential to be an adventure in itself.

Physically, Mutant Crawl Classics #7: Reliquary of the Ancient Ones is well presented. The artwork is a variety of styles, but all of it fitting. The centrespread map is clear and easy to read. If there is an issue with the scenario in terms of its presentation, it is that it is brought to an end somewhat abruptly.

Rounding out Mutant Crawl Classics #7: Reliquary of the Ancient Ones is a set of advice and notes on running it as a tournament adventure. These highlight how useful and useless the scenario actually is. Useful if the Judge wants to run a demonstration or tournament scenario at a convention involving a larger number of players than a scenario for almost any roleplaying game would normally ask for. Unfortunately that calls for certain circumstances and for the most part, because those numbers do not fit the standard pattern of six players and one Game Master, such numbers are rarely called for in convention scenarios and difficult to organise. Useless because this is not a scenario that can easily be run at home using the given format, so the Judge will need to adjust the player and character numbers accordingly.

Mutant Crawl Classics #7: Reliquary of the Ancient Ones is a mad funhouse dungeon comprised of excerpts from our future prior to the Great Disaster. It has some delightful Science Fiction film references that the Judge will enjoy bringing into play and the players will find themselves roleplaying encounters from those and other films as they explore the location. Mutant Crawl Classics #7: Reliquary of the Ancient Ones is deadly, fun, and silly, but ultimately of limited utility.

Jonstown Jottings #7: Rocks Fall

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


—oOo—

What is it?
Rocks Fall: A slot-in scenario for Runequest: Roleplaying in Glorantha is a short, one-session scenario set in Dragon Pass wherever Trolls may be found.

It is a sixteen page, full colour, 22.96 MB PDF.

Rocks Fall is well presented and decently written, but needs an edit in places. Both illustrations and cartography are decent, the maps being particularly clear.

Where is it set?
Rocks Fall is set in a dry, rocky place anywhere Trolls might be found and so can easily be slotted into most campaigns.

Who do you play?
The scenario is combat-focused, so warriors and combat capable characters are recommended. The scenario will hold significance to Ernalda and Babeester Gor worshippers.

What do you need?
Rocks Fall can be run using just RuneQuest: Roleplaying in Glorantha. For more information about Trolls, the RuneQuest: Glorantha Bestiary may be useful.

What do you get?
Rock Falls is a combat heavy scenario set in a small cave and temple complex which a Troll band is excavating and will defend any attempt to intrude upon their efforts. The complex has just nine locations and is linear in nature, although it does make good use of vertical space. Each of the locations is decently described. Also detailed is the reason of the Trolls’ activity in the complex and some hints as what the complex was prior to its partial collapse.

The opposition consists of several Dark Trolls and a mixed band of Food, Value, and Warrior Trollkin. The Trollkin are not initiates, but advice is given on each of their tactics and how to scale both them and the Dark Trolls in order to make them more of a challenge. In addition, each of the Dark Trolls and Trollkins has its own character standup. These accompany the large, but simple maps of the complex.

One issue with Rocks Fall is the overview of the scenario is underwritten and could have done with a stronger explanation, especially concerning the reasons why the Trolls are digging there and possible legends related to the complex. That would have expanded the versatility of the scenario, perhaps giving a good hook for Ernalda and Babeester Gor worshippers to seek out the complex or for a rival band of Trolls.

Is it worth your time?
Yes. As a ‘Slot-in’ scenario, as a short and location scenario, Rock Falls is easy to insert into an ongoing campaign. It is particularly suitable for a combat orientated group of player characters or a combat capable group looking for a change of pace.
No. Less combat capable player characters will find Rock Falls a challenge, if not deadly.
Maybe. The background to Rocks Fall is lightly drawn, giving scope for development by the Game Master.

Mining the Beyond

Riot at Red Plank is a scenario written and published for use with Call of Cthulhu, Seventh Edition by Golden Goblin Press. Like the earlier Riding the Northbound: A Hobo OdysseyRiot at Red Plank was released as a stretch goal for the Kickstarter campaign for the scenario, Cold Warning: A chilling 7th Edition scenario, and like Riding the Northbound: A Hobo Odyssey it is a one-shot scenario which explores a different aspect of American history. Where Riding the Northbound: A Hobo Odyssey explored the lives of Hobos, Tramps, and Bums in the desperate decade of the 1930s, Riot at Red Plank takes in the first decade of the twentieth century in the mines worked by and company towns lived in by immigrant workers amidst growing labour unrest, union agitation, and the often armed response of the mine owners.

Riot at Red Plank takes place in 1904 and is set on the Keweenaw Peninsula on Lake Superior in Northern Michigan where a number of copper mines are worked by immigrants from Scandianavia and Northern Europe. One of these is the Hecate or ‘heck-eight’ mine, worked by mostly Finnish immigrants. Two years ago it was purchased by the Monadnock Trust, a Boston-based cartel of investors, which has appointed a new mine agent, Hiram Noyes. Since then, Noyes has made many changes, replacing seasoned miners with his own men, and cutting corners which ultimately lead to a disaster and several deaths. He also began testing the use of one-man pneumatic drills, the introduction of which would likely lead to the loss of jobs from amongst the workforce. This has resulted in discontent among the miners, many contemplating unionisation and forcing an independent inspection of the mine. This is where the Riot at Red Plank opens…

In fact, Riot at Red Plank opens with a bang. In the default set-up, the player characters—for they are not investigators in the traditional sense of Call of Cthulhu—are mine workers of various types, including actual miners, carpenters, track layers, and trammers. (Suggestions are given as alternative characters should the players not want to all play miners.) Either way, they are assigned to accompany the mine inspector when disaster strikes and an explosion separates them in a cave from the rest of the mine where they discover a strange mineral and encounter monsters from beyond. When this results in the death of the inspector, the other miners blame Noyes and tensions escalate as the miners agitate for strike. Noyes’ response only makes the situation worse and as labour relations collapse, there remains the question, what was the mineral that the miners found in cave and just what killed the mine inspector?

Riot at Red Plank is a relatively short scenario, a one-shot investigation which has the players take the roles of miners—not investigators—and has them do something that they would ordinarily avoid. That is, conduct an investigation into the mine manager’s anti-labour activities and the horrifying weird events at the mine. They are hampered by the Keweenaw Peninsula isolated location, so getting outside help may prove difficult, but potential help may come from an unexpected quarter (but also sets up a possible sequel in both the 1920s and the modern era). To support this, Riot at Red Plank provides not just the seven pre-generated mine workers, each complete with detailed backgrounds, but also information about the Keweenaw Peninsula, the Hecate mine, and how mining is conducted during this period. Further support comes in the form of maps, terminology guide, and a number of decent handouts.

Physically, Riot at Red Plank is very nicely presented. Reuben Dodd’s artwork is excellent as ever, Stephanie’s McAlea’s cartography is decent, and the layout is clean and tidy. The writing is good too. The cover though does give away who the Mythos villains are in Riot at Red Plank.

Structurally, Riot at Red Plank is different not just because it gets the players to take roles different to those of standard Call of Cthulhu investigators and its places them in an interesting period of the USA’s social history—much like Golden Goblin Press’ Northbound: A Hobo Odyssey—but also because it delivers a short, sharp horrifying shock right from the outset. This shock sets up the mystery which pervades the whole of the scenario and lies behind all of the antagonists’ motives. Suitable as a one-shot or a convention scenario, Riot at Red Plank is an effective piece of corporatised horror which forces the labour force to confront the Mythos.

Escaping the End of the World

In classic post apocalypse gaming—by which we mean Gamma World—players get to roleplay a variety of character types Humans, Mutants, Mutated Animals, and Mutated Plants. Although it seems highly unlikely that players will get to roleplay Mutated Plants in the Mutant: Year Zero series, so far in the Swedish post apocalypse roleplaying game, Mutant: Year Zero – Roleplaying at the End of Days, players have got to play Mutants, leaving the Ark that is their home to explore the Zone beyond and the metaplot which underlies the setting—a search for Eden and perhaps the fate of the Ancients. Then with Mutant: Year Zero – Genlab Alpha, they got to play mutated animals, living in Paradise Valley under the careful eye of the metallic Watchers from their base in the Labyrinth. This was followed by Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying in which the players roleplayed not Androids, but robots, suddenly self-aware sent out to prevent other robots from achieving self-awareness, in a giant undersea manufacturing dome whose facilities have long begun to deteriorate. This only left the Humans. Just where are the Humans in the future of Mutant: Year Zero? All that is explained in the setting’s latest expansion and fourth standalone roleplaying game in the line, Mutant: Year Zero – Elysium. Like those previous expansions and roleplaying games, Mutant: Year Zero – Elysium includes everything necessary to play—character generation, rules, and a complete campaign, all of which leads up to the start of something new…

The last of humanity has ridden out the worst of the apocalypse in an enclave dug deep into the bowels of the earth. This is Elysium I—named after the meadows of eternal Spring of Greek mythology—founded by four powerful industrial and financial dynasties that continue to rule the enclave to this day. Decades after the end of the world, contact has been lost with the other enclaves, resources are growing scarce, the enclave is close to losing its manufacturing capabilities, and the four great houses—Warburg, Fortescue, Morningstar, and Kilgore—plot and feud against each whilst other putting on a public face of co-operation and optimism. Meanwhile, the workers agitate for better conditions, criminal gangs seem to have free reign, acts of sabotage seem to go unchecked, and rumours abound that the surface might be safe to walk upon and the air clean enough to breathe, a paradise awaiting the first footsteps of humanity once again. In response, the four houses have established a force of Judicators tasked with preserving law and order in the enclave.

The players take the role of members of the four houses—junior members or heirs—who have been assigned to the Judicators, every Judicator patrol consisting of at least one officer from each of the houses. Their loyalties are, of course, to their patrol and the Judicators, but in secret, they report to, and take orders from their house, which often means they have to follow agendas at odds with the rival houses, if not the fellow Judicators in their patrol. Effectively, this means that at any one time, one of the player characters in a patrol will be a double agent! In essence, Mutant: Year Zero – Elysium has much in common with Mutant: Year Zero – Mechatron. The player characters are tasked with policing and dealing with an issue that they are either part of or responsible for. In Mutant: Year Zero – Mechatron it is dealing with difficult situations caused by self-aware robots, whilst also being self-aware, whilst in Mutant: Year Zero – Elysium, the Judicators are investigating acts of sabotage, whilst one of their number is supporting or conducting similar acts of sabotage in the name of their House. If Mutant: Year Zero – Elysium can be described in terms of other roleplaying games, it is Mongoose Publishing’s Paranoia meets EN Publishing’s Judge Dredd & The Worlds of 2000AD and Contested Ground Studios’ Cold City. All of which is played out in a giant inverted underground city equipped with advanced, but increasingly decrepit technology and infrastructure and the look and style of late-nineteenth century, though more central Europe than the Victorian era of Great Britain.

As with player characters in the other Mutant: Year Zero roleplaying games, characters in Mutant: Year Zero – Elysium have four attributes—Strength, Agility, Wits, and Empathy. Each attribute has three basic skills associated with it. Instead of the Mutations of Mutant: Year Zero – Roleplaying at the End of Days, the species of Mutant: Year Zero – Genlab Alpha, and chassis and models of Mutant: Year Zero – Mechatron, characters or Judicators in Mutant: Year Zero – Elysium are all Human. They belong to one of the houses—Warburg, Fortescue, Morningstar, and Kilgore—each of which favours one of the four attributes. They also belong to one of six professions—Investigator, Officer, Procurator, Scholar, Soldier, and Technician. A seventh option is a Psionic, but the playing group will need access to Mutant: Year Zero in order to use such powers of the mind. Each profession provides a single professional skill, for example, Investigate for the Investigator and Command for the Officer, plus options in terms of a Judicator’s appearance, talents, relationships to the other player characters and NPCs, objectives, and equipment.

Unlike the previous roleplaying games and expansions in the Mutant: Year Zero family, the Humans of the Enclave I in general do not have any ‘special’ powers, such as the mutations of the mutants in Mutant: Year Zero. Exceptions to this are the aforementioned Psionics from Mutant: Year Zero and Biomechatronics—cybernetic implants, such as Data Banks, Polygraph, or Heat Vision. Their use though has the potential to cause Machine Fever in those implanted with them. It could be argued though, that the Contacts that each Judicar has, for example, ‘Deadbeat Child’, ‘Grandfather’s Trove’, or ‘Loan Shark’, are the equivalent of ‘special’ powers, but with more social rather than physical or mental effects. Similarly, like the use of Biomechatronics, the use of Contacts is not without its potential backlash.

To create a Judicator a player selects a House and Profession, making choices from the options that these provide. This includes one of the three talents available for the profession, for example, Defender, Pettifogger, and Public Servant for the Procurator. When a character gains experience, he can choose more of these profession-only talents, as well as talents from a wider selection, such as Double Wielder, Machine at Heart, and Rot Resistant. He also assigns points to both attributes and skills, the points for each varying according to a character’s age. A younger character will have more points to assign to his attributes and fewer to his skills, whilst the reverse is the case for an older character. In addition, a player also selects his Judicator’s contacts and what he thinks of them. These are important because they form the pool of NPCs in ‘Guardians of the Fall’, the campaign in Mutant: Year Zero – Elysium.

Our sample character is Horatio Kilgore, a historian who has written a number of books about society before the Titan conflict. The recent circulation of rumours about the surface world being safe made the head of the Judicars wonder where they might be coming from and what they might be based on. So, an expert on the past was requested and unfortunately, Horatio, was reassigned. Much to his dislike, he finds himself having to get out and about instead of spending his days reading and teaching. 

Commissar Horatio Kilgore
House Kilgore
Profession: Scholar
Appearance: Glasses, Hunched build, Smooth and buttoned uniform
Age: 52

Attributes
Strength 2, Agility 3, Wits 5, Empathy 4

Talents
Crucial Insight

Skills 11
Enlighten 4, Fight 1, Shoot 1, Comprehend 3, Know the Zone 3, Manipulate 2

Relationships (Fellow Judicars)
Niamh Warburg is your apprentice and you wish to teach her everything you know.
David Fortescue is ill-mannered and should be disciplined.
Lulu Morningstar has knowledge you thought was unimportant that proved to be otherwise.

Relationships (Contacts)
You hate Theodora Warburg, a fellow Scholar and former colleague. An imbecile, totally undeserving of the career at the academy which should have been yours.
You want to protect Melina Fortescue, a brilliant scholar at the academy and your former teacher.

Your Big Dream
To learn about the surface world and maybe even experience it. You suspect that the Council is not saying everything they know on the subject.

Gear
Stun gun, E-pack, emergency rations, Class IV ID card, comm radio, 9 Credits

Mechanically, Mutant: Year Zero – Elysium uses the same system as Mutant: Year Zero—a mix of specialised dice and cards, also published by Free League Publishing and distributed Modiphius Entertainment. The content of the cards though, in the main artefacts as in Mutant: Year Zero, are reproduced in the pages of Mutant: Year Zero – Elysium and so are not absolutely necessary to play the game. Indeed, arguably, the artefacts do not play as strong a role in Mutant: Year Zero – Elysium as they do in other roleplaying games and expansions in the line. The dice are another matter. All six-sided dice, they are divided into three types—the yellow Base dice, the green Skill dice, and the black Gear dice. In addition to the number six, all dice are marked with the radiation symbol on that face. This indicates a success when rolled. On the one face of the yellow Base dice there is a biohazard symbol, whilst on the one face of the black Gear dice, there is an explosion symbol. Rolling either symbol is counted as a failure. The green Skill dice do not have an extra symbol of their one faces. Now a game of Mutant: Year Zero – Elysium can be run without using the specific Mutant: Year Zero dice, but it does at least require pools of the three different coloured dice to represent the Base, Skill, and Gear dice.

To undertake an action, a Judicator’s player assembles a dice pool consisting of Base, Skill, and Gear. These should be yellow Base dice equal to the attribute used, green Skill dice equal to his skill, and black Gear dice equal to the Bonus for the item of any Gear used. A roll of six (radiation) on any of the dice rolled counts as a success, but rolling more successes are better as these can be spent on stunts. The types of stunt available are listed skill by skill. So with the Fight, you might inflict extra damage, grab an opponent’s weapon, or knock it over, while with Know the Zone, you would not only work out what a creature or phenomenon is, but also whether or not it could hurt you or you could hurt it. If no sixes are rolled, then the action is a failure. The results are even worse if ones or biohazard symbols on the yellow Base dice or explosion symbols on the black Gear dice are rolled. If a player fails to roll any radiation symbols—or not enough, he can push the roll and reroll any dice that did came up as Biohazard, Explosion, or Radiation symbols. Even if a player makes a successful roll, his Judicator can still suffer trauma for any Biohazard symbols rolled.

For the most part, combat in Mutant: Year Zero – Elysium works in the same way as it does in Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Year Zero – Genlab Alpha, with one major exception. Characters have access to advanced healing, although it takes time. Social conflicts use the same mechanics as physical combat.

The play of Mutant: Year Zero – Elysium differs significantly ways both minor and major. The first and minor difference is that where in Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Year Zero – Genlab Alpha, the player characters were trying to improve their lives and those of their community by inventing new technologies and building devices, here they are attempting to hold back the enclave’s ruin and eventual collapse. Instead of working to raise Development Levels, here the player characters are attempting to prevent them from degrading, though ultimately, this is unlikely. This sets up one half of the conflict that lies at the core of Mutant: Year Zero – Elysium. The other is that the player characters, the Judicars, are often expected to place their loyalties to their respective Houses above their loyalty to the enclave and the last of humanity overall. When asked to do so by their House, the Judicar becomes, in effect, a traitor to his patrol and fellow Judicars, and the enclave in general.

This core conflict is supported by the roleplaying game’s set-up and play, which again is different to that of Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Year Zero – Genlab Alpha. Mutant: Year Zero – Elysium is best played by four players so that their patrol is comprised of one heir from each of the four houses. Play is divided into Strategic and non-Strategic rounds. Strategic rounds are player controlled and are when each represents not his characters, but his whole House. They plan and stage Incidents which will hopefully either increase their respective House’s Control or decrease the Control of a rival House in a sector. By increasing a House’s Control in a sector, the more Influence Points a character has during play, which enables him to bring in more of his contacts into play. Each House’s degree of Control is also used when voting to determine which Incident is assigned to the Judicar squad that the player characters are in. Each Incident will have a starting effect which is unavoidable and a final effect which will take place if the Judicars fail to deal with it—and that is in addition to the final effects of the Incidents which take place at the same time as the Incident being investigated, and which the Judicars do not deal with. Thus there is a constant sense of ongoing decline and decay that the Judicars just cannot hold despite their best efforts—which are often undermined.

At this point, the Strategic round pauses, the non-Strategic round begins, essentially normal play with each player roleplaying his character conducting the investigation of the Incident. This includes one of the squad being a double agent who is following his House’s agenda rather than that of the squad or the enclave. Following the resolution of the Incident, the players get to vote on who they think the double agent is and can get Experience Points if they all do. An exposed double agent is punished for misconduct and can be imprisoned for multiple infractions.

All of this is supported not just by a detailed description of Enclave I, sector by sector, and solid advice for the Game Master, but also the ‘Guardians of the Fall’ campaign. It is built around fifteen key NPCs and eleven Incidents, divided into eight standard Incidents and three Special Incidents. The eight standard Incidents will occur again and again up and down the Enclave, until such times as the Judicars investigate them and then they do not occur again. As the Incidents pile up and Enclave I begins to degrade, the Special Incidents occur. These tie the events of the  ‘Guardians of the Fall’ campaign into previous events in other Mutant: Year Zero campaigns and ultimately will push the Judicars out of Enclave I. The ‘Guardians of the Fall’ campaign is generally very good, but it does feel relatively short at eleven episodes and its constant focus on the debilitating effects of the Houses undermining each other, does make it a bit of grind with no let up. Now the Game Master is provided with the means to create other Incidents, which are really necessary if she wants to run Incidents that are normal in comparison, but it would be nice to see ordinary Incidents as detailed as those in the campaign. Especially as that would also allow the Game Master and her players to involve their characters more in what is the nicely detailed and rich setting of Enclave I. The last part of ‘Guardians of the Fall’ campaign takes the whole of the Mutant: Year Zero into the future, but hopefully there will be support for that future from Free League Publishing.

Physically, Mutant: Year Zero – Elysium is of the same standard as the rest of the Mutant: Year Zero line. Although it needs an edit in places, the writing is decent, the cartography is clear, and the artwork is excellent, the latter including a rather nice pastiche. Lastly, it comes with a good index.

Although, Mutant: Year Zero – Elysium bears similarities to Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying, it is a very different campaign in tone and nature. It is divisive—it is House against House, and thus player character against player character; it is collective in nature—each Judicar’s House matters more than the individual or the Enclave; is is oppressive—the Judicators are officers of an autocratic state; the enemies are internal—that is, the inhabitants of Enclave I—rather than external; and ultimately, the Humans of the future of Mutant: Year Zero are committing the errors of the past once again. Also the satirical aspect previously seen in Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying is not as strong in Mutant: Year Zero – Elysium and there is a darker, more oppressive feel to both setting and campaign. That said, the campaign does end on a wondrous and positive note, and perhaps the fact that it is short at just eleven episodes is something of a relief given its oppressive feel. It will be interesting to see how all of these differences are contrasted and handled in future releases for the Mutant: Year Zero line.

If a Game Master and her players have played through the first three Mutant: Year Zero roleplaying games, then they will certainly want to play Mutant: Year Zero – Elysium, but be warned, it is radically different in terms of tone and play than the others. It would also work as a one-shot campaign, but is best played as the fourth part of the Mutant: Year Zero line because it is so different. Darker, decaying, and Dickensian, Mutant: Year Zero – Elysium takes the Mutant: Year Zero in a wholly new direction, just as each of the Mutant: Year Zero titles have done before it. This is the Mutant: Year Zero which brings them all together and which sets up what will hopefully be the next chapter. 

Friday Fantasy: Gauntlet of Spiragos

Until one hundred and fifty years ago, the world of Scarn was rent by a horrific war between the Gods and Titans, as the Gods, the children of the Titans, sought to rid the land of their whimsical and dangerous parents. Yet even as the battles raged and the mortals suffered beneath the combatants’ notice, the Gods found they could not kill the Titans. As its creators, the essence of the titans is inseparably bound to the world of Scarn, and destroy them, and the world is also destroyed. So instead of killing them, the Gods simply sought to incapacitate their parents, either chaining them in place or hacking them apart, their bodies and body parts becoming part of Scarn’s landscape where they fell. Now decades later, the felled titans are the targets of titan-worshippers wanting to resurrect their masters and the divine races to continue their war against the titanic abominations.

This is the set-up for the Scarred Lands, originally a setting for the d20 System published by White Wolf Publishing under its Sword and Sorcery Studios imprint since the year 2000. Now published by Onyx Path Publishing for use with Dungeons & Dragons, Fifth Edition as a Scarred Lands Player’s Guide, but a gaming group need not grab this rulebook in order to get a taster and a feel for this post-apocalyptic fantasy setting. The alternative is Gauntlet of Spiragos: An Introductory Adventure for 1st-Level Characters, an adventure designed to take a quartet of adventurers from First Level to Third Level. Advice is included to help a Dungeon Master adjust the scenario to make it more or less of a challenge as required.

The focus of Gauntlet of Spiragos is the Chasm of Flies, a crack in the earth left when the titan Spiragos the Ambusher was smote down by one of the young gods, Vangal the Ravager. The location is now is inhabited by spider-eye goblins and their spider allies, but has long been rumoured to be the resting place of powerful artefacts leftover from the Divine War. A torn and stained map has fallen into the hands of the Player Characters which possibly shows the location of a cleft or chasm in the Devil’s March and depicts what could be three magical items. The Player Characters are presented with three ways of discerning about information about the map, the Devil’s March, and the cleft in the ground. The first is from their general knowledge, whilst the second is to examine the map and work out the meaning of its various clues, and to that end, the designers have provided a number of skill tests for the players to roll and discover what their characters can learn. The other is to go to the edge of the Bronze Hills and Creagfort, which lies a few miles south of the Devil’s March and perhaps learn what those posted there know. This is optional, but the scenario assumes that the Player Characters will start there anyway, and to be honest, this is really the only opportunity for any roleplaying to take place in the adventure.

Unfortunately, after this, Gauntlet of Spiragos takes on a rather singular note with a series of combat encounters between Creagfort and the Chasm of Flies with an extra optional one should the Party be making easy progress. This optional encounter introduces an NPC which could be used to harass the Player Characters’ progress, but as written this option is one that the Dungeon Master will need to develop herself because he is only present to increase the number of combat challenges. This is a missed opportunity since it might have given something or someone for the Player Characters to interact with and oppose, and something or someone for the Dungeon Master to roleplay.

The Chasm of Flies presents an interesting physical challenge for the Player Characters, consisting of a pair of parallel columns which descend into the darkness, festooned with webs. This gives it an eerie atmosphere with a verticality derived for what the ‘dungeon’ actually is, something entirely in keeping with the setting and the consequences of the Divine war. Yet the encounters in the Chasm of Flies are not all that interesting in themselves, being again combat orientated and singular in nature. Nevertheless, the objects indicated on the map at the start of the adventure, the reasons for the Player Characters to undertake the journey are actually very nicely done, quite powerful and flavoursome given the low Level nature of the scenario.

Physically, Gauntlet of Spiragos is something of a mixed bag. Some of the artwork is excellent, but some of it is cartoonish. Likewise, some of the cartography is murky and a waste of space, in fact, the best map in the scenario is actually the player handout given out at the scenario. Similarly, the scenario suffers from being overwritten and dense in places, hampering the efforts of the Dungeon Master to extract material from the book and present it to her players.

There are some great elements in Gauntlet of Spiragos—the nature of the dungeon, the excellent magical artefacts, and the map handout as a means of delivering clues and information—which together do impart some of the feel and flavour of the world of the Scarred Lands. In fact, the importance of the magical artefacts come into play in Dagger of Spiragos and Ring of Spiragos, the two sequels to Gauntlet of Spiragos.) As an introduction, they work well, but they are hampered by the scenario’s linear design, lack of variety in terms of play, and the sometimes stodgy writing, the ultimate effect being that Gauntlet of Spiragos is not as interesting and as dynamic as an introduction to Scarred Lands it deserves to be. This should not be taken as Gauntlet of Spiragos: An Introductory Adventure for 1st-Level Characters being a complete disaster, for it is far from that. Rather it is a scenario that will work better with some tinkering and adjustment upon the part of the Dungeon Master.

Miskatonic Monday #32: We Are All Savages

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

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

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Name: We Are All Savages: A Colonial Scenario for Call of Cthulhu, 7th Edition

Publisher: Chaosium, Inc.
Author: William Adcock

Setting: The French and Indian War

Product: Scenario
What You Get: 29.01 MB thirty seven-page, full colour PDF
Elevator Pitch: Survival Horror in the Snow. 
Plot Hook: Snow, Scurvy, Starvation, and Worse at the far of the British Empire.
Plot Development: Missing supplies, blood on the snow, the worst winter, and a terrible confrontation.
Plot Support: Floorplans of Fort Niagra, six pre-generated characters, six illustrations, musket stats.

Pros
# One-two session one-shot
# Unique historical location
# Strong use of weather and location
# Strongly plotted
# Potential convention scenario
# Technology presents its own challenges
# Six solid pre-generated characters
# Potential Colonial Gothic one-shot

Cons# Tightly plotted
# Unfamiliar setting to non-Americans
# Not suitable for the new Keeper
# Works best with six players
# Limited options for the players
# Military scenario

Conclusion
# Strong use of weather and location
# Military scenario in an unfamiliar period and setting
# Potential one-session one-shot convention scenario

A Post Space Opera Companion

Ashen Stars is Pelgrane Press’ Science Fiction roleplaying game of investigation and action. Using the investigation-orientated Gumshoe System mechanics written by Robin D. Laws, it takes the idea that Space Opera stories, especially those screened on television, are essentially mysteries to be solved and adapts it to an interesting frontier setting. This is the Bleed, a rough, wild fringe of space that barely twenty years ago was the enticingly glamorous frontier of The Combine, a two-hundred-year-old interstellar, culture-spanning government dedicated to peace, understanding, and self-determination. The Combine was an idealistic utopia that enabled numerous races and peoples to live happily under its governance, but then the Mohilar attacked, and employing technologies unknown to The Combine, their vast war fleets stormed system after system until The Combine’s heart, Earth itself, was devastated. Then following an unexpected defeat at the hands of a last-ditch effort by what remained of Combine forces, they vanished. That was a decade ago and yet, due to an effect known as the Bogey Conundrum, memories of the Mohilar race have become hazy and inconsistent. Try as they might, no one call recall exactly what the Mohilar were, and certainly, no one has any idea where they are now…

In the wake of the Mohilar War, both the interstellar economy and government have collapsed and whilst The Combine exists, its reach has been pulled back from the Bleed. Thus, the worlds the Bleed, many scorched and blasted by war, have been left to their own devices, bound only by a common currency and cultural ties. Where Combine patrols once kept the peace, peacekeeping missions and criminal investigations are now put out to private tender and assigned to independent ship operators known as ‘Licensed Autonomous Zone Effectuators’ or ‘Lasers’. As Lasers, the player characters will crew and operate a ship on a tight budget, hoping to pick up assignments that if completed will enhance their reputation and so lead to better and more profitable assignments.

Since its publication in 2011, Ashen Stars has received only slight support, all of it the form of scenarios, such as Dead Rock Seven and The Justice Trade. Accretion Disk is support of a different kind, a supplement which takes its name from the structure formed by diffuse material in orbital motion around a massive central body, typically a star. In terms of a roleplaying supplement what we have in Accretion Disc is a collection of unrelated material—new character options, new playable species, new ability options, new weapons and equipment, new contracts, new aliens, and more. Accretion Disc is essentially, the Ashen Stars Companion.

The supplement wastes no time in getting down to business. The first fifth of Accretion Disk is devoted to Investigative Abilities—knowledges which get the Lasers clues, and General Abilities—skills and so on which allow the Lasers to act. Every entry for an Investigative Ability includes sample benefits from Spends of an Ability and sample clues and plot hooks, whilst for General Abilities include possible investigative clues and possible ‘Cherries’. So for the Data Retrieval Technical Ability, a Laser’s player might spend a point to protect the team’s own data or disseminate an enemy’s secrets to the general public, whilst sample clues and plot hooks include being able to access the captain’s logs of a crashed spaceship, determine clues from a ransom video in a kidnap case, and so on. 

‘Cherries’ were introduced in Night’s Black Agents [http://rlyehreviews.blogspot.com/2012/11/kiss-kiss-fang-fang.html] specifically to meet its thriller angle. Now, as with Night’s Black Agents, if a Laser in Ashen Stars has a General Ability with a rating of eight or more, he is regarded as being skilled enough to gain a special benefit. So for example, with an Athletics score of eight or more, a Laser have the ‘Hard to Hit’ and so become harder to target in combat, or he might take the Might Cherry for his high Athletics Ability, enabling his player to expend points from his Athletics Ability pool after the roll rather than before. Other Cherries give simple points in other Abilities or a free pool of points to spend on specific things. For example,  ‘Follow the Money’ for the Business Affairs General Ability, grants a free point in the Forensic Accounting Academic Investigative Ability, whilst the ‘Viro Wizardry’ Cherry for the Viro Manipulation General Ability to provide the Lazers with an extra pool of points to spend on the second use of a one-use Viroware. Overall, the section on Abilities—Investigative and General—is useful for both Game Master and player alike, adding further helpful description and utility. In general, the use of the Cherries also make the play of the game more cinematic in flavour and feel. Even further the write-up of the Flattery Interpersonal Investigative Ability is amusingly, exactly what it says it is.

‘Crewing Up’ expands upon the discussion of the Warpside and Groundside mission roles of the Lasers from the Ashen Stars core rulebook. It provides a list of the basic Investigative and General Abilities needed for each role, a discussion of the role, the role’s typical day-to-day routine, suggested equipment loadouts, specialised techniques and jargon, and classic media archetypes. So a Communications Officer or Hailer will be receiving communications, dealing with clients, tracking and analysing signals, hacking, and so on. He might be a polished corporate spokesman, an eccentric hacker/DJ, a military signals expert, harried technician, and more. Again, there is a lot of information here for both Game Master and player, giving the former ideas on how to bring them into play and the latter ideas on how to play each role. 

One of the aspects of Ashen Stars and of Gumshoe System roleplaying games in general is its direct implementation of Drives and Arcs to help involve Lasers in campaigns and plots. In the core rule book for Ashen Stars, they are discussed from the Game Master’s point of view since she is the one who will be implementing them. In Accretion Disk, they are examined from the player’s point of view. There are some general suggestions on how each player might bring them into play and do it judiciously, plus three sample Arc Drives for each. Ashen Stars then adds six new playable species to the Seven Peoples of the Combine, some of whom have held more prominent positions in the past. They include the warty, boney Cloddhuck, who once revered the Durugh as gods and served them as shock troops, but since the Mohilar War have used their combat intuition as mercenaries and criminals, and now, to solve crime! The Haydrossi evolved in the atmosphere of a gas giant and can not only float, but have excellent three dimensional spatial awareness and are driven to seek new places in search of a lost utopia. Unfortunately, they are not covered by the treaties which forbid the Kth-thk from eating certain sentient species. The Icti inhabit and animate the fresh corpses of the recently dead, the higher up the food chain the better, and can access the memories that the corpses had in life as well as preventing their newly inhabited ‘meat-shells’ from truly rotting for years. It is entirely for a Laser to die in game and his player chose to have come back as an Icti! The Ndoaites are even weirder, shell-residing lizards who consume radioactive ores and whose bowel movements are classed as type II biohazards. Consequently, as Lasers they serve Warpside happily, but send drones to represent them when Groundside. They can also generate and emit radiation, often in modulated, targeted bursts. The Racondids are bipedal reptiles overconfidently keen on the Combine and seeking out new challenges with a rapid metabolism which allows them to vomit flammable material! Lastly, the Verpid are a corporate-owned species, genetically engineered to change shape and have fled their masters in an act of self-emancipation.   

All six of the new races are interesting and different, but not necessarily useful or much-needed additions to Ashen Stars. They are again, another option for a campaign. More useful though are the sets of deck plans for the six most commonly used ships used by Laser teams. From the stalwart, reliable Runner to highly defensive, but uncomfortable Porcupine, all of the ins and outs of these vessels are discussed, as their foibles and quirks. If there is an issue here it that the deck plans are presented in greyscale rather than colour, so much of their definition and detail is lost. Accompanying this is a selection of new ‘Ship Bolt-Ons’, complete with Cost and Upkeep values, such as the Cannon-Nanny which prevents shipboard weapons from being used by over-zealous gunners so as to prevent Public Relations disasters or Particle Streamers which stream and excite particles hamper attempts by attackers to lock on and tow the ship. Shuttles receive a similar treatment with several alternatives to the standard shuttle carried by most Laser vessels, including Cargo Shuttles and Racing Shuttles. As does the section on personal technology, which includes a communications device, cybernetic enhancements, medical, forensic, and protective gear, and miscellaneous and investigative tech, viroware, and more. Players will enjoy the Dirty Harry Mod which makes a Disruptor weapon look a whole bigger and thus more intimidating; the Muckraker Suite, semi-intelligent systems and customised software for digging up dirt on a target; and the Wingman Ultra, which enables a Laser to mimic a colleague or friend’s Interpersonal skills, including of course, Flirting.

Rounding out Accretion Disk are over thirty ‘Hot Contracts’, giving the Game Master a wide array of tasks for the players’ team of Lasers to undertake, followed by an expansion to the ‘Entity Database’ with twelve new monsters and creatures. Lastly, the appendices provide rules for ‘Ashen Stars Warp’, a stripped down version of the rules with fewer skills and abilities. This is also intended for convention play where quicker mechanics might be of use.

Physically, Accretion Disk is cleanly laid out, decently edited, and nicely illustrated. It comes with a good index too. The only downside to the supplement is that it is presented in greyscale rather than colour, and some of the artwork—and certainly the deckplans—would have benefited from being in full colour.

Until now, Ashen Stars has not had a supplement to support both its play and its setting. Accretion Disk fulfills that need, with an array of useful and interesting bits and pieces, some of them connected—for example, the deckplans, the ship bolt-ons, and the shuttles—some not. Given the time between the publication of Ashen Stars and the publication of Accretion Disk, this is the supplement that will bring veteran players of the roleplaying back to play with its selection of new options, or support a group coming to the roleplaying game for the first time with advice and expanded explanations. 

Accretion Disk is more than welcome support for Ashen Stars, not necessary to play, but helpful, useful options and advice to expand and support a campaign. The perfect companion to Ashen Stars.

Jonstown Jottings #6: Arrows of War

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


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What is it?
Arrows of War is a short, two-session scenario set in Dragon Pass during Dark Season easily run as part of the Colymar campaign begun in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure and then continued in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen Pack, specifically before the events of the scenario, ‘The Dragon of the Thunder Hills’.

It is a five page, full colour, 2.0 MB PDF.

Arrows of War is well presented and decently written, but needs an edit in places. The internal artwork is okay, but the map is decent.

Where is it set?
Arrows of War by default takes place in Apple Lane in the lands of the Colymar tribe and then near Runegate in Dark Season 1625.

If run as part of the Colymar Campaign, it is best run before The Throat of Winter: Terror in the Depths, before the onset of the worst of Dark Season.

Who do you play?
The scenario does not have any strict requirements in terms of the characters needed, but warriors, entertainers, and priests will all be useful.

What do you need?
Arrows of War can be run using just RuneQuest: Roleplaying in Glorantha. If the Game Master is running the Colymar campaign in and around, then the RuneQuest Gamemaster Screen Pack is recommended.

Although optional, The Armies and Enemies of Dragon Pass will provide more information about the Gloranthan warfare depicted in the scenario, whilst The Eleven Lights will explain the significance of the scenario’s cosmic events.

What do you get?
In the wake of the Dragonrise, King Pharandros of Tarsh reacts to Kallyr Starbrow’s revolt by sending a large Tarshite army to reinforce Lunar rule in Alda-Chur. In response, she petitions the tribes for warriors and the summons are issued across the tribal lands, including to the player characters.

In contrast to the events the characters will have participated in as indicated by ‘Step 2: Family History’ of the Adventurers chapter of the RuneQuest: Roleplaying in Glorantha core rulebook during character generation, Arrows of War is not a scenario in which they take part in a great event or battle. Although a battle does take place—at Dangerford—the player characters, along with many of their fellow tribesmen, are stationed elsewhere and can only wait and watch in case the Tarshite army and its Lunar allies attack there.

Arrows of War is about the call to war, preparing for it, and its aftermath, rather than the fighting involved. As a scenario, it is not as obviously dramatic as getting involved in a showdown between Sartarite and Lunar forces would be, but there is plenty of scope for drama and roleplaying within the events it describes. In the main, these involve a lot of waiting and marching and waiting, with suggested small events along the way. It is also about military camp life and the anticipation of battle rather than battle itself. Throughout, the scenario suggestions are given as to what skills might be used and why, many of them less commonly used skills.

Although none are detailed in Arrows of War, the scenario represents an opportunity for the Game Master to bring in NPCs for the player characters to interact with, either of his own creation, or drawn from the backgrounds of the player characters created during ‘Step 2: Family History’ of character creation.

Is it worth your time?
Yes. Although Arrows of War places the player characters on the periphery of events in Sartar, it highlights the importance of those events as well as their consequences, as well as providing opportunities for both roleplaying and skill use. It is a another decent scenario to run as part of the Colymar-set campaign from the RuneQuest Gamemaster Screen Pack in and around Apple Lane, one that will benefit from the addition of some named NPCs.
No. If you are running a campaign set further away from Colymar, then Arrows of War may not be of use to you. Its events could be adapted to other battles though.
Maybe. Arrows of War can be run using groups from further away, adapted to other battles, or even with some effort, run for a group of Lunar or Lunar Tarshite characters.

Post-Zombie Quick-Start

Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart is a quick-start for a Dystopia Rising: Evolution, a Post Apocalypse roleplaying game from Onyx Path Publishing. It provides everything necessary for a gaming group to give the roleplaying game a try and perhaps even use it as the starter scenario to a campaign set in the dark future of Dystopia Rising: Evolution, including a basic explanation of the rules, a six-scene scenario, and five pre-generated player characters. The setting of Dystopia Rising: Evolution is an America some generations after the outbreak of a zombie virus brought about an apocalypse. In the decades since, the survivors have not only learned to adapt and get by, but mutated into several distinct Lineages. In more recent times, the cities, long fallen and crumbled, have formed the bones upon which new and vibrant settlements have been built, trade and travel have been established once again, and societies have begun to be formed. The setting for the scenario, ‘Trouble on Steel Pier’, is the Big A.C., a place of glitz, glamour, and danger within the post-apocalyptic wasteland. Here are opportunities for trade, for work, for entertainment, but also criminality, murder, and more…

Unlike other Jumpstarts and roleplaying games from Onyx Path Publishing which use the Storyteller system, Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart employs the Storypath system. The latter can be best described as a distillation of the former and certainly anyone familiar with the Storyteller system will find that it has a lot in common with the Storypath system, except that the Storypath system is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to sail a boat, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, with a character’s preferred method being described as a character’s Favoured Approach. So a character whose Favoured Approach is Force, would use Close Combat and Might in a melee fight; if Finesse, Close Combat and Dexterity; and if Resilience, then Close Combat and Stamina. 

The aim when rolling, is to score Successes, a Success being a result of eight or more. Rolls of ten are added to the total and a player can roll them again. A player only needs to roll one Success for a character to complete task, but will want to roll more. Not only because Successes can be used to buy off Complications—ranging between one and five—but also because they can be used to buy Stunts which will impose Complications for others, create an Enhancement for another action, or one that it makes it difficult to act against a character. Some Stunts cost nothing, so ‘Inflict Damage’ costs nothing, though may cost more if the enemy is wearing soft armour, a ‘Critical Hit’ costs four Stunts, and so on. Instead of adding to the number of dice rolled, equipment used adds Enhancements or further Successes for a player to expend, but the player needs to roll at least one Success for equipment to be effective.

Under the Storypath system, and thus in Dystopia Rising, failure is never complete. Rather, if a player does not roll any Successes, then he receives a Consolation. This can be a ‘Twist of Fate’, which reveals an alternative approach or new information; a ‘Chance Meeting’ introduces a new helpful NPC; or an ‘’Unlooked-for Advantage’, an Enhancement which can be used in a future challenge. Alternatively, a character gains Momentum which can be expended to gain an Enhancement or to activate a Skill Trick or an Edge.

The rules in Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart cover narrative and dramatic scale, combat—players roll an appropriate Resilience Attribute to generate Successes to be expended on Defensive Stunts, and procedurals such as information gathering, intrigue, influence, and so on. These are all clearly explained and all easy to use in play. In general, the Storypath system, as presented in this Jumpstart is clearly presented and quick to pick up. They feel simpler and faster than the Storyteller system and have a cinematic quality to them, especially with the availability of Stunts and Consolations in the face of failure.

Characters in the Storypath system share much in common with the Storyteller system. They have nine Attributes—Intellect, Cunning, Resolving, Might, Dexterity, Stamina, Presence, Manipulation, and Composure; a range a skills, some with associated Skill Tricks and Specialities; and Edges, Paths, and Aspirations. A Skill Speciality, such as ‘I Can Eat That’ for the Survival skill, adds an Enhancement, whilst a Skill Trick, like ‘Wayfinder’ or ‘Charisma’, require a point of Momentum. Of all of the aspects in Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart, what each Skill Trick actually is the least explained, so a playing group will just have to improvise. Edges are the equivalent of advantages, and for certain characters can be Faith or Psi Edges, whilst a character has three Paths. His Strain Path represents his history and strain of humanity, as well as his Strain condition; his Role Path is his occupation or what he is good at; and his Society Path represents his connection to a group or society. For example, one of the pre-generated characters is has the Strain Path of Retrograde, which means he has rotting skin due to excess radiation and consequently, the Strain Condition of ‘It’s Zed!’, meaning his appearance makes it difficult for others to communicate with him; the Role Path of Gunslinger, good with firearms; and the Society Path of Settlement (Philly del Phia). Aspirations are a character’s goals, and in the scenario are either short or long term.

The five characters included in Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart are a firebrand leader and sniper, a bruiser and paragon of faith, a cannibal tunnel rat and knife fighter, a charismatic scoundrel, and a physically disabled tech wizard and driver. Each is presented in full colour over two pages with the character sheet on one and an illustration and background on the other. The character sheets are easy to read and the background easy to pick up.

The scenario, ‘Trouble on the Steel Pier’, is a Macguffin hunt. The characters in the Big A.C., a glitzy harbour settlement , when they are asked by a contact from a Pure Blood family in Philly del Phia to collect a parcel of medical supplies from an incoming boat, the Harbinger. Unfortunately, as the boat sails into view, it comes under attack by zombies. The characters will have to get out to the Harbinger and save both her and the crew and find the medical supplies. Of course, not all is as it seems, but discovering that will require co-operation and investigation upon the part of the player characters. Each of the five scenes is very clearly organised with explanations of how the characters got there, what they need to accomplish, the opposition they face, and the goal of the scene all laid out for the Storyguide—as the Game Master is known in Dystopia Rising: Evolution. Everything that the Storyguide needs is laid out within each scene, making them easy to run. The scenes are a mix of action, investigation, roleplaying, and subterfuge. The story is linear, but that is not really an issue in a Jumpstart which is intended to introduce both setting and mechanics of Dystopia Rising: Evolution. If there is an issue with ‘Trouble on the Steel Pier’, it is perhaps that the scenario is a bit short and does not end on an exciting note. Nevertheless, there is plenty for the players and their characters to do, the characters themselves being nicely done to encourage roleplaying and show off what they can do.

Physically, Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart is a slim softback, done in full colour with plenty of illustrations depicting the grungy, worn world of a post-apocalyptic future. It could have done with an edit in places and perhaps a better explanation of some of the elements of the characters.

The good thing is that as much as Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart is a standalone, there is nothing to stop the Storyguide running its scenario with the full rules and characters of the players’ own creation. Its setting has a grim and grimy atmosphere, but does not over do either, nor does it overdo its zombies, so this is more than just a zombie roleplaying game. Overall, Trouble on the Steel Pier: A Dystopia Rising: Evolution Jumpstart is a good introduction to the Dystopia Rising: Evolution setting, a Post Apocalypse future still beset by zombies, its stripped down, slimmer mechanics of the Storypath system support its cinematic feel with its Stunts which give the players and their characters more options in play.

Imperial Destiny

Since its publication in 1977 and development as the Third Imperium setting, only one event and time and date has mattered in the Traveller roleplaying game. That time and date is 1517 hours on 132-1116. The event is the assassination of Strephon Aella Alkhalikoi, the Emperor of the Third Imperium, his wife, Iolanthe Abartii Guuibataashullibaa, and their daughter and his heir, Grand Princess Ciencia Iphigenia Alkhalikoi, and the Aslan Yerlyaruiwo ambassador, at the hands of Dulinor Astrin Ilethian of Dlan, Archduke of the Domain of Ilelish. Although Archduke Dulinor would assume the throne by Right of Assassination, the bullets he would fire from the Magnum Revolver it was his perogative to carry it loaded anywhere within the Imperium—even into the Imperial Throne room—would topple the Third Imperium. This event and its subsequent Rebellion changed the future of the Traveller timeline, the conflict between the leading claimants grinding each other into technological regression and making Humaniti’s greatest empire vulnerable to attack by external forces.

It does not have to be though… For example, between 1998 and 2015, Steve Jackson Games published and supported GURPS Traveller, a version of the Third Imperium setting in which Dulinor’s assassination attempt was foiled and the Rebellion never took place. Alternatively, a gaming group can explore what happens on the date 132-1116 and perhaps decide the future of the Third Imperium with the scenario, Eve of Rebellion. Now in most Traveller campaigns, players take the role of ship’s crews, being the eponymous travellers, moving from world to world, trading, thwarting crimes, uncovering mysteries and making discoveries, and so on. Alternatively, the player characters will go to war, undertaking contracts as mercenaries in low-conflict engagements. In Eve of Rebellion though, the players take the role of those present at the events leading up to the assassination of Emperor Strephon. Each has his motivations and reasons for being at the Imperial Court—all of which will drive them to act in the best interests of the Imperium (or so they think).

Published by March Harrier Publishing via Mongoose PublishingEve of Rebellion is a one-shot scenario suitable for conventions or campaign breaks, designed to be played between four and five players—though it will play best with all five players, plus the Referee. In terms of mechanics, Eve of Rebellion is written for the current rules for Traveller, but is so rules light, it can be run by almost every previous version of Traveller, or indeed, be adapted to almost any system of the gaming group’s choice. Indeed, the primary game content in Eve of Rebellion in terms mechanics are the stats and skills of the five characters involved, although stats are also provided for the Cepheus Engine.

The five characters in Eve of Rebellion are Emperor Strephon Alkhalikoi, Grand Princess Ciencia lphegenia Alkhalikoi, Prince Varian Alkhalikoi and Prince Lucan Alkhalikoi, Dulinor Astrin Ilethian, Archduke of Ilelish, and Duke Norris Aella Aledon. Of these, one player will take the roles of both of the twins, Prince Varian Alkhalikoi and Prince Lucan Alkhalikoi. It should be noted that Empress Iolanthe is not amongst these five. In the first of two non-canonical elements in Eve of Rebellion, she is not included, having died in 1112. The other is that Duke Norris is present at the court prior to when the asassination attempt took place in the official history instead of being in the Spinward Marches restoring the ravages of the Fifth Frontier War. Of the five, Emperor Strephon Alkhalikoi wants to continue his reforms and ensure that he has a successor to continue them; Grand Princess Ciencia lphegenia Alkhalikoi wants to maintain her status and power of Iridium Throne and possibly marry a suitable suitor; Prince Varian Alkhalikoi and Prince Lucan Alkhalikoi want maintain their louche lifestyle; Dulinor Astrin Ilethian, Archduke of Ilelish wants to reduce Imperial taxes which he sees as unfair and a cause of corruption; and Duke Norris Aella Aledon wants to learn why he is at the Imperial court. Now it should be clear that these are not all of their motivations, but their motivations interlock with each others, some opposing, some in alignment.

Now there is a very good reason for this, and that is the fact that the author has experience in writing LARP—Live Action Role Play—scenarios where the emphasis is on interaction, talking, negotiation, and scheming, rather than on physical actions, such as sword fights, use of magic, running and jumping, and so on, but with tightly bound and opposing characters that possess strong motivations to encourage roleplay. And this is what is, a LARP scenario, written for the Third Imperium and around the most significant event in its history. Unlike a LARP scenario, the players do not have to dress up as their characters, but rather Eve of Rebellion is played around the table with a Referee, just as a standard tabletop roleplaying scenario would be. Of course, with the scheming and intriguing going on, the players are allowed to leave the table and perhaps conive, intrigue, and confide in their fellow players, but they still need to keep the Referee informed.

To support Eve of Rebellion, the author provides everything necessary to play. This includes an explanation of the plot and its set-up and intricacies for the Referee, a guide to running the scenario, labels for each character—including two for the Varian/Lucan player, full stats and briefings for each character—these are two to three pages in length, a set of library data which can be printed out for each player, a quick briefing for the Referee and list of who has what skill for her reference. Every character is illustrated and comes with detailed background, goals, and resources. The goals and resources are very clearly marked and easy for the players to grasp.

Physically, Eve of Rebellion is a 1.29 Mb, twenty-seven page, black and white PDF (though the cover does use colour). It is well written, the characters are superbly designed, and the advice is excellent throughout. 

If there is a problem with Eve of Rebellion it is that the casual player is not going to grasp the nuances and significance of the situation in its set-up. This is very much a Traveller scenario, and for the players to really get the most out of this scenario they very likely want to be au fait with the background to the Third Imperium and its events. Now the Library Data undoubtedly helps with that, but this is still very much a scenario that a Traveller fan will get the most out of. Similarly, this is not a scenario for Traveller devotees more interested in the technical and technological aspects of the setting rather than the background and roleplaying. That said, if you are a Traveller fan, and a Traveller fan with some knowledge of the setting, then this is a scenario that you absolutely have to play. With its superbly designed set-up and support, impressively presented characters and well-explained, interlocking goals and motivations, Eve of Rebellion is an opportunity for you to explore and play out a pivotal event in Traveller canon, to redirect its history in a way that no other scenario does. 

Jonstown Jottings #5: Early Family History

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

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What is it?
Early Family History is a supplement for creating the backgrounds of mostly Sartarite characters in earlier time frames than given in RuneQuest: Roleplaying in Glorantha.

It is a fourteen page, full colour, 1.71 MB PDF.

Early Family History is tidily presented in the same format as ‘Step 2: Family History’ (pages 27-43) of the Adventurers chapter of the RuneQuest: Roleplaying in Glorantha core rulebook. It needs an edit in places.

Where is it set?
Early Family History focuses on events in and around Sartar with excursions to Esrolia, Pavis, and Tarsh.

Who do you play?
Any of the character options as per the RuneQuest: Roleplaying in Glorantha core rule book.

What do you need?
RuneQuest: Roleplaying in Glorantha.

What do you get?
The rules in RuneQuest: Roleplaying in Glorantha include a set of tables in the Adventurers chapter to create the family and personal background for characters who come of age in 1619 and enter play in 1625. This does not mean that characters from other periods of history cannot be created using the rules in RuneQuest: Roleplaying in Glorantha, but what it does mean is that characters created for those other periods will not enter play with the same degree of detail and family and personal history.

Early Family History addresses this issue by providing two sets of tables for creating the backgrounds and histories of player characters, their parents, and their grandparents. ‘Early Family History’, the first set of tables in Early Family History covers the period from 1565 to 1615, from the Orldaging War (1565-1577) to the Grazelander raids on Trash (1614). ‘Even Early Family History’, the second set of tables in Early Family History covers the period from 1538 to 1564, from the Axes Against the Empire and Destruction of the Temple (1538) to the Trollkiller War (1551-1561). Both sets of tables detail events at which the player characters and their immediate ancestors may have been presents as well as a range of possible outcomes and the benefits which might result from their participation.

The default period for RuneQuest: Roleplaying in Glorantha is 1625 and the beginning of the Hero Wars, but most of the supplements and scenarios published for previous editions are set earlier in the timeline, typically from 1615 onwards. The use of Early Family History enables a playing group to play using those supplements and scenarios—for example, Apple Lane, but also for many of the other titles published for RuneQuest II with characters who are as detailed in terms of background and history as the default characters are in RuneQuest: Roleplaying in Glorantha.

In addition, the ‘Early Family History’ and ‘Even Early Family History’ tables enable a player to create a more experienced character with more than the base five years back story developed during the character creation process. Alternatively, the Game Master can use these tables to flesh out the backgrounds of her NPCs. Of the two tables, Early Family History’ is easier to use, whilst for ‘Even Early Family History’, the Game Master will need to calculate the birth dates for the player characters’ ancestors.

Is it worth your time?
Yes. If you are looking to create characters who enter play during an earlier period, have more history and are older before entering play, or develop more detailed backgrounds for the older NPCs in your campaign, then Early Family History is the supplement you need.
No. If you are not looking to create characters with more detailed background in the earlier periods of Glorantha’s timeline, then Early Family History will not be of use to you.
Maybe. Useful to have around to add colour and background to an older NPC at least, but not absolutely useful or a must have.

Friday Fantasy: The Song of the Sun Queens

Arc Dream Publishing is best known as the publisher of the Delta Green: The Role-Playing Game, the roleplaying game of conspiratorial and Lovecraftian investigative horror, but in 2019, branched out into publishing for Dungeons & Dragons, Fifth Edition with its ‘Swords & Sorceries’ adventure line and two releases for its ‘Broken Empire’ setting. The first of these was The Sea Demon’s Gold, an adventure offering more dangers than rewards, and doing so in a weird, dank, and squelchy environment, with a strong undercurrent of the Lovecraftian. Where The Sea Demon’s Gold roughly threw the adventurers ashore and into a clammy dungeon, the second scenario takes the adventurers out onto sun bleached savannah in search of a great treasure.

The Song of the Sun Queens is an adventure designed to be played by five characters of Second and Third Level and takes place out on the vast plains of the Sunlands. In the Broken Empire—the setting for Arc Dream Publishing’s campaign world—this lies far to the south of the remnants of the Zyirran Empire, a fallen Byzantium-like empire, placed of course, in the Swords & Sorcery genre. There is no background given on the Broken Empire in The Song of the Sun Queens, but it does include details of the Sunlands kingdom, its weather and its gods. The Sunlands themselves are similar to parts of Africa, so the scenario is relatively easy to adapt to other settings, to other roleplaying games like Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, and even to other genres, for example, it could be run using Raiders of the Lost Artifacts: Original Edition Rules for Fantastic Archaeological Adventures, Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age!, or Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos . Essentially, The Song of the Sun Queens is a fantasy scenario with pulp undertones and so perfectly in keeping with its ‘Swords & Sorceries’ genre.

As the scenario opens, the adventurers have travelled south to the colourful royal fortress of Juafalme, where they hope to learn more about the location of an ancient, cursed ruin known as Juakufa where a great treasure is said to rest. Here in Ndame, the Land of the Sun, the Sunlanders of the local kingdom welcome the adventurers as honoured guests and invite them to join an ostrich hunt and a celebration afterwards. The former drops the adventurers into the action more or less straight away, the latter an opportunity for roleplaying and the chance to learn more about their proposed destination. (It should be noted that there is a scene of an adult nature here, but it is well handled and could easily be dropped if a group would be uncomfortable with it.) Armed with what they have learned and equipped with a guide, the adventurers then set out south and into the Bleak Lands.

There really is only the one route south, which means that the trip is linear in nature. That said, The Song of the Sun Queens is quite short and the encounters the adventurers have along the way, as well as the villages they visit, could all be moved around if they decide to deviate from the route that the guide is leading them along. As they journey south, they will be harassed by giant hyenas and hyena giants—which even the author notes is confusing—and their Gnoll allies, as well encountering other horrors and finding respite at various villages. Ultimately, they come to Juakufa, otherwise known as the ‘Cackling Fortress’, a dusty, rubble-strewn ruin littered with some nicely detailed treasures, but haunted by a pair of quite tough monsters in a pleasingly creepy climax.

The Song of the Sun Queens is decently presented, cleanly laid out, and well written, and includes advice on making it tougher or easier depending on the strength of the party. The maps are excellent as are the illustrations, both being fully painted. Certainly the illustrations can all be shown to the players as they progress through the scenario.

The Song of the Sun Queens is a relatively short scenario, offering two to three sessions of play. Consequently, it is straightforward in its plotting, but the Dungeon Master could easily expand the scenario, perhaps by playing up the rivalry between the twin monarchs in Ndame, the Land of the Sun, and have that dog the adventurers all the way to scenario’s denouement. Even without this expansion, The Song of the Sun Queens presents a good mix of roleplaying and action, offering a strong combination of pulpy horror and fantasy in a setting that nicely draws upon on cultures other than Western fantasy. 

Reviews from R'lyeh Post-Christmas Dozen 2019

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


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Jaws: A Game of Strategy and SuspenseRavensburger £24.99/$29.99Can you defeat the great white shark which has been preying on swimmers and holidaymakers on Amity Island? Jaws: A Game of Strategy and Suspense is proof that game designers can take an forty-five year old intellectual property and turn it into a good game. This is a semi-co-operative game in which Brody, Quint, and Hooper must first drive off the shark—played by the fourth player—before it eats too many swimmers and go to sea aboard the Orca to face the shark as it hunts them. This is a tense game of hidden movement (by the shark) and desperate searching (by the hunters) played across two very different acts, but which together can the flavour and feel of the film. Play the game, quote the film, and see whether you can beat a great white shark before it eats you and the boat!
RuneQuest - Gamemaster Screen Pack - Front CoverGamemaster Screen PackChaosism, Inc. £23.95/$29.99The Game Master Screen Pack for RuneQuest: Roleplaying in Glorantha is proof that you can do more with a GM screen and some reference and/or character sheets. Yes, there is a references booklet, a Gloranthan Calendar, two character sheets, seven pre-generated characters, and six full colour maps, and that in addition to the sturdy, genuinely useful GM screen. That is not all though, for the included ‘RuneQuest Gamemaster Adventures’ book provides everything that the Game Master needs to get her RuneQuest campaign going. It reintroduces the classic setting of Apple Lane as well as the surrounding lands and supports it through three scenarios and numerous scenario hooks. These tie the adventurers into the local area, events, and politics following the Dragonrise which presages the coming of the Hero Wars. Altogether, the Game Master Screen Pack will not only support a gaming group for numerous sessions, but it also sets a standard by which other Game Master screens and their supporting content should be measured.

Warhammer Fantasy Roleplay Starter SetCubicle Seven Entertainment £22.99/$29.99
The shelves at our local gaming shop always feel better for Warhammer Fantasy Roleplay, the British fantasy roleplaying game being on them. And they feel better for the new Fourth Edition having its own starter set. Like any good starter set the Warhammer Fantasy Roleplay Starter Set includes everything necessary to play. In particular, ix, ready-to-play adventurers, a complete setting, and a five-part mini-campaign, plus a whole lot more for the Game Master to develop. This is a richly appointed box set which comes at very pocket friendly price and with everything necessary to get a group playing or it can be used as a scenario and setting set which can be played using the full rules of Warhammer Fantasy Roleplay, Fourth Edition. Whichever it is used, the Warhammer Fantasy Roleplay Starter Set is a perfect introduction to the Old World and a life of ‘Grim and Perilous’ adventure.
Old School Essentials Classic FantasyNecroctic Gnome £26/$40Remember a time when men were men (and Clerics, Fighters, Magic-Users, and Thieves) and Elves were Elves, Dwarves were Dwarves, and Halflings were Halflings? And what they did was delve deep into caverns and dungeons in search of adventure and danger? This is the world of Old School Essentials Classic Fantasy, a retroclone of Basic Dungeons & Dragons, the version designed by Tom Moldvay in 1981. Long out of print, this redesigned and represented version brings ‘Old School’ roleplaying back like never before in an accessible and attractive hard cover enabling gamers to experience the gaming they played back when they started or even for the very first time. The Old-School Essentials Classic Fantasy: Rules Tome is everything that a gaming group wanting to try the ‘Basic Dungeons & Dragons’ of old will need and the perfect update that the 1981 Moldvay version of Basic Dungeons & Dragons deserved.


LiminalWordplay Games/Modiphius Entertainment £35/$46.99Published as a beautiful hardback, Liminal is an urban fantasy roleplaying game set entirely within the United Kingdom, a United Kingdom with a Hidden World populated by the strange and the otherworldly, in which magic and magicians, vampires, werewolves, the fae, and many myths of the British Isles are real. It is riven by factions, such as the conerservative Council of Merlin, the scheming vampires of the Soldality of the Crown, the Fae lords, the Queen of Hyde Park and the wife-hunting Winter King of the north, whilst the Order of St, Bede, a Christian order, is dedicated to protecting the mundane world from magic and the supernatural and keeping it and the existence of magic a secret. Where Fortean or inexplicable crimes occur, P Division, a national agency of the British police, are likely to investigate, but cannot mention magic, for fear such knowledge might leak… The players take the role of ‘Liminals’, able to stand astride the mundane and the Hidden World, working as a Crew—which the players create along with their characters—which has its own objectives and facilities, to investigate the weirdness and mysteries that seeps into the real from the Hidden World.
Alien: The Roleplaying Game
Free League/Modiphius Entertainment £39.99/$53.99
In the vast coldness of space, you might lose your life to the environment—radiation will cook you alive, black holes will rip you apart, and the void itself will freeze your blood and seize your brain; you might die as collateral damage in the cold war of aggression between rival governments; greedy corporations might enslave you or drive you into poverty in their relentless scramble for resources; or the frontier world you staked your hopes and dreams on might simply poison or starve you. Then are the things that lurk in the darkness, the things of nightmare, the things that see humanity as prey, as a resource… or worse. This is the future of 2183, a future we have seen depicted on the Silver Screen in Science Fiction Horror classics, Alien and Aliens, but now made accessible and ready for us to explore in the Alien: The Roleplaying Game. Play marines or corporate troopers, colonists, ship’s crew, scientists, company men, even synthetics in cinematic one-shots or grim sandbox campaigns in what is the definitive licensed bug hunt Science Fiction roleplaying game.


King Arthur Pendragon
Chaosium, Inc. £31.99/$39.99

The classic roleplaying game of Arthurian legend, questing, honour, passion, romance, and glory returns in a brand new, full colour edition, today very much the masterpiece it was upon first publication in 1985. King Arthur Pendragon takes place in the ‘Dark Ages’ of the Fifth Century with native Britons, the players taking roles of noble knights, holding off the Saxon invaders, sees the discovery and rise of King Arthur, inaugurating a golden age of chivalry, Christianity, and feudalism, and of honour, romance, and great quests, before the death of Arthur ushers a return of the Dark Ages with greater Saxon successes… At its heart lie a set of personality traits shared by every knight which can change and grow over time, but in play can direct a knight to a particular response or action and so further the story. Knights do not only go on quests and go to war, but they raise families too, hoping to have an heir who will continue the glorious actions of his father. This dynastic play ensures enables a gaming group to play from before, after, and throughout the whole of King Arthur’s reign. King Arthur Pendragon is one of the greatest roleplaying games ever published, the perfect combination of mechanics and theme. 

Best Left Buried
Soul Muppet Publishing £12/$17
We have been doing it for decades. We have been venturing through the cracks and breaks in the ground into the caves and crypts below and beyond in search of secrets and treasures. We were told that this was dangerous. We were told that we would face monsters, weird environments, eldritch magic, and more… We did not believe what we were told. We were fools. Deep underground we suffer constant stress, face fears hitherto unknown, and will probably return from the depths physically and mentally scarred, the strangeness we have seen and the wounds we have suffered separating us from those not so foolish as to descend into the dark. This is the background to Best Left Buried, a stripped back, simple Old School Renaissance-style roleplaying game of brutal, unforgiving underground exploration, in which Cryptdiggers plumb the depths, make discoveries if they are lucky and suffer the consequences if not… Best Left Buried is a bruising fantasy heartbreaker, presenting the old school style of play anew in which few Cryptdiggers return unscarred from their endeavours with some remaining below to become monsters that will stalk and prey on future delvers.

Carbon 2185: A Cyberpunk RPGDragon Turtle Games, Ltd.

The world of Carbon 2185: A Cyberpunk RPG is the Earth of 2185, a world of the left behind by ‘The Scramble for the Stars’, a world where rampant environmental collapse has forced cities to build protective against the rising seas and pollution has turned the spaces between the cities into wastelands, and a world that is simply a market for corporations discovering and developing new products offworld. As Daimyo, Docs, Enforcers, Hackers, Investigators, and Scoundrels, the player characters need to find a way to survive, to make connections, to make money in this Cyberpunk roleplaying. If only to pay for the implants and cyberware whose power cells are poisoning them even as they give them an edge on their missions. Using the mechanics from Dungeons & Dragons, Fifth Edition, this is a surprisingly accessible, but gritty treatment of the Cyberpunk genre.


SLA Industries: Cannibal Sector 1Nightfall Games £45/$60SLA Industries: Cannibal Sector 1 takes SLA Industries, the roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism beyond the mammoth city walls and out into the poisoned, disease ridden, horror infested, dream rent, carnivorous pig romping, Carrien filled, Manchine-stalking, trench-cut quagmire-jungle-urban ruin no-go zone that is Cannibal Sector 1. Here the Shivers man outposts and send out forward patrols in an attempt to stop the incursions into Mort City by monsters, serial killers, and terrorists that would murder its citizenry—and worse, as Rangers work deep into the ruins of what was once part of the city itself to determine the nature of threats SLA Industries faces, and SLA Operatives get to the cool stuff and look good on TV! SLA Industries: Cannibal Sector 1 opens up an whole range of environments for SLA Industries along with numerous threats and dangers. It also adds new ways in which to play, including running conflicts out in Cannibal Sector 1 as squad battles using miniatures. Every monster, every threat, every item of equipment is fully illustrated in glorious colour, bringing the World of Progress to live as never before. SLA Industries: Cannibal Sector 1 is the supplement that SLA Industries has been waiting for and fully deserves. There is so much detail here, all of it rife with gaming potential that this supplement could have been a roleplaying game all of its very own.

Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin
Chaosium, Inc. £35.99/$44.99In a good year for Call of Cthulhu, with numerous supplements and plenty of support on the Miskatonic Repository, the highlight Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin, a supplement which explored the place of the Mythos in the wickedest, sexiest city during the Jazz Age. This most mature–in both tone and subject matter–of supplements for Call of Cthulhu explores Berlin as a city and its radical culture and politics and also discusses both LGBTQI investigators and LGBTQI politics. It combines all of this with three sophisticated scenarios which together form a loose campaign which begins in the decade’s political turbulence and end just as Hitler comes to power, foreshadowing the horror which was to come in the next decade and a half. These three take in history, noir, louche artistry and dissolution, and the frightening effect to which Mass Media could be utilised. There is still yet room aplenty around these scenarios for the Keeper to create her own scenarios, or indeed, for Chaosium to bring us an anthology of Berlin-set scenarios. In the meantime, Berlin: The Wicked City sets the blueprint for what a good city or setting supplement should be like for Call of Cthulhu.

Image result for Dune board game
Dune
Gale Force 9 £39.99/$50
With a film adaption of Frank Herbert’s novel, Dune coming in 2020, it is no surprise that it is being licensed out, including to games publishers. There is a Dune roleplaying game to be published by Modiphius Entertainment, but when it came to a Dune board game, instead of designing something new, Gale Force Nine turned to a classic long out of print and much sought title, the original Dune board game published in 1979 by Avalon Hill. This is a game of warfare, diplomacy, alliances, and treachery in the very far future on the planet Arrakis where highly individual six factions work to take control of the only source of the life-extending Spice. Updated and newly presented, this is a game of asymmetrical that fans of the book and film will enjoy, whilst gamers will enjoy the chance to play a board game classic.

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And last, but not least, because after all of the fun and palaver of getting the family together, you might want to play something about bringing them together or breaking them up once and for all. Plus of course, it is traditional to not actually do a dozen.

Eve of Rebellion
March Harrier Publishing £3.81/$4.99
A Traveller adventure like no other, Eve of Rebellion, enables five players to take the roles of the great, the good, and the well-intentioned of the Third Imperium and explore the events which would lead up to the assassination of Emperor Strephon and the rebellion which would follow. Except that is not a forgone conclusion, for the cast of five—Emperor Strephon Alkhalikoi, Grand Princess Ciencia lphegenia Alkhalikoi, Prince Varian Alkhalikoi and Prince Lucan Alkhalikoi, Dulinor Astrin Ilethian, Archduke of Ilelish, and Duke Norris Aella Aledon—have their own motivations and goals, many of them conflicting, not necessarily all of them in the best interests of the empire. The scenario includes everything needed to play—five detailed characters with goals and resources, background material for all five characters (and those new to the Traveller setting), and solid advice for the Game Master in running what is all but a systemless scenario.


1979: Adventures in Fantasy

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


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Adventures in Fantasy is the only roleplaying game to be designed by Dave Arneson, the co-creator of Dungeons & Dragons following his leaving TSR. Inc. in 1976. Co-designed with Richard L. Snider, who would also designed Avalon Hill’s Powers & Perils—and who like Arneson, passed away in 2009—Adventures in Fantasy was first published in 1979 by Excalibre Games Inc. and then by Arneson’s own Adventure Games in 1981. Adventures in Fantasy is a classic Class and Level roleplaying which draws from the Medieval period for its inspiration rather than Tolkien—though monsters and magic are a mainstay—which comes as a boxed set. Inside can be found three books. These are the fifty-eight page ‘Book of Adventure’ and the ‘Book of Faerry and Magic’ and ‘Book of Creatures and Treasure’, both fifty-six pages.

Adventures in Fantasy opens with this forward (sic): 

“Many years back Dungeons & Dragons by Gygax and Arneson first appeared on the gaming scene and a veritable revolution took place. Soon dozens of supplements and imitations were also on the scene, vying for the ever growing attention of gameplayers throughout the world. Yet throughout this I have felt that the original spirit of the Role Playing Fantasy game has not been well looked after and that there have been few real improvements to that less than perfect original system. To this was added dozens of additional rules in a chaotic jumble of that buried the original structure under a garbage heap of contradictions and confusion. Any person without the aid of an experienced player was hard pressed to even begin to gain an understanding of the rules and even with aid it sometimes still proved to be impossible.”

The authors continued by hoping that Adventures in Fantasy would be as understandable to the novice as it is to the experienced player. Thus they threw down a gauntlet for themselves and potential players and set the standard by which Adventures in Fantasy—and to be honest, any roleplaying game—should be gauged. The unfortunate fact is though, that Adventures in Fantasy failed to meet that bar. From the outset, Adventures in Fantasy suffers from an unnecessary complexity in its design, one which apparent just four pages in, with the player needing to apply the following formula to generate a character’s Hit Points.

((Strength÷2)+(Stamina÷3)+(Dexterity÷4))÷5

A character in Adventures in Fantasy is defined by his Class, six attributes—Strength, Dexterity, Intelligence, Charisma, Stamina, and Health, Social Status, Starting Age (with a chance of natural death before play has even begun!), and Education. The Attributes are straight percentile rolls—though Adventures in Fantasy being from 1979 means that these are rolled on two twenty-sided dice marked ‘0’ to ‘9’ twice, whilst Social Status and Starting Age are rolled on the given tables. Education is represented by a number of courses of instruction that a character has taken. To determine how many, first a player works how months his character spent being educated or trained and then spends the months learning various packages. 

Adventures in Fantasy offers just the two character types, Warrior and Magic-User. Neither can be called a Class in the Dungeons & Dragons sense. A Warrior simply gains a 1% bonus to hit at each Level, whilst a Magic-User it increases the number of Magic Points he has. (That said, Adventures in Fantasy appears not actually define what the Levels actually are, so the Game Master will probably need to define them herself).

Our sample character is Edgar Smith, a simple townsman who was conscripted into the local liege lord’s army before he could undertake an apprenticeship. Once that war ended, rather than coming home, he sort service elsewhere and has fought in many battles as a swordsman since. He is physically fit, but lacks stamina.

Edgar Smith
Class: Warrior
Social Status: Tradesman/Man-at-Arms (Rank 6) Age 28

Strength 96
Dexterity 65
Intelligence 74
Charisma 48
Stamina 31
Health 20

Hit Points: 15

Education
Physical Training I, Physical Training II, How to use a shield, How to use a sword, How to use a club

Key to creating a character and what he can do is the roll for Social Status (modified by the Starting Age). This determines the number of years of education he has and thus what courses he can learn. Any character who wants to use his full physical attributes will need to take ‘Physical Training I’ lest he only be able to use them at three quarters of their value. Similarly, unless a character has been trained in the use of a weapon, any time he attacks with it, his player will be rolling against a third of the base skill. An average character should be able to enter play with an occupation, for example, blacksmithing or huntsman, and some physical and weapons training. Yet roll well in terms of Status and Starting Age, and the character created is highly capable with a wide range of skills and training packages, a member of the nobility, and even perhaps a Magic-User. Conversely, roll poorly and a player character is essentially a peasant levy who has been drilled to use a pike. Lastly, this does not take into account the fact that a player might fail the course and literally waste the time devoted to it.

As this point, you would expect ‘Book of Adventure’ to start discussing the rules to Adventures in Fantasy, but the middle third of the volume takes a sudden swerve into Game Master territory with advice on how to set up a campaign, an adventure, and laying out and designing the underworld, plus random encounter charts. These include the chances of a party being detected or evading another group of individuals or monsters in an area. It supports this with a sample dungeon, ‘The Dragon’s Lair’, and the wilderness location of the Bleakwood Fief, including the tower of a sorcerer. This is a serviceable set of examples with rather plain maps, though the hex map of the Bleakwood Fief is decent enough.

Mechanically, Adventures in Fantasy uses percentile dice, rolled for most situations against a character’s attributes—with no obvious modifications. Combat though, is more complex. It involves comparing body types, so Human versus Human, Human versus Snake, Lion versus Human, and so on to provide a base attack value. This is modified by the combatants’ Dexterity values, size, and comparative Experience Levels. Damage inflicted is determined by a six-sided die roll—no matter what the weapon—with no damage modifiers. Alternatively, an option allows for a straight percentile roll to be made against the body type of the defendant, which determines the type of die rolled for the damage, which could be a four-sided die or it could be two ten-sided dice, whilst special results inflict damage directly against the defendant’s Dexterity attribute. Other optional rules take the effects of terrain on combat into account, provide an armour saving throw—shields block damage, but armour reduces it, and allow a Strength bonus to damage. Throughout though, both Game Master and players need to keep track of their combatants’ Stamina, as it is possible to fight until exhausted. 

Combat in Adventures in Fantasy is a wonky mix of the simplistic and the complex. The damage mechanics are either too basic or too complex, neither effectively modelling character skill or attributes unless the Game Master includes the various options. Further, none of the options would be regarded as options in any other roleplaying game, including Dungeons & Dragons. Similarly, the rules for Experience Points for both Warrior and Magic-User require yet more arithmetic which only gets more complex the more player characters are involved in defeating an opponent.

Magic in Adventures in Fantasy uses Magic Points, a Magic-User gaining more Magic Points as he rises in Level. Spells are divided into non-alignment spells and three alignments, Law, Neutral, and Chaos—with no real explanation of what these alignments are—and once a Magic-User has selected a spell of a certain alignment, he cannot select those of the others. The spells are a mix of the usual, like Light, Fly, and Open Door, but also the odd like Insolence—which forces the target to be rude, Abandon—the target gives up all actions and devotes himself to cavorting about as if in an idyll, and Persecution—the target feels constantly persecuted by invisible demons. The target of a spell always has a saving throw against any spell, this being a percentile based on the number of Magic Points the spell cost to cast.

As well as normal spells, a Magic-User can cast permanent magic, typically on buildings, statues, swords, rings, and so on. This takes weeks of time and a Magic-User has a limited lifetime supply of Permanent Magic Points which rises slightly as the Magic-User gains Levels. Magic-Users can also enter into sorcerous combat, another complex sub-system which echoes the Psionics mechanics of Advanced Dungeons & Dragons. Then again, Faerry Magic, the magic of Dwarves, Trolls, the Faerry, and Elves is a simpler and flavoursome, divided between songs and runes, but essentially a reinterpretation of the spells for Magic-Users.

Besides the details of Dwarves, Trolls, the Faerry, and Elves, Adventures in Fantasy provides a wide range of creatures and monsters. Quite possibly the best done book of the three in Adventures in Fantasy, ‘Book of Creatures and Treasure’ is comparatively simple and accessible, with fun rules for creating quite varied Dragons, and a decent mix of creatures and monsters familiar and unfamiliar. The treasures and various artefacts are of a similar nature.

Physically, Adventures in Fantasy is decently presented, each book on a heavy buff paper. It needs editing in many places, as the writing is often clumsy, but the artwork is simple and clear enough throughout, having what would be called an ‘Old School’ look and feel. On the downside, the decision to colour-code the books and use colour rather than plain black text has repercussions. The use of red text in the ‘Book of Creatures and Treasure’ makes its content all but unreadable.


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Unfortunately, Adventures in Fantasy received mixed reviews at the time of its publication. Writing in Ares Nr. 4 (September, 1980), Eric Goldberg wrote, “The design of Adventures in Fantasy is, in every way, a direct lineal descendant of D&D, and is, in many respects, superior to its forebear. The resemblance unfortunately applies to the massive disorganization and frequent incoherency of the rules. Given the success of D&D, perhaps this is a good marketing strategy; it does, however, make the rules slightly indigestible.”, before concluding that, “AIF would seem to have many things against purchasing it. The price, the graphics are terrible, the rules are worse, and many of the systems are overly complicated, However, when played, the game is a lot of fun. Of course, some of the burdensome rules must be streamlined, but that work is not excessive.” (Note that Adventures in Fantasy cost $20 in 1979.)

Clayton Miner, in Pegasus #01 (1981), said, “Admittedly, this game does have its fascinations, especially to those who are interested in running a game with the flavor of medieval tales, rather than as Middle Earth. This is a game that should be avoided by those people who derive enjoyment from running a wide variety of character classes, as the only ones available are Warrior and Magic User. It is unfortunate that what could have been a superior project has turned out to be a disappointment in terms of playability and quality.”

Referring back to the introduction to Adventures in Fantasy in Space Gamer Number 30 (August, 1980), Ronald Pehr  commented that, “D&D might had ‘contradictions and confusions’ as Mr. Arneson points out on page 1 of ADVENTURES IN FANTASY, and he may be correct that ‘Any person without the aid of an experienced player was hard pressed to even begin to gain an understanding of the rules…’ However, we now have other games which aren’t full of confusion, offer some excellent role-playing, and can be handled by beginners, and don’t cost $25!”


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Adventures in Fantasy is all but forgotten today, but its legacy is ever so slightly interesting. Most obviously, co-designer Richard L. Snider would go on to design Powers & Perils for Avalon Hill, but Adventures in Fantasy influenced other designers too. Notably, Jonathan Tweet took the concept in Adventures in Fantasy that a character marking a magical item would pay a permanent cost to do so and applied it to Dungeons & Dragons, Third Edition. In Adventures in Fantasy, the cost is paid from a limited supply of Magic Points, in Dungeons & Dragons, Third Edition, it was paid in Experience Points.

Adventures in Fantasy is a mess of complexity and simplicity with uneven explanations. It is not hard to see what the designers are trying to do, but all too often they make the game inaccessible and unnecessary hard work. They would go on to release a second edition in 1981, but how many of the issues in Adventures in Fantasy were fixed or addressed is another matter.

Ultimately, Adventures in Fantasy is more curio than roleplaying game. Essentially what Dave Arneson did next after Dungeons & Dragons and what he designed in response to what he saw Dungeons & Dragons had become. Unfortunately, the result is dense and fiddly, and hard work, in places incomplete, and undoubtedly not what either of the authors intended, at best a set of their house rules, at worst, a sideswipe at Dungeons & Dragons.

1974: Warlord

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

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Image result for Apocalypse board game games workshopIf you are of a certain age, then you will remember Apocalypse. Not the ‘Apocalypse’, but Apocalypse: The Game of Nuclear Devastation, a board game published by Games Workshop in 1980 in bookcase format along with Valley of the Four Winds and Warlock. It saw generals fighting for territory in a near future Europe in conflicts that would quickly escalate into nuclear confrontations and inevitably, nuclear devastation. The rules were simple and to our fourteen-year-old minds, the fun thing about the game was that every time you won a conflict, you were awarded a stage for your nuclear missiles. The game included little plastic missile stages that clipped together to form slightly wonky nuclear missiles and when you fired them, each missile devastated several regions on the board and destroyed whole armies. It was in my late English teacher Mister Peter Rolfe’s opinion, when we explained it to him, very poor taste.

The truth of it was that Apocalypse was produced on a low budget. The map was quite small, the missiles were of cheap plastic, the armies of thin card, and the six-sided die included in the game was arguably the worst die I have ever seen. Fortunately, this did not matter. The die was never intended to be rolled in Apocalypse. A couple of years later I got to play again, but not Apocalypse, but The Warlord, the original version of the game that was not quite as simplified as Apocalypse and had better components—although the copy I was playing used Lego blocks as missile stages. What was interesting was that I was playing with the designer’s nephew. I never did get to meet the designer—Mike Hayes—then, but by chance I met him at UK Games Expo 2013 where he had a new edition of the game available. Not of Apocalypse: The Game of Nuclear Devastation, but Classic Warlord – The Holy Grail of Wargaming, a new version of the original game first self-published in 1974.

Classic Warlord, a game of bluff, conquest, and nuclear confrontation, is designed for two to seven players—Apocalypse was for between two and four. Classic Warlord retains the same simplicity of rules as Apocalypse and is designed to be modular. Its eight map boards sit together to cover Europe, the Near and Middle East, and North Africa. What this means is that a short game can be played out over a small theatre over two maps—for example, the Madrid and Rome maps to form a Western Mediterranean theatre—in an hour or two with two, three, or four players. With all eight maps and all seven players, a game could last several hours.

Classic Warlord comes richly appointed. In addition to the eight full-colour map boards—each marked with mega-cities, key urban areas, rural regions, mountains, deserts, and sea regions, the big box includes two sets of the three-page rules sheet, seven separate red cloth bags full of small coloured discs—these represent the players’ armies, a black bag of thick squares used to mark irradiated regions, two sets of missile stages—red for A-Bombs, white for H-Bombs, and a large die. Also included in the box is a twenty-four page combined FAQ and set of Designer’s Notes. What is missing from the box is a cup under which to hide the die during battles, but that is easily supplied.

Once the map boards have been selected, players take in turn to place a single army on an unoccupied and unconnected mountain region until they have all been filled. What this means is that the players begin the game with unconnected forces, each conducting the near-future conflict in a balkanised fashion as a mini-empire of its own. Then on his turn, a player conducts three phases. The first phase consists of firing and detonating missiles—this occurs later in the game after a player has won a few battles against his opponents. In the second phase, a player receives more armies, the number based on the number of separate empires he owns, as well as the number of mega-cities, key areas, and rural regions he controls at the start of his turn. These are placed within the empires they are generated from.

In the third phase, he can move his armies to occupy empty regions and he can also attack enemy-held regions. Classic Warlord’s combat mechanics are where the game begins to shine. The attacker selects a number on the die not greater than the number of armies he is attacking with and hides it under a cup. The defender now has to guess the number selected. If he does so, the attacker loses that number of armies from his attacking forces.  Essentially, the attacker is staking a portion of his forces on the defeat of the defender. If on the other hand, the defender fails to guess the number correctly, he loses one of his armies and the attacker gains a single A-Bomb missile stage that he can place anywhere within his empire that he attacked from, to be launched in the first phase of subsequent turns. Attacking mega-cities, mountains, and from sea onto the land are difficult to stage.


For example, it is Dave’s turn. He has already reinforced the Apennines in Italy so that it has six armies. He wants to capture Milano to the north which Niamh defends with just two armies. Dave as the attacker takes the die, selects a number between one and six, and hides it so that the number cannot be seen or changed. Niamh has to guess the number, which must be between one and six. She selects three, but Dave chose two, so Niamh loses an army. Dave also gains an A-Bomb missile stage to place anywhere in his empire in Italy. He also continues the attack. He again selects three, thinking that Niamh will not choose that, but she does! Dave loses three armies from his forces and decides not to press his attack.

Once a player has a missile, he can launch it during the first phase of his turn. A missile’s range is determined by the number of its stages. When it strikes, the targeted region is irradiated—marked with one of the game’s black squares—and rendered unsafe for the rest of the game. In addition, all of the adjacent regions are devastated and any armies in them destroyed. These regions can be reoccupied. H-Bombs are more effective. They not only irradiate the targeted region, but also all of the adjacent areas. Of course, all of the regions adjacent to the irradiated regions are devastated.

If any missile—A-Bomb or H-Bomb—is stationed in an area that is devastated, it will also detonate, having the same effect as if it had been launched at a region. It is thus possible to set off a chain-reaction of missiles is they are placed too close to each other. (It should be noted that our fourteen-year-old selves would look upon this with unbridled glee!). Although missiles do permanently remove territory from the game, their devastation effect is an efficient means of removing enemy armies from the map.


For example, Niamh wants to stop Dave from staging further attacks from the Apennines, so on a later turn she launches a two-stage A-Bomb from the Tyrol on the Apennines. It irradiates the Apennines and devastates Emilia, Milano, Torino, the Ligurian Sea, Toscana, Umbria, and Marche. In the next phase, Niamh will receive more armies and not only reinforce her armies in the Alps, but march south into northern Italy. For launching an A-Bomb, Niamh also receives an H-Bomb to place in her empire in northern Italy...


Play continues like this until there one last survivor who is declared the winner of the game.

In the process, irradiated and devastated areas will ripple and grow across the map. This will affect further battles as players’ forces are channelled around irradiated areas. H-Bombs exacerbate this issue.  As this happens and players are eliminated from the game, battles are likely to become bigger and bigger, but more tightly focused on certain terrain.

By modern standards, Classic Warlord shows its age—after all, it is more than forty years old. It is a brutal wargame in which no prisoners are taken; it is not a balanced Eurogame in which the play is competitive rather than combative; and it is a game in which the players are eliminated from play one after another. Its subject matter has also dated—we no longer live in fear of imminent nuclear annihilation. That said, there is a simple elegance to the design of this game and there is a complete absence of luck—Classic Warlord is not Risk with its reliance on dice rolls. The mechanics in Classic Warlord rely purely on player decision, bluff, and deduction. Selecting how many armies to commit to a battle is a tough decision for the attacker and deducing how many the attacker is prepared to risk lies at the heart of the game. A larger number of armies means that the attacker has greater choice in how many he can risk, but risking too many means that his attack can fail more spectacularly. The defender of course, has to gauge just how many the attacker is prepared to risk…

In comparison to the earlier Apocalypse, the new edition of Classic Warlord is bigger, bolder, and better presented. It has been streamlined in places—there are fewer mega-cities and it is not possible to reconstruct irradiated areas. As much as they are destructive in their effect, the addition of H-Bombs from earlier iterations of the game—they do not appear in Apocalypse—actually speeds play because they knock territories out of the game and reduce the need to battle over them.

In larger, multiplayer games, one issue is that the players are sat around doing nothing when it is not their turn. Of course, there is nothing to stop them enjoying the tension of the confrontation between the current combatants or indeed involving themselves in attempts to form or break alliances. This diplomatic aspect to the game is not discussed in the rules, but it is implicit with this kind of multi-player wargame.

What then of Classic Warlord as a simulation? It certainly does not simulate actual warfare, its scope and mechanics being too broad and too abstract for that. In a sense, it is more like Diplomacy or Risk in terms of its scope and mechanics, but given that its setting is that of a then near-future post-Cold War conflict (the game having been long developed and published before the end of the Communist Bloc at the end of the 1980s), what it does simulate is a conflict that never came to pass. It is thus a ‘what if?’, although loose parallels can be drawn to certain post-Cold War conflicts in Classic Warlord’s set-up of small empires jockeying for power and territory combined with the post-Cold War fear of post-Soviet states and factions gaining control of nuclear weapons. Certainly though, it models the brinkmanship of nuclear conflict.

Given its set-up and its expanded playing area with the extra maps, it is disappointing that Classic Warlord does not entertain the possibility of scenarios to simulate possible conflicts. Given the game’s age, the obvious would be a Warsaw Pact/NATO confrontation in Germany, but the collapse of the Balkans could also be played out, as could numerous conflicts in the Middle East.

Physically, Classic Warlord is nicely presented. The maps are well down and mounted on sturdy cardboard. The plastic pieces are sturdy, though the armies are a little fiddly to handle. Although a nice touch, the inclusion of bags for all of the plastic pieces does seem a little redundant given that they come in ziplock bags. Lastly, the rules sheet is nicely done. At just three pages in length, it points to the game’s simplicity and elegance.

There is no denying that the premise behind Classic Warlord is unwholesome. Indeed, it may even be unpalatable to some, yet there is an undeniable pleasure—a guilty pleasure perhaps—in seeing the game back in print, but a pleasure nonetheless. Even though its premise has dated, there is no denying the sheer brutality and elegance of Classic Warlord’s design. 

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