Reviews from R'lyeh

Simply Weird

Published by the Melsonian Arts Council, Troika! is a Science Fantasy roleplaying game of baroque weirdness that lies beyond eldritch portals that open into non-euclidean labyrinths which lie on the edge of creation under skies filled with innumerable crystal spheres and the golden-sailed barges that travel between them. It combines a simple set of mechanics with a world that is not so much described as implied in its thirty-six refulgent and empyrean character options. This is a world and roleplaying game inspired by Gene Wolfe’s The Book of the New Sun series and  M. John Harrison’ Viriconium series, with just a little feel of Jack Vance’s The Dying Earth. Further, and although the mechanics of Troika! are not compatible with the majority of roleplaying games and scenarios for the Old School Renaissance, in tone and feel, it is not dissimilar to scenarios like Slumbering Ursine Dunes and Misty Isles of the Eld from the Hydra Collective LLC, Crypts of Indormancy and The Monolith from beyond Space and Time, and roleplaying games such as Monte Cook Games’ Numenera, Pelgrane Press’ The Dying Earth, and Lost Pages’ Into the Odd.

Characters in Troika! are very simply defined with three attributes—Skill, Stamina, and Luck plus a Background. Skill represents a character’s capabilities and prowess in combat, Stamina his Hit Points—if reduced to zero, he is dead, and Luck for just about anything else. Every character also starts with the same set of possessions. It is the Background though, such as Ardent Giant of Corda, Journeyman of the Guild of Sharp Corners, and Temple Knight of Telak the Swordbringer which defines the character in terms of origins, role, and advanced skills and possessions. Some Backgrounds also provide a special rule to do with an ability specific to them. For example, the Monkeymonger has spent his life herding Edible Monkeys, but has left his former occupation after falling or stepping off The Wall. He owns a Monkey Club, a Butcher’s Knife, a pocket full of monkey treats, and a herd of small monkeys too scared to run away from him. His advanced skills are climbing, trapping, club fighting, and knife fighting. The special rule associated with this Background has the Game Master rolling on a table to determine the Mien of the monkeys.

To create a character, a player rolls several six-sided dice for his character’s Skill, Stamina, and Luck, and notes the results down along with his character’s baseline possessions. Then he rolls d66 to generate a number between one and thirty-six and his character’s Background. The values listed for the Advanced Skills and the Spells are simply added to the character’s base Skill value to determine their final value. The process is really simple and easy, and between a group of players should create some interesting characters (although lose a few characters and the choices available in terms of Backgrounds may be limited to avoid repetition). The process is also fast. A character in Troika! can be created in a couple of minutes! 

Our sample character is a Claviger, a Master of Keys, obsessed and trained with the opening of doors and locks, both mundane and mystical. Ixyll is an orphan raised by the Grand Order of the Master of Keys and is obsessed by opening the doors, locks, and portals to furthest reaches of creation.

Ixyll
Background: Claviger

Skill: 5
Stamina: 20
Luck: 9

Advanced Skills: Locks 4, Strength 3, Trapping 3, Maul Fighting 2
Spells: Open 2, See Through 1, Lock 1

Possessions: Knife, lantern & flask of oil, rucksack, six provisions, festooned with keys (counts as Modest armour), a Distinguished Sledgehammer (counts as Maul), lockpicking tools

Mechanically, Troika! is disarmingly simple, if somewhat inelegant. To undertake an action, a player rolls two six-sided dice, aiming for a result equal to, or under, the appropriate Skill value. In an opposed roll though, the Skill value is added to the result of the roll and compared with that of the opponent’s to see which result is higher. Where Skill or an Advanced Skill does not factor into a situation, but a roll is still needed, the player instead rolls against his character’s Luck. This though, comes at a cost, the character sacrificing a point of Luck to make this roll. So essentially, a character’s luck (and Luck) can run out over the course of an adventure. Thankfully, this is not a permanent loss, and both Luck and Stamina can be regained once a character has taken the time to rest.

Combat  primarily consists of opposed rolls of Skill plus Advanced Skill plus the result of two six-sided dice, the roll determining which combatant hits and inflicts damage, whether that is mêlée or missile combat. Rolls of double six are criticals and count as Mighty Blows which inflict double damage, whilst double ones are fumbles and enable an opponent to inflict an extra point of damage. Mighty Blows can inflict a lot of damage on defendants and that includes the player characters, so Troika! has the potential to be fairly deadly in play. Thankfully though, character creation is quick, so bringing replacement characters into play should not too much of an issue. Other rules cover grappling, use of multiple weapons, armour and shields—both reduce damage, and so on. So simple and fast enough, but initiative is very different.

Initiative in Troika! requires tokens—a lot of tokens. These can be dice, counters, and so on, as long as they are in a mix of colours. Each player character requires two tokens of the same colour. All of the enemies require tokens in the same colour equal to their combined total Initiative value. One last token is needed of an entirely different colour. This is the End of the Round token. This collection of tokens, known as the stack, goes into a bag or container and shaken up. Then over the course of a round, the Game Master draws tokens one by one. When a player character’s token is drawn, he can act and when an enemy’s token is drawn, one of their number can act. This continues until all of the tokens have been drawn, or the End of the Round is drawn.

These Initiative rules are very different (at least for roleplaying, something like them being used in the board game, German Railways) and have an unpredictable, organic feel and flow. One clever extension of them is the aiming rule, which by letting a player character place one less token in the stack, lets his player rolls twice and take the best result when his second is drawn. However, the unpredictable nature of the Initiative mechanism means that the enemies might act before the End of the Round token is drawn and so prevent the player characters from acting in a round; some player characters might get to act, but not others before the End of the Round token is drawn; and all of the enemies might get to act before the player characters. Now barring the last one, which could occur in a standard combat engagement anyway, some players may be dismayed by being denied the chance to act, something which flies in the face of just about every other roleplaying game. What it represents, though, is a stronger ebb and flow of combat, of combatants hesitating, seizing the initiative and losing it, and so on.

Troika! includes some seventy or so spells. Each is treated like an Advanced Skill which needs to be rolled against when cast and also has a cost to be paid from the caster’s Stamina statistic when cast. A result of double one means that the spell is successfully cast, but a roll of double six means that the spell has not only failed to be cast, but that the caster’s player must roll on the ‘OOPS!’ table, which is given on the inside back cover. This can radically change the caster, whether that is deducting twenty-five years from the caster’s life or not, such as turning everyone nearby turning into pig, except the caster. The ‘OOPS!’ table definitely has an obsession with pigs! 

Monsters or enemies are treated in as simple a fashion that is in keeping with the rest of Troika! There are some thirty or so given from Alzabo and Boggart to Ven and Zoanthrop. The first is a ghoul-bear, the second is a grumpy Pixie, the third time travellers from the End of All Things, and the fourth, fashionistas who followed a fashion too far to be in touch with the animal kingdom and gave themselves partial prefrontal lobotomies… Every enemy entry includes a Mien table to quickly determine their attitude when encountered. All have slightly lower Stamina ratings in comparison to the player characters in order to make combat quicker to run and to balance against spell casters having to expend their Stamina to fuel their spells. 

Lastly, Troika! includes ‘The Blancmange & Thistle’, an introductory adventure. It is intended to be dropped into an ongoing campaign with little rhyme or reason, and sees the player characters taking rooms at The Blancmange & Thistle hotel in the city of Troika. They are forced to share a room because there is a big party on the roof to which they are also invited, but anyone and everyone is also going to party too. All of them just as weird, if not more so, as the player characters. The adventure really consists of the player characters having a terrible time in the hotel’s lift as one weird guest gets on as another weird guest gets off at his floor. The problem with the scenario is that it will fall flat if the player characters refuse to engage with it, but should they actually engage with the weirdness around them—and they have no excuse given just how weird they all are—then this is a lively, silly trifle of an adventure which has a feel of The Dying Earth about it. Writing adventures to fit this tone or indeed the feel of the world of Troika! may be a challenge for some Game Masters and the roleplaying game does not include any advice to that end—or indeed any advice. Although to be fair, the roleplaying game is not aimed at the inexperienced roleplayer. 

Physically, Troiki! Is very nicely presented. A nice touch is that the various sections—character creation, rules, spells, and the bestiary and scenario—are each done on different coloured paper, making them stand out a little in the digest-sized hardback. The writing is good and the artwork is suitably and weird throughout.

Mechanically, Troika! is undeniably simple, looking and feeling a little like the Fighting Fantasy solo adventure novels of the nineteen eighties. The application of Backgrounds though, not only make them more competent, they also provide ways in which the player characters can each be cool. The Backgrounds also suggest aspects of the wider world—or edge of the world—whilst still leaving plenty of room for player input. Ultimately, if Troika! is missing anything, it is more of this fantastically weird and baroque world that the Backgrounds and the scenario hints at, which as ‘The Blancmange & Thistle’ demonstrates really comes out in play rather than presented as chunks of information. Thus Troika! would benefit from further weird adventures rather than sourcebooks.

Troika! is a fantastic little book, a roleplaying game, which with its simple rules and rich character Backgrounds, possesses a superb pick-up and play quality. It would be fantastic to see that supported with a book of easy to pick up and run short scenarios, but the scenario in this book, ‘The Blancmange & Thistle’, is a fine start.

Touting Taverns

Taverns are a cliché in fantasy roleplaying because that is always where adventures begin, as in, “You all meet in an inn.” They are places where the adventurers can buy a drink, pick up a few rumours, perhaps get hired for a job, and then go on their merry way to delve into some dungeon or some other adventuring site. Then when the adventure is over, they are places for such adventurers to retire to and spend their loot on wine, women, and song. The Pocket Companion: A Tavern Guide is designed to make such establishments more interesting than that and to give multiple examples of such places where food and drink, company and entertainment can all be found and enjoyed. Some seventy or so taverns detailed, spread across four types of terrain—cities and towns, on the road, villages, and wilderness—all designed for use with the fantasy roleplaying game of your choice, for the content of The Pocket Companion: A Tavern Guide is entirely systemless. Further, the supplement published by Wisdom Save Media is very simply presented in a black and buff booklet in order to make it friendly on the pocket.

Now despite saying that The Pocket Companion: A Tavern Guide is systemless—because it is—it has its own system of presenting and rating each of the taverns described within its pages. Every entry is rated in terms of casks, from one to five, taking into consideration its customer service, quality of produce, comfort, range of services offered, décor, and overall customer satisfaction. This is only a rough guide and is open to interpretation, so a one-cask tavern might give great customer service, but serve terrible beer and have cheap furniture, or the beer is great, but overpriced, served by rude staff, and patronised by aggressively surly customers. The particular services offered by each tavern are indicated by a number of icons, one each for food, stables rooms, merchant (services), blacksmith, entertainment, and bar staff and patrons. Again, these are are open to interpretation, but further information is provided in each tavern’s description and some of their customer comments.

In addition every entry includes a description, a bit o’ history, and one or two reviews. Some also give descriptions of the staff and patrons of the tavern, each of whom is accorded their likes, dislikes, wants, fears, and flaws, all of which are organised into a table of their own. There are typically three of these per entry that includes them, nicely providing a thumbnail portrait of the individuals. This increases the page count for the entries with NPCs from one page to two.

For example, The Yellow King is rated three casks and offers food, entertainment, and rooms. The sign over its door depicts a figure with its head bowed and covered in a cowl and dressed in yellow tattered robes, surrounded by shadows which suggest the figure might have wings. Inside, its many patrons sit in small clumps, staring into their greasy yankards amidst an air of desperation and menace… According to its ‘A Bit O’ History’, The Yellow King is place for its patrons to drink and forget, ignoring the city’s worst inhabitants in the tavern’s dark corners. The right connections will get an introduction to any one of them should you have need of their prowess at blackmailing and coercing others. The price though, is often more than simple coin… Surprisingly, Hildred Castaigne only gives the tavern a rating of two out of five.

Where The Yellow King is found in a city or town, The Lair is rated at four casks and is located somewhere in the wilderness, its exact location and appearance changing at the whim or need of the owner, Nox. Nox is an average bakeep, though he does have information to sell for a price. The tavern is described as being clean and well-maintained, but the decor may well be off-putting and there are shady corners where all sorts of business can be conducted. Nox is described under ‘A Bit O’ History’ as often being sarcastic or derisive towards his customers as he would rather be elsewhere, though he will help those new to the area. It is awarded five out of five in one reward, but three out of five in another, the latter pointing out that Nox is freaky, whilst his bouncer and waiter twins are always grinning….

Under ‘Staff and Patrons of The Lair’, Nox is revealed as an intelligence broker with blank, disinterested expression and a sarcastic manner. He is also a vampire! He likes decorating and colourful cocktails, dislikes cleaning and daytime, wants better servants, fears not being needed, and suffers from the flaws of being overly supportive, even to his own detriment. Both his bouncer and waiter twins are given a similar treatment as is a secretive patron known as The Alabaster Mask.

In addition to the numerous taverns, The Pocket Companion: A Tavern Guide also includes a few plot hooks, a set of tables for determining the details of cellars as well as their secrets, for creating the names of beers, wines, and liquors and how they taste, some twenty distractions to throw at the player characters, and games like Beggars Blackjack and Drinks and Daggers. All of which can be used to add colour and flavour to the player characters’ visit to any of the establishments described earlier. Then if the Game Master runs out of choices within the pages there is a quick and dirty means of generating more taverns with a set of further tables. The book itself is rounded out with space for the Game Master to record her own creations.

Physically, The Pocket Companion: A Tavern Guide is a plain and simple book. It is only lightly illustrated, but more problematically is that it does need another edit as the writing in places is not as succinct or clear as it could be. Much of this stems from the contents of the book being crowd-sourced, so the writing is variable in its quality. The fact that the contents of the book were crowd-sourced also means that there is another issue with The Pocket Companion: A Tavern Guide in the degree of repetition between its seventy or so entries. So this means that there are lots of taverns that are run by retired adventurers, taverns that are really busy despite being off the beaten track, taverns run by Dwarves, and so on. What this means is that the Game Master has to be careful when selecting the next tavern to add to her game lest it is too similar to the last one that the player characters visited.

Overall, although The Pocket Companion: A Tavern Guide is somewhat rough around the edges, it does give the Referee plenty of choice and plenty to work with. Which it does in an inexpensive and accessible fashion.

Horror & Hedonism

If ever there was a city ripe for subversion by the Mythos it is Jazz Age Berlin, the Berlin of the twenties, of roaring inflation, the Weimar Republic, of unfettered artistic expression, of outrageous entertainment, of political extremes and violence, of a flood of immigration from Russia and Eastern Europe, and more that led it to be called the ‘Wickedest City on Earth’. It is this period—between the end of the Great War and the Nazi party under Adolf Hitler taking power in 1933—and its subversion by the Mythos which is explored in Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin, the latest supplement for Call of Cthulhu, Seventh Edition. Published by Chaosium, Inc., the content and subject matter of Berlin: The Wicked City—sex, drugs, and prostitution—as well as the horror, make it one of the more mature titles published for the venerable roleplaying game of Lovecraftian investigative horror to date.

Berlin: The Wicked City begins by exploring why an investigator would be in a Berlin. Well despite its reputation for political violence and the rampant inflation in the earlier part of the decade, it is a welcoming city, not just for immigrants of all sorts, but also tourists, artists, and academics as well as homosexuals, lesbians, transgendered, and others. For Berliners and Germans come to Berlin, there is the matter of asking the question, ‘How did you spend the War?’ to be answered and whilst no new Occupations are given, several new Experience Packages are provided which focus on aspects of Berlin life. These are Street Fighter, Underclass, and Former Corpsstudent (ex-member of a student fraternity). Four Investigator Organisations are given as examples for the Investigators to join, all pleasingly suitable for the Berlin of the 1920s, including as they do Hilde-Film, a struggling film company—the city being the centre of European film production—which believes it has footage of ghosts and the Landsberger Tenants’ Association, whose members have uncovered something weird in the cellar and fear that others are taking an interest in it. Further on, it looks at the possible contacts that the investigators can cultivate in the city, including political, occult, and criminal.

Berlin itself is accorded a decent history and description of each of it zones and districts. Each is given a page of detail accompanied by a list of its sites of interest—both mundane and unusual, house of worship, chief contact, gang or organisation, nightlife, ongoing problem, and prominent form of prostitution. Also covered are the city’s weather, transport network, media and communication, and penal code. Equally as useful for any Investigator are the descriptions of Berlin’s museums and libraries, whilst those for Haus Vaterland—a department store of restaurants, Romanisches Forum—the square where the Kaiser-Wilhelm-Memorial-Church and the exploitative Heaven and Hell Club both stand, the Institute of Sexology, and more, are described in more detail. The discussion of food and drink and Berlin’s nightlife, including the possibility of investigators owning their own club, move Berlin: The Wicked City onto more contentious ground.

One aspect that marks Berlin: The Wicked City as a sourcebook for more mature gamers is that the fact that it includes sex, drugs, and prositution, all prevalent in the period. These are subjects which some roleplayers may find dealing with more uncomfortable than the cosmic horror of Call of Cthulhu with its death and madness, but given that Berlin: The Wicked City is a supplement about Berlin, they are unavoidable. So yes, it does give rules for the effects of taking a variety of recreational drugs—including alcohol, it does list the types of prostitutes working in the city, and it does discuss both LGBTQI investigators and LGBTQI politics in the city. Notably though, it treats all of these subject matters in a mature fashion and a tone that is always measured, never salacious. Further, the treatment of these subject matters barely scratches the surface—Berlin during the Jazz Age deserved its reputation as the ‘Wicked City in the World’.

Before Berlin: The Wicked City delves into the weird, it gives biographies of some twenty or so famous Berliners and other inhabitants of the city, including Marlene Dietrich, Albert Einstein, Christopher Isherwood, and Vladimir Nabokov. None are given stats, but they do not really need them. What is given is the period when they are resident in Berlin, highlighting the possibility that the investigators might just meet any one of them.

More than half of the supplement is dedicated to the Mythos in Berlin. This includes the presence of Nyarlathotep as the emcee of the city’s wildest parties and cabarets, wild youth who style themselves as the ‘Lost Boys’ from J.M. Barrie’s Peter Pan and worship something caprine in the woods outside the city, and a dance troupe whose ‘cosmic ballets’ might just be summoning clear vision to the world, but might inadvertently be summoning something else. These short write-up are accompanied by ten scenario seeds awaiting the Keeper’s development.

Berlin: The Wicked City is rounded out with three scenarios which together form a loose campaign which takes place in 1922, 1926, 1928, and 1932. Each of the three explores a particular theme which the author discusses at the scenarios’ starts, so the theme for ‘The Devil Eats Flies’ is ‘lustmord’—‘lust death’, for ‘Dances of Vice, Horror, and Ecstacy’ it is ‘überschreitung’—‘transgression’, and for ‘Schreckfilm’ it is ‘algolagnia’—‘sexual pleasure derived from physical pain’. ‘The Devil Eats Flies’ is a noirish case of a missing person which descends into political unrest and violence on Berlin’s streets and one of the stranger tales of the twentieth century. There are some nice set pieces to this scenario, including a scene at night in the city’s zoo and at the antagonist’s home. Overall, this is a rich, meaty mystery for the investigators to get their teeth into. ‘Dances of Vice, Horror, and Ecstacy’ draws the investigators into the life of a dissolute artist when something strange happens at one of her performances and they are asked by an occultist to investigate. This is a louche and loose scenario with multiple plot strands which may not be that easy to follow and the Keeper will need to ensure that she has well prepared before running this scenario. Foreshadowing events years in the future, the scenario takes on a grandeur in its later scenes in a number of quite wicked set-pieces. Lastly, ‘Schreckfilm’ begins with a MacGuffin falling into the investigators’ possession and finds them trailed by trouble as the authorities and other organisations, both mundane and monstrous, take too much of an interest in them. Investigating the MacGuffin will furnish them with clues and an encounter with a surprisingly urbane Englishman before plunging them into the seamier side of Berlin society and an attempt to prevent the co-option of the mass media by the Mythos. Taking place before the election of the Nazi party, there is a strong sense of foreboding throughout ‘Schreckfilm’, one that stems our knowledge of events which followed. For the investigators though, this is one last chance to stop at least some of the madness. 

All three of these quite lengthy scenarios make excellent use of Berlin as a place, making them difficult to set elsewhere. They also parallel the events and moods of the decade the supplement covers. Starting with the terror and uncertainty of the political violence and economic instability of 1922 and ‘The Devil Eats Flies’, continuing with the transgressive decadence of  ‘Dances of Vice, Horror, and Ecstacy’ in 1926 and 1928, before coming face-to-face with moral decay and turpitude of ‘Schreckfilm’ in 1932. All three of these scenarios contain sexual elements, especially the second two, so any group of players roleplaying these adventures need to be aware that they contain adult content that is more obvious than in other Call of Cthulhu scenarios. 

So what is missing from Berlin: The Wicked City? There are perhaps two things which it could have included. It mentions that despite laws being enacted following the Great War which banned the private ownership of firearms, guns were easy to get hold of. What it does not do is tell the Keeper what weapons might have been readily available. It need not have given stats for them since there are plenty listed in the Call of Cthulhu Rulebook, but giving their names would have been useful at the very least. The other thing missing from Berlin: The Wicked City is a timeline for the decade or so that it covers. Obviously, much of that can be found online, but for a setting supplement for a roleplaying game of Lovecraftian investigative horror, a timeline of occult or weird happenings in Berlin would have been useful.

Physically, Berlin: The Wicked City adheres to Chaosium, Inc.’s now high standards in terms of layout and look. This is a clean and tidy hardback, illustrated with a good mix of period photographs and full-page, full colour pieces of artwork, the latter capturing the gaiety of the city as much as the horror. The cartography though, is excellent, whether it is the period maps that depict the cluttered layout of the city or the delightfully architectural floor plans. The cover is also well done, hinting at the reach that the Mythos has over the bright lights of Berlin.

Berlin: The Wicked City gets the balance between background content and playable content right. There is more than enough of the former that is both interesting and useful to help run the latter and help the Keeper develop her own material. Although the more mature, if not adult, elements of that background may put some roleplayers off, it is carefully handled and presented throughout, especially in the scenarios where the investigators are more than likely to encounter it. And should roleplayers decide to avoid the supplement on those grounds, then they will be missing out on what are three good scenarios. Although the Keeper is given several scenario seeds to develop, an anthology of scenarios set in Berlin between the three scenarios in Berlin: The Wicked City would be more than welcome. Certainly Berlin: The Wicked City sets the blueprint for what a good city or setting supplement should be like for Call of Cthulhu.

Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin is an impressive supplement. It more than does the setting of the ‘Wickedest City on Earth’ justice and it enables the investigators to explore that setting in three tales that cover the influence of the Mythos in a decade of danger, dissipation, and decay. 

The Moldvay Way

One of the aspects of the Old School Renaissance is that with access to the Open Game License and System Reference Document, roleplayers, Dungeon Masters, Referees, and game designers can not only revisit particular versions of Dungeons & Dragons—whether that is the original Dungeons & Dragons, Basic Dungeons & Dragons, or Advanced Dungeons & Dragons—but specific editions of those games. So it is with Old School Essentials Classic Fantasy. Published by Necrotic Gnome—a publisher best known for the Wormskin fanzine and Dolmenwood setting—following a successful Kickstarter campaign, Old School Essentials Classic Fantasy is one such retroclone of a particular edition of Basic Dungeons & Dragons. That edition is the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh. The core book for which is the Old-School Essentials Classic Fantasy: Rules Tome.

What this means is that Old School Essentials Classic Fantasy is a Basic Dungeons & Dragons retroclone. It is a Class and Level roleplaying game, the combination of the Moldvay Basic Dungeons & Dragons and its Expert Set, providing scope for characters to go from First Level to Fourteenth Level. It does ‘Race as Class’, so the Classes are Cleric, Fighter, Magic-User, and Thief—all Humans, plus Dwarf, Elf, and Halfling. The Dwarf is a Fighter able to detect underground construction tricks and room traps, with Infravision, and good hearing; the Elf is a Fighter able to cast arcane spells, has Infravision, good sight and hearing, and is immune to Ghoul Paralysis; and the Halfling is a Fighter good at hiding, has good hearing, and is good with missile weapons. The Cleric has the Turn Undead ability, but does not get a spell until he has reached Second Level, whilst the Magic-User gets just the one spell at First Level. The attributes are still on the three to eighteen scale, but the modifier ranges from -3 to +3. The Alignments are Law, Neutral, and Chaos, rather Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, et cetera. In combat, weapons do a six-sided die’s worth of damage with Old School Essentials Classic Fantasy uses THAC0 or ‘To Hit Armour Class 0’. Notably though, the range of Armour Class values starts at 9 and ends at -3, rather than starting at 10 and ending at -10 as in other iterations of Dungeons & Dragons.

Old School Essentials Classic Fantasy also includes the option for High-Level play, taking the player characters above the Fourteenth Level maximum of the Moldvay Basic Dungeons & Dragons and its Expert Set, right up to Thirty-Sixth Level much in the vein of the Mentzer edition of Basic Dungeons & Dragons and it subsequent expansions. Another inclusion is a list of the Level titles—so Acolyte, Adept, Priest/Priestess, and so on for the Cleric Class and Veteran, Warrior, Sword-Master, and so on, for the Fighter Class—another feature of early versions of Dungeons & Dragons. Both the rules for High-Level play and the Level titles are taken from the Moldvay Basic Dungeons & Dragons and its Expert Set rather than being new additions.

Ixyll
First level Magic-User
Alignment: Law
Armour Class: 10
Hit Points: 3
THAC0: 19

Strength 05 (-1, 1-in-6 Open Doors)
Intelligence 13 (Elvish, Literate)
Wisdom 10 
Dexterity 12 
Constitution 12 
Charisma 08 (-1, Max. Retainers: 3, Loyalty: 6)

Spells: Sleep
Equipment: Backpack, lantern, oil flask (2), tinder box, wine, iron rations, crowbar, daggers (3), 63 GP

At its core, Old School Essentials Classic Fantasy is Basic Dungeons & Dragons writ large then. Except not—and in a number of ways. To begin with, it provides options that shift it away from the original Moldvay version of Basic Dungeons & Dragons and a step or two closer to modern sensibilities. Most obviously, providing rules for ascending Armour Class as first seen in Dungeons & Dragons, Third Edition rather than the descending Armour Class of THAC0, and to be fair, it is an easier, more intuitive option. Another modernism is actually not, that of ability checks, which in Old School Essentials Classic Fantasy has a player rolling equal to or under one of his character’s six abilities for the character to succeed at a challenging task. Rather its inclusion is intended to address an ambiguity, their being included as an option in the Expert Set rules for Basic Dungeons & Dragons, but not in the Basic Dungeons & Dragons rules themselves. Other ambiguities the designer has addressed from the Moldvay edition of Basic Dungeons & Dragons includes the Encumbrance rules; how much Experience Points should be awarded to retainers—half of the Experience Points earned by the player characters is due to them; clearly distinguishing between the room traps that characters of all Classes can attempt to find, and the small or treasure traps which the Thief Class specialises in finding and disarming; clearly stating that characters cannot run in combat; changing the Morale rules so that monsters definitely check Morale the first time when one of their number is killed; and balancing the values of the various treasure types. 

In addition, Old School Essentials Classic Fantasy expands the scope of Moldvay Basic Dungeons & Dragons. For the most part these are more changes in terminology rather than scope. Thus ‘Adventure’ is no longer used to refer to a single session of an ongoing game; the term ‘Hirelings’ is introduced to cover all non-adventuring retainers; and the term ‘THAC0’ is imported from Advanced Dungeons & Dragons, First Edition to help explain the combat mechanics. (Its inclusion also helps ground player and Referee in the retroclone.) It also opens up the use of the subdual rules for dragons to apply to other monsters too and applies the rules for handling watercraft to other vehicles.

So what else is in the Old-School Essentials Classic Fantasy: Rules Tome? Besides the seven Classes and method of creating characters, the Old-School Essentials Classic Fantasy: Rules Tome covers wealth and encumbrance; vehicles and mounts; extensive spell lists for both Arcane spellcasters—the Magic-User and the Elf, and Divine spellcasters—the Cleric; adventuring—dungeon and wilderness adventuring, encounters, pursuit and evasion, and combat; hired help—retainers, mercenaries, and specialists; strongholds and domains; a bestiary, from Acolyte, Ape (White), and Bandit to Wyvern, Yellow Mould, and Zombie; advice on Running Adventures for the Referee; and treasure lists including sentient swords. Undoubtedly, there is a lot of information here, but a very great deal of it will be familiar to the target audience for the Old-School Essentials Classic Fantasy: Rules Tome. Which means that a member of that audience could grab a copy of this roleplaying game and a fantasy scenario of their choice and run using these rules.

At the sharp end of the game, the Old-School Essentials Classic Fantasy: Rules Tome also covers adventuring in just a few pages, covering marching order and the ‘Caller’ and ‘Mapper’ roles, time, movement, adventuring in dungeons, the wilderness, and on the water, combat, and more. Notably here, the dungeoneering aspect of the game is played out in ten-minute turns, the Referee first rolling for wandering monsters, the party deciding its actions and the Referee describing their outcome, followed by his bookkeeping at the end of the turn. Wilderness Adventuring and Waterborne Adventuring follows a similar pattern, but adding weather and getting lost into the mix. What the Old-School Essentials Classic Fantasy: Rules Tome is doing here is highlighting the procedural nature of play within the rules of not just this retroclone, but also Dungeons & Dragons in its earlier incarnations. In fact, the graphical design of Old School Essentials Classic Fantasy draws the reader’s very attention to this by placing each sequence of play in a box at the start of their relevant sections.

The Old-School Essentials Classic Fantasy: Rules Tome comes as a thick digest-sized hardback, but it never feels stodgy or like it is trying to pack too much information into its smaller page size. What is obvious about Old School Essentials Classic Fantasy is that as much thought has gone into its physical design as its mechanical design. A great deal has effort is made to fit particular sections of rules onto double page spreads, so how to create a character and an explanation of the six abilities take up a double page spread as do the rules for hazards and challenges, dungeon adventuring, wilderness adventuring, and so on and so on. The designer does this again and again, but some rules need just a page, like those for Alignment, and other content needs more, such as the spell lists and the bestiary obviously. The designer really makes good use of the space in the Old-School Essentials Classic Fantasy: Rules Tome and none of it feels wasted.

The Old-School Essentials Classic Fantasy: Rules Tome is liberally illustrated using a lot of black and white pieces with full colour spreads between chapters of the book. Some of it is weird, some of it wonky, some of it wonderful, but a wide range of styles showcasing many of the artists drawing for the Old School Renaissance today. The writing and editing is also good, the former succinct in presenting and explaining the rules. A nice touch is that many of the most useful rules and tables have been reproduced inside the front and back covers of the book.

What is missing from the Old-School Essentials Classic Fantasy: Rules Tome is anything in the way of examples. So there is no example of character generation, of play, of combat, and so on. True, its target audience does not need such examples, but it would have been nice to have had them included, not just to see the designer’s mind at work, but perhaps add a degree of verisimilitude from the roleplaying game that Old School Essentials Classic Fantasy is based upon. Similarly, there is no adventure in the book, or sample locales, but again, the audience for whom Old School Essentials Classic Fantasy is intended will doubtless have content of their own to use. Equally as similar is that it would have been nice to see the types of adventure that the designer had intended to use these rules for, but that said, he has published several for use with the Old-School Essentials Classic Fantasy: Rules Tome

What the version of Basic Dungeons & Dragons that followed the Moldvay version—the Mentzer version from 1983—ultimately got, but the Moldvay version never did, was a compilation. This was the Dungeons & Dragons Rules Cyclopedia, which is now available via Print on Demand. That is no longer the case. Thanks to Necrotic Gnome, the Moldvay version of Basic Dungeons & Dragons now has its own answer to the Dungeons & Dragons Rules Cyclopedia in the form of the Old-School Essentials Classic Fantasy: Rules Tome. It is not only a lovely representation of those rules, Old School Essentials Classic Fantasy is a representation with a polish, an adjustment for inconsistencies, errors, and so on, all to make it more playable. The Old-School Essentials Classic Fantasy: Rules Tome is the update that the 1981 Moldvay version of Basic Dungeons & Dragons deserved.

All Aboard the Godwhale

Published by Lost Pages, Genial Jack Vol. I is the first issue of a serialised setting that is one-part the Book of Jonah, one-part Green Ronin Publishing’s Freeport, one-part Swift’s Travels into Several Remote Nations of the World. In Four Parts. By Lemuel Gulliver, First a Surgeon, and then a Captain of Several Ships or Gulliver’s Travels, one part Baron Munchausen's Narrative of his Marvellous Travels and Campaigns in Russia, but all weird nautical urban fantasy that can be best described as ‘whale-punk’. This is because Genial Jack Vol. I details a levianthine Blue Whale which for centuries has been home to the teeming town of Jackburg built across his thick skin and in his stomachs and deep into his intestines, much of it made up of the ships he has swallowed and those that have sailed into his maw and permanently moored inside of him. Jackburg is home to peoples and islands that the whale—the ‘Genial Jack’ of the title—has swallowed, from the Draugr to the Fomorians, and today it serves as a roaming free port, from which merchants sell the strange and exotic goods they have acquired in distant lands as well as the ambergris constantly formed deep in his gut.

Designed for use with Dungeons & Dragons, Fifth Edition—but very easily adapted to the retroclone of your choice—Genial Jack Vol. I focuses very much on the peoples and places of Jackburg. The former includes over thirteen new player character Races. These start with the undead Draugar, drowned corpses from the north who dwell in longships and a reputation for fell curses and trading in people, and Finfolk, sly, shapeshifting merfolk who are known for their illusions and the indentured workers they mark with their bloodsucking maws; and Formorians, giants banished from Faerie by Queen Mab who can cast an evil eye about, but are skilled crafters of magical devices and weapons and armour, to Sirens, who have reputations as malicious seductresses, but are highly charismatic and help in Jackburg’s aerial defence; Undines, water elementals who can turn into water and back again and work in Jackburg powering waterwheels, serving as living air-suits, and moving vessels and cargo; and Urchins, Jackburg’s underclass, beggars—Urchin Beggars?—who will happily eat rubbish, but who are considered to be lucky. The others do include Humans, but also the hive-mind Jellyfolk, the Karkinoi crustacean warriors, tentacular mercantile Octopoids, the sentient and artistic coral Polypoids, the bankers and thieves who make up the Ratfolk, and the often vicious shark-men raiders known as the Selachians, who include an individual casino-owner and moneylender who is called, of course, the Loan Shark. All of these Races have adapted to an amphibious life aboard Genial Jack and inside Jackburg, including being able to see in dim or low lighting, many need to be submerged at least once per day.

Genial Jack Vol. I then examines each of Jackburg’s districts in both Outer Jackburg and Inner Jackburg, the former being on the exterior of Genial Jack, the latter inside him. Each is given a full page which includes a short description and a handful of encounters and locations. So along the great whale’s flanks can be found Barnaclebank, the series of barnacles which have been hollowed out and linked via tunnels of reinforced glass and iron, then carved and reshaped, many of them into gun emplacements, harpoon launchers, and torpedo bays manned by the Whaleguard, Jackburg’s guard and security forces—unsurprisingly, Genial Jack has a decent navy to protect both himself and Jackburg. The encounters include an emergency as a porthole has cracked and is letting in water with the player characters being the nearest ones who can fix it before the Whaleguard can get there and the discovery of an enormous crimson pearl brought ashore by Jackburg’s fisherfolk, which might be anything from a mermaid lich’s phylactery to a resurrection stone. The locations given thumbnail descriptions are the Barnaclebank Fish Market which operates on the extendable docks on Genial Jack’s starboard flank, and the Sea Star Saloon, a tavern inside a single, huge barnacle-shell which is run by a man with the lower body of a starfish and which caters to Whaleguard officers and fishermen alike.

At the other end is The Gutgardens at the bottom of the whale’s main stomach. Here fish and krill is received from Genial Jack’s maw via canals and tubes and cultivated into gut bacteria and symbiotic algae which soothes his innards. They are worked by Gutgardeners in signature green and black uniforms with gas masks and heavy-duty work boots and gloves. The encounters include coming across a pair of Bloodskulls gang members about to dunk a debtor in Acid Lake; an invasion of Feral Fungoids driven into frenzy after feeding on Genial Jack’s blood; and a poisonous miasma that will leave all who breathe it in with a lung infection. The locations include an abattoir where a Jellyfolk mentalist humanely stuns livestock before their slaughter; the aforementioned Acid Lake, where enclosed and perfumed domes provide popular picnic spots for those from Inner Town; and the Digestive Reserves, areas kept entirely free of buildings and people to aid in Genial Jack’s digestion.

Some twenty or so districts are described in this fashion, along with a centre spread illustration/map of Genial Jack and Jackburg, as well as a list of city slang. So far, so good, but so far this is forty pages into Genial Jack Vol. I and the reader is left wondering how all of this works, who is in charge, and so on. At this point, Genial Jack Vol. I does cover the authorities of Jackburg, including The Captains’ Conclave held at Mysterium Tremendum, a massive ship and alehouse, where every captain and depending on the size of their constituent populations they represent, ship’s mates too, express their opinions and suggest where the Whale journeys next. Such are directions are imparted by the Navigators, the divine intercessors between the peoples of Jackburg and the ‘Godwhale’ that is Genial Jack, who are descended from those first shipwrecked inside him. Lastly, the Whaleguard is Jackburg’s navy and police force. Rounding out Genial Jack Vol. I are some details of Jackburg’s laws and criminal organisations as well as a list of some twenty interesting Jackburgers, inhabitants of Jackburg.

Physically, Genial Jack Vol. I  is more of a magazine rather than a book. Down in black and white throughout, this first issue is richly illustrated with some fantastic cross sections of Jackburg’s twenty districts. Use of the art does veer into the repetitious, but it has to be said it is good art. On the downside, the twelve new Races are only given portrait illustrations rather than full body shots, so players and Referee alike will need to use a little imagination there. The cover though is absolutely fantastically fantastic, a piece of artwork which just grabs the reader. Elsewhere, the writing is decent, as is the editing.

Genial Jack Vol. I  still feels as if it is missing one or two things. Obviously a scenario, but then it has almost forty encounters across the various districts it describes, but more problematically there is no discussion of what Classes are suitable or found in Jackburg and there are no new Classes. Yet, the one thing that is really missing is a discussion of the technology found on and in the Godwhale. Gunpowder definitely, but also an overhead tram which runs from Genial Jack’s Maw down its oesophagus, and working of iron and glass into tunnels, all of which suggests advanced technology of a kind. Exactly what though, is another matter. Hopefully, it will be covered in a later issue.

Although written for use with Dungeons & Dragons, Fifth Edition, the rules content in Genial Jack Vol. I is very light being confined to the various abilities possessed by each Race. This means that it is very easy to adapt to the retroclone of your choice and it is very much a case of Genial Jack Vol. I being imaginative enough to transcend any limitations a Referee or player should have with regards to their roleplaying game of choice. Not only could this be adapted to the retroclone of your choice, it could be adapted to the setting of your choice, whether that is Green Ronin Publishing’s Freeport: City of Adventure or the world of 50 Fathoms for use with Savage Worlds or the Referee’s own campaign world.

Although just the first issue, Genial Jack Vol. I is a satisfying appetiser for what promises to be an imaginatively weird and wonderful setting. It can absolutely be described as unique, the first ‘whalepunk’ setting. Genial Jack Vol. II is eagerly awaited.

Friday Fantasy: More Than Meets The Eye

More Than Meets The Eye: A Short Adventure with Lots of Tentacles is one of four short scenarios for use with Lamentations of the Flame Princess Weird Fantasy Roleplay released by Lamentations of the Flame Princess at Gen Con 2019, the others being Barbarians of Orange Boiling Seas, Menagerie of Exiles, and Zak Has Nothing To Do With This Book. Written by Kelvin Green, the author of Forgive Us and Fish Fuckers – Or, a Record, Compil’d in Truth, of the Sordid Activities of the People of Innsmouth, it is like several other scenarios from the publisher, set in the early modern period of the opening decades of the seventeenth century. It is also a sequel of sorts to the author’s scenario for adult Referees and players, the aforementioned Fish Fuckers.

From the start, including the title and its vibrant cover, it is obvious that More Than Meets The Eye is a weird, fantasy homage to a certain franchise of films involving giant robots capable of transforming into everyday objects. Not only is its location called St. Michael’s Bay, but the antagonists of the bay are transforming aliens, though not robots. Instead they are squidy, squidgy, tentacled aliens—shoggoths?—capable of transforming into everyday objects. This is depicted on the front cover and in a really good illustration inside the book. This transformation theme runs throughout the scenario, whether it is objects transforming into aliens (shoggoths), or the player characters into another race or Class, or simply into goop. There is a certain sexual element to the scenario, but it is not quite as prurient as that of Fish Fuckers.

Like the aforementioned scenario, More Than Meets The Eye is set in the West Country, but Cornwall rather than Devon, begging the question, “What exactly, does the author have against the people of the West Country?”. A light has been in the sky over the coastal village of St. Michael’s Bay or there has been violence in the coastal village of St. Michael’s Bay following a light has been in the sky or nothing has been heard from the leading men of the village, Ernest and Henry Hastings, and their business associates want to ensure that they are all right. These are the reasons to bring the player characters to the village of St. Michael’s Bay, which absolutely has to be the best use of the director’s name under any circumstances and well, it is set in Cornwall, home to Saint Michael's Mount (if there was a French version, there has to be a joke in there about Le Mont-Saint-Jean-Michel-Jarre).

What is going is this. St. Michael’s Bay has been invaded—twice. First by a group of shape-changing aliens in the past, fleeing a civil war amongst their kind. This group has recently been awoken after millennia of hibernation and in the process, the second group, come to Earth to capture the first. Which leads to a confrontation and a stand-off, one which the player characters are likely to break. Depending upon the outcome, there is a chance that the player characters might end up with a—unsurprisingly, given that this scenario is for Lamentations of the Flame Princess Weird Fantasy Roleplay—weird spaceship, which is not actually as bad as it might seem. After all, there are any number of scenarios published for the roleplaying game and other Old School Renaissance roleplaying games which are set in weird locations, for example, Barbarians of the Orange Boiling Sea, which could be reached by a spaceship.

Physically, More Than Meets The Eye: A Short Adventure with Lots of Tentacles is well presented, with some really quite entertaining artwork. The book could be better edited though.

More Than Meets The Eye: A Short Adventure with Lots of Tentacles lives up to its title. It is short, probably providing no more than a session or two of play—though if the player characters get hold of the spaceship, it opens up all sorts of possibilities. It also has a lot of tentacles and no, you do not want to get close and personal with any of them! More Than Meets The Eye: A Short Adventure with Lots of Tentacles is also bonkers, but it is the best version of Michael Bay throughout all of time and space.

Jonstown Jottings #4: Yossarian’s Duck Bandits!

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?Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players is a short one-shot with pre-generated players character Ducks.
It is a thirty-six page, full colour, 7.76 MB PDF.
Yozarian’s Bandit Ducks! is well presented, nicely illustrated in a cartoonish style, and the maps are good.
Where is it set?Yossarian’s Duck Bandits! is set in Sartar in Dragon Pass. The default location is 32 km north of Apple Lane in the lands of the Dinacoli, but it can be shifted to any location on the fringes between civilised lands and the wilderness.
Who do you play?Duck bandits. Or rather, Ducks who through misfortune and circumstance have turned to a life of banditry. Five pre-generated Ducks are included ready to play. They consist of two Odayla-worshipping Hunter brothers, an Uleria-worshipping ex-courtesan, a Humakt initiate, and an Orlanth initiate.
What do you need?Yossarian’s Duck Bandits! can be run just using RuneQuest: Roleplaying in Glorantha. The Glorantha Bestiary may be useful for information on Ducks and veteran Gloranthophiles may want to refer to the scenario ‘The Money Tree’ from RuneQuest, Third Edition for more information about the primary NPC in Yossarian’s Duck Bandits!
What do you get?Yossarian’s Duck Bandits! is a tragi-comic affair about five Ducks who have been forced to turn to a life of crime and are about to commit their first act of banditry. This does not go quite as well as planned—for mostly tragic, comic reasons—but the Ducks do learn the whereabouts of even greater treasure. Unfortunately that involves a trek up a mountain and down again, a tight squeeze, some hungry, hungry trolls, and a ‘river rapids ride’ with Ducks!
Yossarian’s Duck Bandits! is in part intended to be played for comedy, played out against a very big threat, but there is a lot of flavour and nuance to the scenario which stems in part from the interplay of the pre-generated Ducks and their relationships. This should drive the events of the scenario as much as its fairly simple plot, and should also provide plenty of opportunity for some good roleplaying too. Although the outcome of the scenario is not set in stone, there is a good chance that the player characters will come out of it heroes—after all, they are bandits more by circumstance rather than choice—and the authors do provide several adventure seeds should the Game Master want to continue with the further adventures of Yossarian’s Duck Bandits.
Yossarian’s Duck Bandits! is about the right length to be run as a convention scenario and so could be run in a four-hour session. No advice is given to that end, but an experienced convention Game Master should have no issues with running the scenario.
Is it worth your time?Yes. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players is a fun, exciting affair, easy to run as a one shot (or convention) scenario which demonstrates one of the odder aspects of Glorantha. Duck fans will love this, as will fans of the original ‘The Money Tree’ scenario, and they will also want a sequel,which the scenario deserves.
No. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players involves Ducks and some people find Ducks silly.
Maybe. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players involves Ducks and some people find Ducks silly, but there is plenty of tragedy in the scenario to counterpoint the silliness—and at the very least, it is just a one-shot. 

Jonstown Jottings #3: This Fertile Ground

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?This Fertile Ground is a short, two-session scenario set in Beast Valley in Dragon Pass for RuneQuest: Roleplaying in Glorantha. It is within easy journey’s travel distance of the Colymar tribe lands and so can be 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
It is a twenty-two page, full colour, 9.15 MB PDF.
This Fertile Ground is well presented, but is not illustrated and needs another edit. The maps are decent though.
Where is it set?This Fertile Ground takes place in Chasteberry Hollow in Beast Valley where the Man and Beast Runes vie for control of the area.
Who do you play?This Fertile Ground does not have any strict requirements in terms of the characters needed, but ideally, the player characters should include an Ernalda (or other Earth deity) worshipper or even better, an Ernalda priestess.
What do you need?This Fertile Ground can be run using just RuneQuest: Roleplaying in Glorantha. If it is run as part of the Apple Lane campaign then the RuneQuest Gamemaster Screen Pack is recommended.
What do you get?This Fertile Ground takes place in Sea Season in Beast Valley where two different Beast Men cultures have clashed over access to land and that clash has escalated into conflict between the opposed Man and Beast Runes. On the one side are the Coney, peaceful, sentient rabbit-folk from Esrolia who have settled Chasteberry Hollow where they farm and harvest the chasteberries, an important ingredient in their fertility potions. On the other are Leporids, the larger hare-like nomads for whom Chasteberry Hollow is their traditional mating ground. Enter the player characters.
Several plot hooks are given to get the player characters to Chasteberry Hollow. These include being sent to acquire several vials of the Coney’s famed fertility potion—certainly it would make sense for Queen Laika at Clearwine to obtain some for the vineyards and thus send the player characters, an Ernalda priestess going to help with the birth of the local priestess, the Coneys wanting to hire mercenaries, the innkeeper at nearby Stone Cross wanting someone to find his pot boy who has gone missing, and so on. There is plenty of flexibility in the set-up although the strongest would be to link to the Colymar campaign.
When the player characters arrive in Chasteberry Hollow, there is a standoff between the Coneys and Leporids. That is likely to change with their arrival, but although there is a plot which will play out with their arrival, there is still plenty of room for player characters to undertake whatever action they want to resolve the situation. As written there are definitely villains to the piece, but neither side is totally blameless for the situation.
Besides describing the situation in Chasteberry Hollow and Chasteberry Hollow itself, This Fertile Ground details some ten or so NPCs from each side, possible outcomes for the scenario, and presents two new types of Beast Men, the Coneys and the Leporids. These can be created as NPCs or player characters.
Surprisingly, although some of the NPCs have the Jump Rune Spell, none of them have the Jump skill. This seems an odd omission since they are described as leaping in and out of combat. 
Is it worth your time?Yes. This Fertile Ground presents opportunities for both roleplaying and combat with a standoff that nicely brings two opposing Runes into conflict and gives room aplenty for the player characters to resolve that standoff. If the player characters include an Ernalda priestess, then this is a good scenario for her to be involved in. The scenario is also easy to add to the Colymar campaign.
No. If your campaign is not set anywhere near Beast Valley and perhaps you have an issue with leporine Beast Men, then This Fertile Ground is not for you.
Maybe. This Fertile Ground can be run as scenario encountered whilst the player characters are travelling, but how useful it is depends on how far they have come and where they are going, and it does not make the best use of the given plot hooks.

Jonstown Jottings #2: The Throat of Winter: Terror in the Depths

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?
The Throat of Winter: Terror in the Depths 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

It is a twenty-six page, full colour, 7.76 MB PDF.

The Throat of Winter: Terror in the Depths is well presented and decently written. The internal artwork is okay, but the map is decent and the front cover is excellent.

Where is it set?
The Throat of Winter: Terror in the Depths by default takes place in Apple Lane in the lands of the Colymar tribe and then on the Big Starfire Ridge. Ideally, it takes place after the events of the scenarios presented in RuneQuest Gamemaster Screen Pack when one of the player characters has been appointed the hamlet’s Thane. Alternative locations are given for the scenario in Sartar, as well as Prax, Grazelands, and Tarsh, should the Game Master decide to set it elsewhere as well as an alternative hook should one of the player characters not hold the position of Thane. 

Who do you play?
The scenario does not have any strict requirements in terms of the characters needed, but ideally, the player characters should include an Orlanthi worshipper and an Ernalda (or other Earth deity) worshipper. A Shaman may be of use as well.

What do you need?
The Throat of Winter: Terror in the Depths can be run using just 
RuneQuest: Roleplaying in Glorantha. If scenario begins in Apple Lane, then the RuneQuest Gamemaster Screen Pack is recommended.

What do you get?
The Throat of Winter: Terror in the Depths is relatively straightforward scenario which begins deep into Dark Season with the villagers asking for the adventurers’ help in locating a boy who has been abducted by what might be a bogeyman or a demon out of folklore, a figure known as Krampus. Clues and legend point to a mysterious wall of ice on the Big Starfire Ridge, but getting there means venturing out into the worst weather of the year.

The main location for the adventure is the ‘Throat of Winter’ itself, a frigid cave system home to Krampus and his minions as well as one or two secrets that keep him—mostly—in the cave system. The incredibly cold caves have a dungeon-like quality, lots to explore, treasure to be found, and a trap or two as well as the monsters. Then there is the choice of the Krampus, the ‘half-goat, half-demon’ anthropomorphic figure of Central European folklore who Christmas season, punishes children who have misbehaved, as the main villain, which essentially makes The Throat of Winter: Terror in the Depths a Christmas (in Glorantha) story. That may not sit well with every Gloranthaphile, but of course, ‘Your Glorantha May Vary’, and anyway, it is easy enough to change the name.

Nevertheless, the author presents plenty of background explaining who the Krampus is and what he does as well as what exactly is going on in the ‘Throat of Winter’. He also suggests means other than combat for dealing with the situation, but since that means dealing with a demon, the player characters do have to be careful if they are to gain anything from the situation. Various possible outcomes are explored, including one or two which will have long term consequences for the player characters and the surrounding region. The most positive outcome does feel a little too similar to that of the scenario in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure, so this should definitely not be run too soon after that scenario.

Is it worth your time?
Yes. If you are looking for a slightly festive scenario to run for your RuneQuest: Roleplaying in Glorantha at Christmas, or you want another scenario to run as part of the Colymar-set campaign from the RuneQuest Gamemaster Screen Pack in and around Apple Lane, then The Throat of Winter: Terror in the Depths will be a solid addition to your campaign with nicely done background lore and wintery atmosphere.

No. If are not looking for a slightly festive scenario to run for your RuneQuest: Roleplaying in Glorantha at Christmas or a village-set scenario in Dragon Pass, The Throat of Winter: Terror in the Depths is unlikely to be of use to you.

Maybe. Some groups may balk at the obvious Christmas-theming of The Throat of Winter: Terror in the Depths, but that can be changed.

Jonstown Jottings #1: Tales of the Sun County Militia: Sandheart Volume 1

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?
Tales of the Sun County Militia: Sandheart Volume 1 is the first part of campaign set in Sun County in Prax. It includes background for a remote region of Sun County and a complete scenario, ‘No Country for Cold Men’ along with six pre-generated player characters. Besides a gazetteer of the region, there is a quartet of maps for use with the background and the scenario.

It is a thirty-nine page, full colour, 3.69 MB PDF.

In general, Tales of the Sun County Militia: Sandheart Volume 1 is well presented and decently written. It does need another edit and the artwork is a little rough, but the maps are excellent.

Where is it set?
Tales of the Sun County Militia: Sandheart Volume 1 takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert. Specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who in the past have fought to gain worship access to ruins inside Sandheart’s walls.

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

The six pre-generated characters include a banished Yelmalion noble, a local and  ambitious farmer’s son, and a Yelmalion tomboy whose ambitions are stifled by Sun County misogyny. Plus an Impala rider and scout who has lost his clan, a Lhankor Mhy Sage from Pavis County with a hatred of the Lunar Empire, and a mercenary, would-be Humakti from Esrolia.

Guidelines are given to create ‘quirky’ members of the Sun County militia in Sandheart. It includes character concepts, equipment, and a list of starting equipment and advises using the quick-start method of creating characters rather than the Family History method in RuneQuest: Roleplaying in Glorantha. (Primarily because the Family History method in RuneQuest: Roleplaying in Glorantha is not specific to Sun County.)

What do you need?
Tales of the Sun County Militia: Sandheart Volume 1 can be run using just 
RuneQuest: Roleplaying in Glorantha

Although not absolutely necessary, the Game Master may also find the supplements Sun CountyThe River Of CradlesPavis, and The Big Rubble to be of use in providing deeper background. Tales of the Reaching Moon Issue 14 and Tales of the Reaching Moon Issue 15 may also be of use for details about the fertility god, Ronance.

What do you get?
Tales of the Sun County Militia: Sandheart Volume 1 includes a description of Sandheart, a hamlet built around a series of plinths, remnant structures from Genert’s Garden. It details how the attitudes of the local inhabitants are different to those of the rest of Sun County and how that affects their dealings with outsiders and the rest of Sun County. Full details of the militia, its equipment, and its duties are given, along with its notable figures, the magic of the plinths, and ‘Beaky’, a highly inquisitive Wyter.

The scenario ‘No Country for Cold Men’ continues the penchant in RuneQuest: Roleplaying in Glorantha for terrible puns and pits the militia men against a well-organised band of drug runners with links all the way back up the Zola Fel River to the city of New Pavis. The drug is hazia, a highly addictive contraband euphoric herb grown along the valley of the River of Cradles and sold to traffickers who can make great profits by selling to users and addicts. The discovery of several dead riding and pack animals leads to a ragged caravan whose members seem reluctant to deal with the militia. This reluctance will probably escalate into a direct confrontation and from this the player characters will learn about the drug trafficking in the county. Following up on the clues revealed by the encounter, the militia men will track back up the traffickers’ route into the county, likely uncovering signs of corruption in the county, and giving the militia men an opportunity to strike against the criminals acting in the county. This is despite the fact that as members of the Sandheart militia, the player characters are very likely operating well outside of their jurisdiction.

Is it worth your time?
Yes. If you are looking for an interesting set-up, the opportunity to run a scenario in a more organised and civilised setting with player characters who have the authority and the duty to act in Sun County’s best interests—despite their less than upright and morally upstanding reputations. Tales of the Sun County Militia: Sandheart Volume 1 is an opportunity to run and roleplay a campaign that is very different to other RuneQuest: Roleplaying in Glorantha scenarios. Hopefully, Tales of the Sun County Militia: Sandheart Volume 2 will develop the story and the setting much further.

NoTales of the Sun County Militia: Sandheart Volume 1 is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar as per ‘The Broken Tower’ from the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure or in in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen PackTales of the Sun County Militia: Sandheart Volume 1 would be a difficult scenario to add to such a campaign.

Maybe. One of the issues with scenarios set in Sun County is that the dominant Light-worshipping culture of the Yelmalions is… “[X]enophobic, misogynistic, repressive and strict…” Some players may find this unpalatable, but that said, Tales of the Sun County Militia: Sandheart Volume 1 is about roleplaying characters who are either from outside of that culture or at odds with it to one degree or another. This sets up some interesting roleplaying challenges, as the player characters get to be noble and heroic in upholding the best values of Sun County, but still chafing against its dictats and constraints.

Miskatonic Monday #30: Night of the Rising Sun

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: Night of the Rising Sun

Publisher: Chaosium, Inc.
Author: Arjen Poutsma

Setting: Shōgun-era Secrets of Japan

Product: Scenario
What You Get: 7.45 MB twenty eight-page, full colour PDF
Elevator Pitch: A disastrous Dutch dinner at the end of the world before the ship leaves. 
Plot Hook: Everyone wants something off the island of Dejima.
Plot Development: Food galore, strange displays, secrets revealed, revenge, blackmail, smuggling, disaster...
Plot Support: Map of the island, six pre-generated characters, six plots.

Pros
# One-session one-shot
# Unique historical location
# Strongly plotted
# Potential convention scenario
# Six solid pre-generated characters
# Period art and cartography

Cons# Tightly plotted
# Poorly explained set-up
# Unfamiliar setting
# Not suitable for the new Keeper
# Works best with six players

Conclusion
# Unique setting
# Underwritten set-up
# Solid one-session one-shot convention scenario

Your Own Tales of a Thousand and One Nights

After Monsters & Magic Roleplaying Game and Mindjammer – The Roleplaying Game: Transhuman Adventure in the Second Age of Space, the third roleplaying game from Mindjammer Press is Capharnaüm – The Tales of the Dragon-Marked: Fantasy Roleplaying in a World of Arabian Nights, Argonauts, and Adventure!. Originally published in French by Studio Deadcrows, it is a roleplaying game inspired by One Thousand and One Nights, Greek mythology, and Crusader legends. The Capharnaüm of the title is a land at the centre of the ‘The Known World’, lying on the Jazirat peninsula, the meeting point for many trade routes, making it the strategic target for numerous powers over the last five millennia. These include the Agalanthian city states to the north whose leaders can only dream of the world-spanning empire they once were, whilst beyond them the barbarian tribes of Krek’kaos on the cold Northern Steppes cut through the mountains to regularly raid the warm and sunny lands to the south. Great trade in silks and spices from the east with Nir Manel and Asijawi have made the merchants of the Jazirat peninsula wealthy. The south, dominated by the dangerous Southern Seas, remains the province of only the maddest of sailors and criminals with nothing to lose. To the west, the worshippers of the Quartered God—the Quarterian nations—prepare their next Crusade of the Knights of the Quarter, whilst the continent of Al-Fariq’n jealously guards its secrets.
It is said that in the world of Capharnaüm the gods inspire both men and women, even said to have walked amongst them in ages past, but since the dawn of time, they have sent their agents, the dragons to watch over over men and women. They do more than that though, marking out those who have the potential to become great warriors and warchiefs, philosophers and thinkers, explorers, heroes, lovers, and more, to become the divine agents of the gods. Such men and women are born with the birthmark of a dragon’s claw upon their backs and so are known as the Dragon-Marked. This mark gives them great powers and potential, the ability to draw upon the stars themselves—known as Lighting Up a Constellation, but six centuries ago, the Dragon-Marked stopped being born. Only in the last few decades have the Dragon-Marked begun to appear again. It these Dragon-Marked that the players will roleplaying in Capharnaüm – The Tales of the Dragon-Marked: Fantasy Roleplaying in a World of Arabian Nights, Argonauts, and Adventure!
A character or Dragon-Marked in Capharnaüm – The Tales of the Dragon-Marked is defined first by his Blood, three heroic virtues—Bravery, Faith, and Loyalty, his Heroism, five attributes—Strength, Constitution, Dexterity, Intelligence and Charisma, and which of eight archetypes he favours—Adventurer, Labourer, Poet, Prince, Rogue, Sage, Sorcerer, or Warrior. The three heroic virtues are rated between one and six, as are the five attributes, whilst Heroism is equal to the average of the three heroic virtues. A character will also have a number of skills, again ranked between one and six, gained from his Blood and the archetypes.
His Blood are his tribe and clan into which he was born or raised. The Hassanids, the Salifah, and the Tarekid make up the three Great tribes, and then there are Tribes of the Shiradim , the Agalanthian City States, and the Quarterian Kingdoms, each of which consists of three different clans. Now whilst the Great Tribes are the equivalent of the Arabic peoples of Capharnaüm, and the  Tribes of the Shiradim its Jewish people, the Agalanthian City States its Greeks, and the Quarterian Kingdoms, its Crusaders, these are not intended as exact parallels of own history. Rather they are fantastical versions designed for background and culture rather than as a source of bigotry and prejudice. This is something that the roleplaying game flags early on, making clear that the heroes or Dragon-Marked are beyond such attitudes.
Each of the setting’s eighteen clans gives attribute and skill bonuses as well as a path, a discipline that the character follows. This can be training, a school, a sorcerous college, mystical tradition, and so on, but is a discipline rather than a character’s occupation.  The character does not have to follow this path, but may instead rebel and study a path connected to his clan, but not of his clan. For example, those from the Clan of Yussef, Servant of Salif who follow the Path of The Saffron Dunes are merchants with great skill at Unctuous Bargaining when their constellation is lit up; those of the Tribe of Ashkenim of the Shiradim are elite warriors who follow the Path of the Red Lions of Shirad gain greater results when they Light up a Constellation and they enter a mystical trance; and the Occidentia of the Quarterian Kingdoms who follow the Path of the Occidentian academy of the Order of the Temple of Sagrada, are knight monks who gain a bonus to their combat skills or Sacred Word skill when they Light up a Constellation.
To create a character, a player selects a Blood, a Clan, and a Path, which will give the character his first path ability. Ten are divided amongst the three heroic virtues, which are then averaged to determine the value of his Heroism virtue. Six points are divided amongst the five attributes. Then instead of simply picking one of the eight eight archetypes, the player ranks according to how he sees his character. The first five grant bonuses to various skills. There is an elegance to making this choice, a means of the player signalling and emphasising the type of character he wants to play in the roleplaying game. A player also some free points to assign and lastly, rolls on the legends table to create dramatic background and storytelling aspects to the character. Lastly, the player answers some questions about the character’s involvement in recent events and determines his wealth and possessions.  The process is not complex, but it does take a little time as a player works through the various steps and it is supported by a good example.
Our sample character is Muhdati Sala, a thief and former street rat who defended Capharnaüm against the Quarterians on the Holy Crusade to retrieve the Mirabilus Reliquiae—the holy relic of Jason’s skull, the Quartered God—not out of loyalty to the kingdom, but of his band of thieves and the peoples who would suffer under the invasion. The leader of his band directed raids and guerrilla actions against the invaders. Towards the end of the war, he was captured and taken as prisoner. Whilst in gaol he learned to read and write and even compose poetry from a fellow prisoner. Since his escape and his long journey home, he has begun to look beyond being a mere thief.
Name: Muhdati SalaBlood: The Children of the SoukPath: Path of Aziz, Servant of Salif
Heroic VirtuesBravery 4 Faith 2 Loyalty 5Heroism 3
AttributesStrength 2 Constitution 2 Dexterity 4 Intelligence 2 Charisma 3
Skills: Acting 2, Assassination 3, Athletics 1, Charm 2, Combat Training 2, Command 1, Elegance 1, Endurance 1, Fighting 2, Flattery 2, Intimidate 1, Intrusion 6, Music 2, Oratory 2, Poetry 3, Prayer 1, Riding 1, Save Face 1, Stealth 5, Storytelling 2, Survival 1, Thievery 5, Unctuous Bargaining 3, Willpower 2
Hit Points: 20Soak: 5Maximum Initiative: 3Passive Defence: 11
Path Ability: Light up constellation on difficulty 9 INT + Thievery to recruit Charisma✕Loyalty henchmen
Archetypes: The Rogue, The Poet, The Adventurer, The Prince, The Warrior, The Sage, The Labourer, The Sorcerer
Legends: Crossed the lands of the Djinn unarmed to prove your love; of distant Hassanid origin; escaped from a terrible prison; read an original great manuscript owned by a thespian; fought a demon in astral space; the Muses whisper in my ear
Equipment: City clothing (three outfits), lockpicks, khanjar, jambiya
Mechanically, Capharnaüm – The Tales of the Dragon-Marked uses six-sided dice in a ‘roll and keep’ similar to that of Legend of the Five Rings, Fourth Edition. Typically, to undertake an action, a character’s player typically rolls a number of dice equal to an attribute plus a skill and keeps the best results equal to the attribute, with the total ideally being equal to or greater than a difficulty set by the Al-Rawi—as the Game Master is known. An Average difficulty is nine, Difficult is twelve, Heroic is fifteen, and so on. So for example, if Muhdati Sala wanted to cut a purse from a passing wealthy merchant, his player would make a skill roll of ‘difficulty 9 DEX + Thievery’. Which would be roll nine dice (Dexterity plus Thievery) and keep five (Dexterity). One of the dice should be different colour. This is the Dragon Die and when a six is rolled on that die, a player can roll it again and again as long as it keeps rolling sixes. Another way to modify the difficulty of a task is to increase or decrease the number of dice a player rolls.
Managing to roll and beat the difficulty number only determines if the character has succeeded, not how well he succeeded. To determine that, the player looks the dice results which did not go towards the successful roll. Results of two or more generate points of Magnitude, a measure of how well the character succeeded if the roll was a success or how badly he failed if not. Generate six or more points of Magnitude and the character has achieved either a critical success or a critical failure. When determining success and Magnitude, the player can choose to keep the Dragon Die and count it towards his success or not keep it and use to add more Magnitude. 
A player can increase the Magnitude before rolling by having his character swagger. When a character does this, his action is done with great bravado, but the player reduces the number of dice he keeps and so actually making the task more difficult, but increasing the number of unkept dice, which generates more Magnitude. These extra unkept dice are known as Swagger dice. Of course, if the roll is failed, the order of Magnitude towards the failure is even greater.
Lastly, if a player rolls three or more dice with the same result, he is said to Light up a Constellation and have activated a Path ability. These results can come from either the kept or the unkept dice. Alternatively, a player can use points from his character’s favoured Virtue to Light up a Constellation.For example, Muhdati Sala has spotted a mark in the Souk, a merchant accompanied by a bodyguard. The merchant appears to be carrying a heavy purse on his belt. The  Al-Rawi sets the difficulty at Difficult or twelve. So this will be a skill roll of ‘difficulty 12 DEX + Thievery’. Muhdati Sala’s player would roll nine dice (Dexterity plus Thievery) and keep five (Dexterity), but decides to make two of them Swagger dice. This means he is rolling seven dice and keeping three. The results are 3, 5, 5, 5, 5, 6, and 6 on the Dragon Die. He rolls the Dragon Die again and gets another 6 and another 6 and another 6, and lastly a 2. This means that if he kept the Dragon Die and the best results, he would keep 5 and 6, and then 26 on the Dragon Die for a grand total of 37. Which is definitely a success.However, the player wants to find out how well Muhdati did and looks at generating as much Magnitude as he can. He already has two Magnitude from the Swagger dice. He decides to switch the result of the Dragon Die to unkept dice because results of six generate two Magnitude, though only the first six counts, not the rerolls. This means that he keeps the 5, 5, and 6, which still generates a result of 16 and a success. It means that he has the 3, 5, and 5 from the roll which generate a point of Magnitude each, plus the two from the Swagger dice and the two from the Dragon Die, which gives a grand total of six Magnitude and a critical success. Lastly, there were four fives in the roll, so Muhdati Sala’s Constellation is lit up and so he has fifteen henchmen ready to help him…
So in this instance, Muhdati Sala does not so much sneak up on the merchant, but exaggerates the sneaking in a fashion that everyone else in the souk can see but not the merchant and his bodyguard. With a quick slice of the khanjar, Muhdati cuts the purse free from the merchant, and with a wide grin in front of everyone pockets a few coins before grabbing the rest and throwing it up in the air to the delight of the urchins which stream into grab the coins and cover his escape.There is a cleverness to these mechanics, the Swagger dice in particular fitting the genre, but they there is no denying that they are not as elegant and are perhaps too stolid for the type of action-orientated, heroic style of play that Capharnaüm – The Tales of the Dragon-Marked and its genre calls for. Extracting not one, but three pieces of information from the one dice roll and then having to work out the arithmetic of the success, the Magnitude, and the constellation is neither quick nor intuitive. It is also not easy to teach, so more than most roleplaying games, it takes time to get players to the point where they will work through these steps unassisted.
Combat uses the same mechanics, with initiative rolled for each round, and combatants allowed two actions per round, such as attack, defend, parry, cast a spell, and so on, whilst Brutal Attacks and Charging take both actions. The Combat Training skill can be used at the start of a fight to grant a character bonus dice equal to the Magnitude, and really skilled fighters can use two weapons. Damage is reduced by a character’s armour and Soak value, but should a character lose half of his Hit Points in a single attack, then he suffers a major wound. The combat system is designed to be both cinematic and heroic in nature though and to that end includes a couple of nice touches. One is that player characters do not involuntarily kill NPCs. Instead their players have to declare that they are delivering a coup de grâce. There is even an optional ‘Epitaph Rule’ which encourages a player to deliver a panche-filled phrase when dispatching a foe! The other is that opponents are graded according to the threat they represent and are treated slightly differently in combat. So Babouche-Draggers are the mooks of Capharnaüm – The Tales of the Dragon-Marked and fight as groups, but are quickly vanquished, Valiant Captains are henchmen and are automatically eliminated from a fight with a critical success on an attack, and Champions are the major villains—infamous knights, princes of thieves, evil vizirs, and even fellow Dragon-Marked, who use the same combat rules as player characters. 
To be even more heroic, a character has access to three Heroic Virtues and his Heroism Virtue. They can be gained for intense roleplaying in keeping with the Virtue and lost for intense roleplaying against the Virtue, as well as actions such as saving another’s life, dedicating a poem to the gods, lying to save your skin, and letting someone disparage your gods without encouraging them to repent. The primary use of Virtue is to Light up a Constellation and activate one of a character’s Path ability, but higher Virtues grant an increased Heroism and that has more uses—to consult the Stones of Fate which enable the character to modify the narrative slightly, to make a double attack, to avoid a major wound, to avoid environmental and encumbrance penalties, and so on. What this means is that the more a player roleplays his character in keeping with the Virtues, the greater his Heroism and the more chances the character gets to be heroic.
As with everything else in Capharnaüm – The Tales of the Dragon-Marked, Terpsichore, or magic and sorcery, is treated differently according to the culture. Agalanthian Chiromancers bake their spells into clay tablets which can be broken later to cast the spell, Jazirati or Saabi Al-Kimyati manipulate the alchemy of word and art, the Shiradi Sephirim practice a purely spoken form of sorcery, the Quartarian Thaumaturgists practice miracles rather than sorcery. Although several examples of Saabi workings, Shiradi covenants, and Quartarian miracles are included as examples, mechanically, in Capharnaüm – The Tales of the Dragon-Marked magic is designed to be freeform, primarily improvised by the player who decides on a spell’s outcome, the Magnitude of a Scared Word skill roll determining the spell’s duration, range, number of targets, and so on. In the case of Chiromancy, the roll is made when the tablet is broken in order to find out how well the spell was baked into it. The basis of the magic is formed by three verbs—Create, Destroy, and Transform—and by learning elements such as Agility, Will, Sand, Proof, and more, which a sorcerer can incorporate into his magic, he can create a wider range of effects.
There is plenty of rich theme and flavour to this magic system and no doubt, there are players who will relish the opportunities for improvisation and flavour it offers. The improvisational nature means that a player should also keep notes about the spells his character has cast, literally creating his own spellbook! The system though is not going to suit everyone though, and in some players hands, it has, like the rest of the system, the potential to slow game system down as decisions are made and the aim of any one spell discussed.
As much flavour as there is in the mechanics, Capharnaüm – The Tales of the Dragon-Marked, the setting comes alive in ‘The World of Capharnaüm’, a lengthy exploration of Capharnaüm and its five millennia old history. It opens with a series of beautiful maps of the various regions before going to present each of the cultures, nations, and peoples in no little depth. There is a wealth of detail here in what takes up of over a third of the core rulebook, indeed a surprising amount given that there is enough here to take up a whole supplement of its own. It is followed by ‘Al-Rawi’s Guide to Capharnaüm’, not just advice on running the roleplaying game, but exploring some of secrets and the signature elements of the fantasy of Arabia and One Thousand and One Nights. So it looks at the Djinn and Mirages, then Agalanthian Ruins left by their many invasions, and the gods of Capharnaüm. It includes a good set of monsters and adversaries, including animated statues and skeletons, Chimera, Djinn, Ghul, Golem, Roc, and more, all feeling as if drawn from the best of Ray Harryhausen’s filmography. Lastly, there is a look at the danger of magic and some of the setting’s secrets.
Physically, Capharnaüm – The Tales of the Dragon-Marked is a stunning hardback book, drawn from an artist’s palette of sun-drenched rich browns, oranges, and ochres enlivened by sparkling blues and other colours. Some of the artwork is perhaps a little cartoonish, but all of it captures the fantastic and fantasy nature of this world of Arabian adventure. The writing in general is also good, though slightly odd in places, an issue with the translation in the main.
Tonally, it should be noted that being a translation of a French roleplaying game, Capharnaüm – The Tales of the Dragon-Marked does deal with mature subjects, obviously differing faiths, but also sexuality, for example, the Path of Mimun enables its followers, known as Paper Virgins, to extract the heroic essence from they make love to. That said, the tone is never salacious, but always mature and measured, and the roleplaying game’s artwork is of a similar nature.
Capharnaüm – The Tales of the Dragon-Marked does lack a scenario. This is really its only omission and really, there is such a great deal of background to Capharnaüm – The Tales of the Dragon-Marked that the Al-Rawi should be able to develop something of her own. Nevertheless, it would have been interesting to what a scenario for this roleplaying game looks like and perhaps what the designer had in mind.
Capharnaüm – The Tales of the Dragon-Marked is a rich, deep, and enthralling treatment of Arabian myth, fantasy, and adventure, evoking the films of Ray Harryhausen. It aspires to be cinematic—and it can be—but the mechanics, though clever, are an impediment to achieving that, presenting prospective players with a steep learning curve in order to be comfortable enough with the mechanics for it to be cinematic. Overcome that, and Capharnaüm – The Tales of the Dragon-Marked: Fantasy Roleplaying in a World of Arabian Nights, Argonauts, and Adventure! is a fantastic fantasy, all ready and waiting for the players to make their Dragon-Marked the legends of Capharnaüm.

Fabulating from Beyond the Old School Renaissance

Hypertellurians: Fantastic Thrills Through the Ultracosm is a roleplaying game of retro-Science Fantasy inspired by the artwork of Frank Frazetta and Roger Dean, the adventures of John Carter of Mars and Buck Rogers, and Barbarella. Published by Mottokrosh Machinations, it casts Aliens, Beasts, Constructs, Revenants, Royalty, and Ultranauts into the the past of an extreme far future and has them explore the fantastic and discover the wonders of an age unimagined. This is a future in which it is all but impossible to tell the difference between science and sorcery, between technology and magical artefacts, a future in which adventures can take place any when and anywhere. Mechanically, it has been inspired by a range of roleplaying games from Dungeons & Dragons and Dungeon Crawl Classics Roleplaying Game to The Black Hack and Forbidden Lands – Raiders & Rogues in a Cursed World, but the roleplaying game it feels closest to is Numenera, but the retro-future of Hypertellurians is weirder, more wondrous, and is more Swords & Sandals meets Ray-punk than the Ninth Age of Numenera.

A character in Hypertellurians is defined by three abilities—Brawn, Agility, and Mind. He will have Affinities and Buffers in one or more of these as well as a Defence value and a Drive and a Weakness. He will also have an archetype and a concept from that archetype, and they together will determine the character’s initial major and minor powers. There are six Archetypes—Aliens, Beasts, Constructs, Revenants, Royalty, and Ultranauts—each of which gives three Concepts. For example, under Beast, the three concepts are Shapeshifter, Gnoll Madam, and Learned Centaur. Each given Concept sets a character’s abilities, Affinity, Drive, Weakness, Advances—what Cosm powers a character starts with, and Equipment.

Every Hypertellurian starts two major and three minor cosm powers. For example, the starting powers for the Alien archetype are ‘Level Playing Field’, by which the Hypertellurian can raise and lower natural features—this requires a Mind check and costs the Hypertellurian one or more Mind points in damage, and ‘Phase’, by which the Hypertellurian can pass through solid objects. Again, this will cost him Mind points in damage. An Alien with the Aquatic Creature Concept will have ‘Bioluminescent’, ‘Deep Lungs’, and ‘Well Adjusted’, whereas a Royal with the Genie Without a Lamp Concept would have the powers ‘Different Down There’, ‘Spoken Like You Mean It’, and ‘Vox Furore Dei’, as well as the archetype powers of ‘Grace’ and ‘Rallying Speech’. As a Hypertellurian adventures and explores the Ultracosm, he may gain experience and learn or develop further cosm powers. These can come from within his own archetype or they can be taken from a general selection.

One issue here not really explored or supported in any depth is that of a player creating a Hypertellurian of his own design. The danger here is that any design could be too powerful or too weak, and perhaps a future supplement might address this as well as provide wider options in terms of possible starting powers and cosm powers.

Character creation in Hypertellurians is foremost a case of choosing Archetype and a Concept. A player is free to take the given options—Drive, Weakness, Advances, and so on, or choose more freely. Similarly, he can note down the values for his character’s abilities or he can roll for them or assign points. Alternatively, a player can devise a character from scratch, including Archetype, Concept, and so on, working out the details with the Game Master.

Captain Larissa Tosca
Pilot, Soviet Air Forces
Brawn 9 (-1), Agility 11 (+1) (Affinity 1), Mind 12 (+2)
Defence: 11
Drive: Justice
Weakness: Must always be the hero
Powers: Favoured, Know Things; Beloved, Ray Emitter, Wonders Never Cease
Equipment: Power of the People Beam Emitter, alms for the poor and innocent (who have suffered at the hands of capitalists), temperature controlled space suit, nozzled container of pressurised and condensed vapor, mini-skirt, picture of her family, picture of Lenin.

Mechanically, Hypertellurians is again fairly simple and designed for fast, character focused gaming. When a character wants to act, his player rolls a twenty-sided die, applies a bonus from an appropriate ability, and attempts to beat a given Target Number. This is set by the Game Master, but in combat is equal to the defender’s Defence value. It also uses the Advantage and Disadvantage mechanic of Dungeons & Dragons, Fifth Edition and The Black Hack. Combat is slightly more complex in that characters have a choice of taking a Fast Turn or a Regular Turn. Actions within those turns include making an attack, moving, disengaging, performing a special manoeuvre, using a power, and so on, but if a character takes a Fast Turn, he only gets one action, but goes first, whereas if he takes a Regular Turn, he can take two actions, but acts after anyone who was going to, has taken a Fast Turn.

Combat allows damage to be transferred from mook to mook to allow player characters to take out hordes. Damage is inflicted directly on a character’s abilities, first Brawn, then Agility, and lastly Mind, although social or psychic damage might inflict damage on Mind directly. Damage can be reduced by armour, an affinity with a particular ability, a buffer, a power, and so on. When an ability is reduced to zero, then a Hypertellurian suffers trauma and the player rolls on the appropriate table—the Physical Trauma table for damage suffered by the Brawn or Agility abilities, the Mental Trauma table for damage suffered by the Mind ability.

Characters in Hypertellurians: Fantastic Thrills Through the Ultracosm are meant to be dynamic, if not heroic, and that means unencumbered. Instead of his carrying around numerous bags and pouches—a task best left to servants, pak-yaks, and the like—a Hypertellurian can only comfortably carry a number of items about or on his person. Mechanically, this is equal to his Brawn and represented by a number of slots, and some items take up more than a single slot. So a light force shield which is projected from a ruby gem on a wrist bracer would take up a single slot, whilst a spiked maul would take up three slots. The encumbrance mechanics are simple, but have a couple of nuances. One is that heavy armour and heavy weapons are exhausting to use and cost Brawn to employ, so there is an emphasis away from lumbering slug-fests in combat in Hypertellurians. The other is that spellbooks—which anyone in Hypertellurians can read and cast from—also fill a single slot, but since magic is esoteric and complex, a spellbook only holds one spell. Some spells are given in Hypertellurians: Fantastic Thrills Through the Ultracosm, but a Game Master can easily plunder any other fantasy or Old School Renaissance roleplaying game and its supplements for more spells and equally, more magical artefacts. That said, spellbooks capable of holding more than a single spell are sought after in the Ultracosm.

At the heart of Hypertellurians is wonder—that of the Ultracosm, its awe-spiring places, creatures, and vistas—and Wonder. When the Hypertellurians encounter the amazing, the fantastic, the phantasmagorical, the Game Master hands out points of Wonder, roughly ten per session. This goes into a communal pool from which every player can spend for various effects. In combat, this can be to inflict a Brutal Blow, make a Called Shot, Charge, or Sprint. Typically, such use of Wonder in combat will trump the actions of others, its use being a Fast Action. Out of combat, this can be to suddenly Manifest Memory, reaching through the Ultracosm to manifest a relevant, experienced memory to gain a wildly beneficial effect; draw upon the Ultracosm to make a Marvelous Adaptation and become an expert in a skill or topic for a scene; Push Fate and gain a reroll on an action, though the Ultracosm will add a complication to the Hypertellurian’s future; or Recall Memory to gain a roll with advantage.

In addition to tracking Wonder going into the communal pool, the Game Master also tracks how much is spent. For every ten spent, every player character can take an advance. These can be to increase an ability, gain affinity or a buffer with an ability, or gain a new Archetype or Cosm power. Advances are either minor, medium, or major, and over the course of one hundred gained and spent Wonder, a Hypertellurian will gain six minor, three medium, and one major advance. Overall, this handles experience and experience in a simple, communal fashion.

Hypertellurians: Fantastic Thrills Through the Ultracosm with solid advice for both players and the Game Master. For the former, this includes making sure that your character supports the tone and setting of the Ultracosm, supporting concepts of your fellow players, enjoying failure, playing beyond the character sheet, and so on. For the Game Master, it is to support the players and their characters, to say yes, to reveal rather than keep the scenario hidden, be informative, take pleasure in the game play, and so on. It is thoroughly good advice, pertinent to most roleplaying games, not just Hypertellurians: Fantastic Thrills Through the Ultracosm, and yet…

Hypertellurians: Fantastic Thrills Through the Ultracosm feels underwritten in a number of places. Mechanically, for example, how does Manifest Memory work in play. There is no example, so the Game Master will have to adjudicate or decide. Although sample NPCs, monsters, and magical items are included, and there is a list of inspirations in the roleplaying game’s own Appendix N, there is the question of what exactly the Ultracosm is and what it looks like. There is also the visual inspiration of the author’s Pinterest page and the roleplaying does include a table of reasons why a diverse range of characters such as the player characters are together, but some more advice and help would have been useful, because as much as some Game Masters are going to find the freedom of the Ultarcosm exhilarating, others may well be daunted by it. Much of the problem stems from the emphasis upon creating characters in Hypertellurians: Fantastic Thrills Through the Ultracosm.

One way in which to see Hypertellurians: Fantastic Thrills Through the Ultracosm is the fantastic of Dungeons & Dragons and the Old School Renaissance pushed a million years into the future or into the length and width of a cosm parallel to those fantasies. Indeed, the roleplaying game gives advice on adapting the characters to such worlds—every ten Wonder spent being the equivalent to one character Level in Dungeons & Dragons—and converting monsters and NPCs, and so forth. Thus the Game Master could take her Hypertellurians campaign up and down and across the Ultracosm, having her player characters visit or play through various scenarios Dungeons & Dragons and the Old School Renaissance (and other roleplaying games). Ideally, these should be weird, arch, or arcane, obvious publishers whose scenarios would probably fit include Lamentations of the Flame Princes and Hydra Collective LLC, but there are plenty of others from numerous different publishers. 

Another issue is the lack of a scenario in Hypertellurians: Fantastic Thrills Through the Ultracosm, if only to see what a Hypertellurians: Fantastic Thrills Through the Ultracosm scenario looks like. Again, this comes back to some Game Masters are going to find the freedom of the Ultarcosm exhilarating, but others may well be daunted by it. To some extent, this can be offset by the Game Master looking for scenario herself, perhaps from those publishers listed above, but it would have been both useful and interesting to see what the author had in mind.

Physically, Hypertellurians: Fantastic Thrills Through the Ultracosm is a relatively slim tome, illustrated throughout with period artwork. There is a certain lurid oppressiveness to its look, but the artwork is never less than fantastic and inspirational.

Hypertellurians: Fantastic Thrills Through the Ultracosm is not an Old School Renaissance roleplaying game in the sense that it does not directly draw from Dungeons & Dragons and its advice for the Game Master is definitely contemporary. That said, its roots do lie in Dungeons & Dragons and the Old School Renaissance and it is able to plug back into it as much as it and the Ultracosm stands outside of it. Indeed, Hypertellurians: Fantastic Thrills Through the Ultracosm is a fantastic way to revisit the fantasy of Dungeons & Dragons as well as other genres from an entirely different place.

Friday Fantasy: Barbarians of Orange Boiling Seas

Barbarians of Orange Boiling Seas is one of four short scenarios for use with Lamentations of the Flame Princess Weird Fantasy Roleplay released by Lamentations of the Flame Princess at Gen Con 2019, the others being More Than Meets the Eye, Menagerie of Exiles, and Zak Has Nothing To Do With This Book. Written by Zzarchov Kowolski, the author of the highly regarded Scenic Dunnsmouth, it is like several other scenarios from the publisher, set in the early modern period of the opening decades of the seventeenth century. It is also a sequel to the author’s Going Through Forbidden Other Worlds, itself part of the publisher’s quartet of releases for Gen Con 2018. Unfortunately, Barbarians of Orange Boiling Seas is not as upfront about this fact as it could have been.

Instead, the back cover blurb focuses on a story from the far future which although tying in with the overall background of the scenario, it is not really relevant to what the player characters will do in the scenario. Essentially, an interstellar robotic probe a thousand years into the future reaches a distant star system and scans it for habitable worlds. What it discovers will astound those it relays the information back to—and what it has discovered are the doings of the player characters on a moon very, very, very far away from Earth. Some five centuries ago…!

Barbarians of Orange Boiling Seas is not a scenario in the sense that there is a plot with a beginning, a middle, and an end. Rather it is a set-up where the possible arrival, and then definitely the presence and actions of the player characters will drive the action and the story. The set-up is this. It begins in Going Through Forbidden Other Worlds where an off-world missionary mission of Portuguese conquistadors has successfully used the portal in Hell to reach an icy moon called Nibu. There they are surprised to discover the city-state of Bwang-Quos with its sophisticated Stone Age technology clustered around a boiling sea of lava in one of the moon’s volcanic regions and inhabited by the descendants of Earth’s neanderthals who had been abducted thousands of years before by a race of Alien Wizards. The Alien Wizards are now long gone and are of course, revered as gods, which meant little to either the Jesuits or the Conquistadors, who being Jesuits and Conquistadors, set about bringing the Word of God to the heathens and plundering the wealth of the new world for crown and glory.

At the start of Barbarians of Orange Boiling Seas, the conquistadors have conquered Bwang-Quos, have barely pacified the local inhabitants, thrown down their idols (of the Alien Wizards) and begun to construct a proper Catholic cathedral. However, the leaders of the off-world missionary mission are divided in their aims. The Portuguese conquistadors wants to pacify the Bwang-Quos and prepare against any resistance attacks, whilst the surviving priest wants to continue building a cathedral and create a bishopric of his own. The last remnants of the city-state’s royal dynasty has fled to an impregnable sky-fortress said to be the home of an incredible weapon of the gods, and there plots to throw out the invaders. Both factions in the off-world missionary mission would like to capture the last of the royal dynasty and take control of its famed weapon of the gods. Beyond the city, rebels and raiders have taken refuge in the bulrush marshes surrounding the city, there hiding whilst looking for opportunities to strike at the invader and planning to eventually drive them away. The resistance also wants to make contact with the royal dynasty and perhaps gain control of the legendary weapon to use against the invaders. Lastly, the tribes of Ice Barbarians who live in the tundra beyond the forests and bulrush marshes look on, waiting to see what will happen and hoping that the situation will eventually be to their advantage.

It is this febrile situation that the player characters are thrust. The likelihood is that they will have have arrived on Nibu via the portal in Hell—as detailed in Going Through Forbidden Other Worlds—and so will encounter the conquistadors first. Such an encounter is likely to lead to an alliance or an offer of work, either against the rebels or the Royal holdouts. Exploring the city-state will bring the player characters into contact with the local inhabitants, some of whom support the Portuguese, some of whom do not. They may even meet the rebels who might try and persuade the player characters to fight against the Conquistadors. Conquistador patrols and rebel bands are likely to be encountered in marshes. Of course, if the characters arrive by a different method, such as a magical mishap which lands them on Nibu, they may arrive anywhere of the Referee’s choosing and so meet the various NPCs in an entirely different order. Another option, would be for the players to create native inhabitants of Nibu and play as members of one faction or another. That though, would require further preparation upon the part of the Referee.

Barbarians of Orange Boiling Seas provides sufficient detail about all of the various and pertinent factions and locations on Nibu, although there is scope for the Referee to create more of either. Only one location is described in any detail—Hawk’s Peak, the secret redoubt of Bwang-Quos’ royal dynasty—but it is not really a dungeon or adventuring locale in any sense. Surprisingly, none of the NPCs have stats, so it is left up to the Referee to provide these. Whilst it means that the Referee will need to put more effort into preparing the scenario, she can easily scale it to the Levels of her players’ characters. That said, they do have an advantage over the native inhabitants in being stronger and having access to metal arms and armour, and possibly firearms and magic versus the Stone Age materials of the Nibu inhabitants. The lack of stats also makes it easy to adapt to other rules systems, whether that is for the Old School Renaissance or not.

Physically, Barbarians of Orange Boiling Seas is a slim booklet, tidyily laid out with an illustration or a map on every page. It needs an edit in places, but it both art and maps are decently done.

Barbarians of Orange Boiling Seas describes itself as having the “...[C]lassic conquest versus liberation adventure going on…” and indeed, it has that. In fact, it actually has the classic conquest versus liberation adventure going on, because when all said and done, Barbarians of Orange Boiling Seas is a fantasy/Science Fantasy reskinning of a classic conquest versus liberation situation from Earth’s own history, one contemporary with this scenario. That situation is the 1516 invasion of the Aztec Empire by the Spanish conquistadors and there are a great many elements in Barbarians of Orange Boiling Seas which parallel the history of that invasion. 

With that parallel in mind, Barbarians of Orange Boiling Seas presents an interesting roleplaying situation in how far the players are willing to explore the strength of their characters’ religious beliefs. Certainly how far they are willing to side with an invading force before it abuts with our contemporary inclination to side with the oppressed… That said, Barbarians of Orange Boiling Seas is of a limited utility. To get the fullest out of it, the Referee will need to have run Going Through Forbidden Other Worlds or found some other means to get the player characters to the distant moon, otherwise the scenario is not easy to add to an ongoing campaign. Barbarians of Orange Boiling Seas has potential as one-off or some weird dreamscape, but this would require some development upon the part of the Referee.

Of limited scope and utility, Barbarians of Orange Boiling Seas is an interesting addition to the Lamentations of the Flame Princess Weird Fantasy Roleplay range, but one that may not see a great deal of play.

A Cthulhu Collectanea I

As its title suggests Bayt al Azif – A magazine for Cthulhu Mythos roleplaying games is a magazine dedicated to roleplaying games of Lovecraftian investigative horror. Published by Bayt al Azif it includes content for both Call of Cthulhu, Seventh Edition from Chaosium, Inc. and Trail of Cthulhu from Pelgrane Press, which means that its content can also be used with Delta Green: The Role-Playing Game and The Fall of DELTA GREEN. Published in October, 2018, Bayt al Azif Issue 01 includes four scenarios, reviews of classic titles for Call of Cthulhu, new rules, interviews, an overview of Lovecraftian investigative horror roleplaying in 2017, and more. All of which comes packaged in a solid, full colour, Print On Demand book.

Bayt al Azif Issue 01 opens with an editorial, ‘Houses of the Unholy’, which manages to explore both the meaning and origins of the magazine’s title and perhaps suggest a possible scenario seed drawn’ like said title, from the life of eighteenth century novelist and antiquarian, William Thomas Beckford, and the infamous gothic folly, Fonthill Abbey. This would some development upon the part of the Keeper, but the editorial certainly provides some pointers. It is followed by ‘Sacrifices’, the magazine’s letters page, the missives here posted in response to the preview of the first issue, and ‘How to play’, by the editor, Jared Smith. This is serviceable enough, starting with the fiction and a discussion of the themes found in Call of Cthulhu, but it has dated given that it does not take into account the number of scenarios available from various publishers to help prospective players and Keepers started.

Dean Englehardt of CthulhuReborn.com—publisher of Convicts & Cthulhu: Call of Cthulhu Roleplaying in the Penal Colonies of 18th Century Australia—presents ‘CthuReview 2017’, a look back from 2018 of the previous year in terms of Lovecraftian investigative horror and its associated segment of the gaming hobby. It covers the notable figures and their doings as well as the various publishers, projects, Kickstarters, and more. It is a rather useful overview which nicely chronicles the year keeps us abreast of anything that we may have missed or forgotten. It is notable for including several Kickstarter projects which have to be fulfilled.

In terms of gaming content, the first scenario in Bayt al Azif Issue 01 is ‘A Conspiracy in Damascus’, again by Jared Smith. It casts the investigators as members of the Diwan al-Barid, the courier service of the Muslim caliphate in the eighth century, tasked with discovering the nature of a large object a group of Bedouin from an unknown tribe transported to the city and then transfered to a local merchant who bribed a guard to let it pass through uninspected. This is a swords and sand investigation, with opportunities for roleplay and combat and a nice feel for the history of the city which goes all the way back to Roman era. This period of history, post-Cthulhu Invictus, but pre-Cthulhu Dark Ages is is sadly unexplored in terms of Lovecraftian investigative horror, so this scenario is to be welcomed. That said, advice is given on how to adapt it to other periods, including Cthulhu by Gaslight and the relatively recent here and now.

The second scenario is also by Jared Smith, as is the third. ‘Double Dare’ is a modern-set, single-night one-shot scenario, initially written for play on Halloween. It casts the investigators as teenagers, bullied into spending a night in a reputedly haunted schoolhouse on Halloween. This is a thoroughly creepy piece with a constricting mechanic driving the narrative, necessary for a one-shot. Not a scenario for anyone who suffers from automatonophobia. This also benefits from a good handful of handouts. The third scenario. ‘Overdue’, is a short, fifty-entry solo adventure set in the library at Miskatonic University where the player character is a custodian, cleaning and tidying up after the students and academic staff each day. Of course, nasty thing are afoot as the library lives up to its terrifying reputation. This is a short, brutal scenario, stripped down in its mechanics to really just sanity, but easy to replay if the investigator dies.

The fourth scenario, ‘Easier to Fill the Ocean with Stones’ is written by Rich McKee rather than Jared Smith. This is set in Vietnam in 1968 and sends the investigators into a war zone where American forces may have committed an atrocity. Tasked with determining what happened, the investigators must chase after the potential perpetrators as North Vietnamese and other forces descend on the region. This is a murky, messy scenario and suitably so. It can be run on its own or adapted to run with Delta Green: The Role-Playing Game or The Fall of DELTA GREEN, made easier by having GUMSHOE System mechanics.

Stu Horvath offers two reviews under the ‘Vintage RPG’ title, one of Arkham Unveiled, the other of Escape from Innsmouth. Each is only a single page, and unfortunately, with both pages in each case consisting of more pictures than text, there is little depth to either. Disappointing in both cases when really two pages could have been devoted to either and even then neither would have been  explored in sufficient depth or thought. Fortunately, Jason Smith’s ‘Sites of Antiquity’ more than makes up for it, exploring the much re-purposed archaeological site of Husn Suleiman, as well as suggesting some Mythos connections. The inclusion of actual photographs of the site and a map adds to the verisimilitude. Equally, Catherine Ramen’s ‘Rebooting Campaigns with a Modern Sensibility’ is just as good, if in a different way. It highlights some of the prejudices and discrimination present in the classic period of the 1920s (and elsewhen) and thus, if unintentionally, in Call of Cthulhu and its supplements, and then addresses how to adjust what has always been a historical game by increasing diversity and representation. A welcome companion piece to Darker Hue Studios’ Harlem Unbound: A Sourcebook for the Call of Cthulhu and Gumshoe Roleplaying Games.

The full title of ‘Clerical Cosmic Horror: The Brief Era of the Cthulhu Mythos as Dungeons & Dragons Pantheon’ gives away the subject of Zach Howard’s article. It is a good history of the Cthulhu mythos in the hobby prior to the publication of Call of Cthulhu in 1981, and again, a good companion piece to the more recent The Making and Breaking of Deities & Demigods by James M. Ward.

There are two interviews in Bayt al Azif Issue 01. The first and longer one is ‘Going Rogue – An interview with Rogue Cthulhu’. This is a team of Keepers and scenario authors who run their creation at conventions such as GenCon and elsewhere. Based and operating solely in the USA, this is a good look at the fan side of the hobby and Lovecraftian investigative roleplaying. It gives the team their due and highlights how the fans bring Call of Cthulhu to life. Sadly, the interview with Chris Spivey of Darker Hue Studios in ‘Harlem Renaissance’ is half the length of the other interview and as informative as it is, the length of the first interview does leave the reader wanting more. 

Jensine Eckwall’s ‘Character Creation’ is the first of two cartoons in Bayt al Azif Issue 01. It is short and sweet, but the horror is decently done. The likewise short ‘Grave Spirits’ takes the central character of a doctor into Red Hook, but lacks the punch of ‘Character Creation’. Hopefully future installments will develop from the set-up presented here. Lastly, ‘Run for it! – Random Tables for Chases’ provides obstacles, hazards, and barriers for chases on foot. This is very useful article, handily supplementing the chase mechanics in Call of Cthulhu, Seventh Edition.

Physically, Bayt al Azif Issue 01 lacks polish, having the somewhat rougher feel of a fanzine. In another publication, this might be seen as charming, but here it is more something for the publisher and authors to strive to overcome. It could also benefit from a better choice and use of artwork, some of it feeling as if it is there because the designers could rather than because it is suitable. In general, the layout of Bayt al Azif Issue 01 feels inconsistent and could do with a stronger layout style.

Ultimately, the originality, and in some cases, the unique nature of the scenarios make the first issue of Bayt al Azif worth the price of admission and all come with pre-generated investigators ready to download, whilst many of the extras are informative or useful, if not both. If this first issue lacks polish, then that means that future issues can only look and feel better, for Bayt al Azif Issue 01 is a solid first issue. And that bodes well for Bayt al Azif Issue 02

Risking the Old School Renaissance

If you have The Black Hack and Whitehack, then surely you must have the ‘Grey Hack’. Well no, what you have instead is Macchiato Monsters: Rules for Adventures In a Dungeonverse You Build Together, an Old School Renaissance roleplaying game which draws from both to provide simple mechanics, freedom of character design, streamlined combat, and freeform magic, plus an emphasis upon risk and the use of resources. Now that latter aspect sounds like the play of Macchiato Monsters involves some kind of crunchy of resource management, but nothing could be further from the truth, for Macchiato Monsters uses dice—indicated as Δ4, Δ6, Δ8, and so on—throughout to handle each player character’s resources and more… Macchiato Monsters is published by Lost Pages and is available here.

Character creation in Macchiato Monsters is straightforward enough. A player rolls three six-sided dice for the six traditional statistics—Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. A player is then free to swap any two of these. Then he invents a Trait. This can be a race, an occupation, a background, a faction, and so on. Hit Points are rolled on a six-sided die, this die type also representing a character’s Hit Dice and as his martial prowess, this is also his ability to wield better or more efficient arms and armour. A character is given two options which can be to add the roll of a six-sided die to a stat under ten; gain another trait or another Hit Die; take martial training and increase his Hit Dice; and undertake Specialist Training and create an ability which can be used once per day or undertake Magic Training and create two spells which can be used once per day.

Next—and instead of choosing equipment—a player rolls for it. There are nine tables to roll on, each with twenty entries, covering equipment and food, wealth and valuables, mêlée weapons, missile weapons, armour, magical trinkets, heirlooms and heritage, and faith. The player assigns one die type to each table—four-sided, six-sided, eight-sided, ten-sided, and so on—and rolls on the table. This represents the equipment that a beginning character has been able to muster before stepping out on his adventuring career. 

Our sample character is a re-interpretation of the treasure hunter created for the review of Whitehack, but where Whitehack has Classes—broad Classes, but Classes nonetheless—Macchiato Monsters has none and is even more open in terms of character design and possibilities. Both though, enable Referee and players alike to start world building at the point of contact, of character creation.

Thurston Smyth
Strength 08 Intelligence 17 Wisdom 11 
Dexterity 14 Constitution 07 Charisma 16 

Hit Dice: d8 Hit Points: 7

Trait: Sage of the Last University
Magic Training—Illuminate the Path, Soporific Field 
Martial Training (Master of the Whip)

Languages: Draconic, Elvish

Equipment: Infaillible Darts (damage Δ10), whip (d4), Hide tunic and fur hat Δ4, Funeral urns worth silver Δ6, a noble title (Rais, Viscount, Duchess, Khan...) and a bodyguard (Δ10), and jar of snail soup Δ6, old ox, rolled up carpet, 2 sacks, crowbar.

Mechanically, Macchiato Monsters uses the roll under a statistic mechanic, with the results of one being a critical success and twenty being a fumble. It also uses the Advantage and Disadvantage mechanic of Dungeons & Dragons, Fifth Edition and The Black Hack. A trait, whether that is an occupation, a background, a faction, and so on, will not give a character any bonuses in combat, but for non-combat circumstances, it will grant a character the Advantage for a roll or enable him to undertake actions that another character would not be able to.

Combat is designed to be flexible and simple. First, it is possible to set up situations to a combatant’s benefit, but there is always an element of tactical risk to such a situation. Thus, it requires a roll against an appropriate statistic—for example, against Intelligence or Wisdom to determine a good ambush site or placement of some defences—and if successful, the combatant would have an advantage the following turn. However, fail and the combatant will have disadvantage the following turn, and perhaps other negative effects. For example, the ambushers might not be in position when the attackers appear and so cannot concentrate their fire and are in the open they are attacked. Attack rolls are made against Strength for mêlée attacks, Dexterity for missile attacks. Damage is rolled by weapon die type, but with disadvantage if the weapon die type is larger than the attacker’s Hit Die type. Similarly, if an attacker is faced by an opponent whose Hit Dice are higher than his or opponents whose total Hit Dice are greater than the party’s, then the attack is rolled with disadvantage.

Instead of Armour Class, Macchiato Monsters uses a die type for any armour worn. When a character is first attacked and hit, his player rolls the die type for the armour worn. This determines the number of points of damage that the armour will stop that fight. It is quick, it is brutal, and to an extent cinematic with elements like shields being smashed or fried to stop overwhelming damage from one source. Similarly, it is easy to handle complex actions such as escaping a burning, collapsing building whilst grabbing the Lost Proclamations of Oshun the Minor.

Much like Whitehack, magic in Macchiato Monsters is freeform, player-Referee negotiated, and deleterious to the character’s Hit Points. Only a critical result of a statistic check will the caster not lose any Hit Points. A more generically worded spell, instantaneous casting, extra range and targets, increased duration, and so on, will increase the Hit Point cost, but similar to Whitehack, the Hit Point cost cast can be alleviated by using a focus, reagents, and materials—as well as if the caster is using specialist magic or using faith, depending if the caster is a specialist or has faith. Even if the spell fails, the caster can choose to roll the Chaos die, a twelve-sided die, on the spell mishap table. The clever thing is though, the negotiation process between Referee and player as to the nature and Hit Point cost of the spell enables the spell-casting player to establish a cost of that spell when his character wants to cast it again. Do this a few times with different spells and variations in their effect and casting, and what the player character has is his own personal, even unique spellbook.
For example, Thurston Smyth is being chased by his arch-rival, Ronson Ballard, who also wants the Lost Proclamations of Oshun the Minor. Ballard has persuaded a tribe of Kobolds that he speaks for their god since he can shoot fire from his hands and together they are chasing Smyth as he runs away. Smyth decides that now is the time to cast Soporific Field. The extra targets and wide field add two Hit Points to the base single Hit Point cost, as do the higher Hit Dice of the targets and the instantaneous cast. So four Hit Points. Fortunately Smyth has this and can use his magic focus, a wand to lower the cost by a Hit Point to just three. Unfortunately, Smyth’s player fails the check against his Intelligence, but desperate to get away, the player calls upon the Chaos of magic…! The result of the Chaos Risk die is a twelve—and BAM! The effect is to double the area, number of targets, or area of the spell. Thurston could not hope for a better result as all of the chasing Kobolds as well as Ballard suddenly collapse. A bit tired and exhausted, Smyth turns round and walks over to a sleeping Ballard and proceeds to rifle through his pockets…The Black Hack added another mechanic for handling consumables. It gives each Consumable a die type, for example, a flask of oil has a Usage Die of d6, and then handles their use as dice rolls. When each is used, its die type is rolled and if the result is one or two, the Usage Die is stepped down to a lower die type. In the case of the flask of oil, from d6 to d4. After the d4, the Consumable is consumed. Macchiato Monsters uses this mechanic, but applies it on a wider scale and exacerbates its effects. So food, armour in combat, faith and reagents when casting magic, missiles, holy water, even followers (after all, they can get tired!), can all be handled using a similar mechanic, called the Risk die. When the Risk die is rolled, instead of being stepped down to the next die type on a one or two, it is stepped down on a result of a one, two, or three. Further, the result of a one is worse than a two, which is worse than a three, and so on, for narrating the effects of the step down. A maximum result on the Risk die indicates a lucky break, though what that means is up to the players and the Referee to decide.

Macchiato Monsters steps up its use of the Risk die to handle weather, applying a die type according to the season and then when a Risk die is stepped down the weather gets worse. A similar mechanic is used for wilderness encounters, the die type varying according to the terrain type, whilst the Risk die is also used for off-screen expeditions, carousing and nights out, building and controlling domains—like an assassins’ guild or a wizard’s tower, the stability of a region, and more. Notably, the Risk die is used to handle money, so one character might possess a bag of silver Δ6 and use that to purchase a good quality black powder pistol, whilst another might have a bag of gold Δ6 and spend it to take a luxury room at a hotel. Each time a character makes a purchase, the Risk die is rolled and in effect, really only spends the money if the die is stepped down… It is also possible to split, merge, and exchange such bags of coin, but these rules, as clever as they are, do feel counter-intuitive, mostly because they make something which should be a number into an abstract. There is nothing to say that they will not work, but when it comes to the financial aspects of the roleplaying game, they take some adjusting to. In addition, Macchiato Monsters provides simple rules for handling monsters as well as a list of ‘Fifty Shades of Macchiato Monsters’, and then tables and tables for creating townsfolk, plots, factions, adventure locations, creatures, items, and treasures. 

Physically, Macchiato Monsters is a neat, tidy, and readable black and white book. Although lightly illustrated, its contents are neatly organised and laid out. It is a pity that the book is not available in a ‘lie flat’ book as the Referee will find herself rolling on a lot of tables during play and being able to play directly from the book would have made it easier.

Of course, there is risk involved in dungeoneering—and to a varying degree, there always has been, ever since the publication of Dungeons & Dragons in 1974. As with Whitehack it hands Referee and players alike a high degree of freedom in what they play and the world in which the characters adventure, but Macchiato Monsters makes the degree of risk in not just dungeoneering, but in every aspect of adventuring, travelling, organising, hiring, and more, explicit in the use of the Risk die. It lies at the heart of Macchiato Monsters, using it as a means to drive stories and to push the adventurers to desperation as bad events come about as Risk dice are stepped down and ‘resources’ are essentially expended.

Macchiato Monsters: Rules for Adventures In a Dungeonverse You Build Together could have been simply an amalgam of The Black Hack and Whitehack, but it is very much its own take upon the best elements of both. In particular, its application of the Risk die makes for much more fraught playing experience and makes adventuring ‘risky’ once again.

1959: Diplomacy

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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1959 marks the publication of two classic wargames. One is Diplomacy: A Game of International Intrigue, Trust, and Treachery, the other is Risk: The Continental Game. Although they are both set in past times, one Napoleonic, one Edwardian, they could not be more different. One is card and dice driven and has been hugely successful, probably the most successful mass market wargame ever published, but the other is entirely trust and decision driven. The former is Risk, the latter Diplomacy. Both are sixty years old in 2019.

Published in 1959 by Games Research Inc. and later Avalon Hill, but now Wizards of the Coast under the Avalon Hill brand, Diplomacy is the grandfather of grand strategy games, an exploration of European national and political tensions prior to the Great War. A game of trust and negotiation, it appeals to the historian and the diplomat, whether that is the armchair historian or diplomat—like you and I, or the actual historian or diplomat—famously John F. Kennedy and Henry Kissinger. It is a game of decision and trust and negotiation, there being no dice or luck involved whatsoever. Designed for two to seven players aged twelve and over, in Diplomacy each player will control one of the great European powers—Austria-Hungary, England, France, Germany, Italy, Russia, and Turkey—and will have under his command a number of armies and fleets. He will also hold his traditional or home provinces that his country held in Europe at the beginning of the twentieth century. Between them are several neutral provinces, such as Norway, Tunisia, Portugal, Bulgaria, and so on. Switzerland is also neutral, but cannot be entered by any army. Some of these provinces, both home and neutral, are supply centres. Possession of these enable a power to build another army or fleet, likewise loss of these will force a power to disband an army or fleet. There are a total of thirty four such supply centres on Diplomacy’s map of Europe. If one player or power controls eighteen of these, then he wins the game. Winning though, is far from easy, and can take anywhere from between four and twelve hours—Diplomacy is a long game and it takes dedication to play.

Diplomacy is played out year by year, with two turns—Spring and Fall (Autumn)—per year beginning in 1901. On his turn, a player writes orders to each of his fleets and armies. These are to Hold (stay in position), Move (to an adjacent province), Support (support another army or fleet in moving into a province), or Convoy (a fleet transports an army across a sea province to another land province). Once written down, the orders from all powers are resolved simultaneously and this sets up the primary difficulty in taking provinces. All units are of equal strength or value—there is no rolling of dice or means to determine the strength of an attack or unit—and so when two opposing units attempt to capture the same province or one attempts to force another from a province, nothing happens. To successfully attack and hold a province, a player needs to support the attacking unit with another unit in another province. This can be a unit belonging to the attacking player or that of an ally. If successful, the defending unit can be forced to retreat, the attacking unit taking the province.

These orders are issued twice a year, but after the Fall turn, if a player has captured a Supply Centre, he can build a new army or fleet in one of his home provinces. If a player has lost a Supply Centre, he loses a unit. Play proceeds like this, from year to year until one player or power captures the eighteen supply centres necessary to win the game.

Now mechanically, this sounds simple enough, and it is. Within a turn or two though, as the powers send their armies and fleets out to capture first the supply centres in neutral territories they will clash with rival powers. Then, once the neutral supply centres have been captured, the powers will be brought into direct confrontation, and at this point, a stalemate is likely to ensue… In order to break such a stalemate, the powers and thus the players will have to co-operate and form alliances, much like the Entente Cordiale between France and Great Britain and the Triple Alliance formed between Germany, Austria-Hungary, and Italy. This is where Diplomacy begins to get interesting, challenging, and duplicitous.

Writing the orders for each turn—Spring and Fall (Autumn)—per year takes a few minutes, but a fifteen minute phase is allowed before this for negotiation between players. During this time, they can negotiate what they will write as their respective orders, reach agreements, form alliances, and so on. This might be to support an allied player’s move into a particular province, hold against an enemy, allow a convoy move for an ally, and so on. Forming alliances makes their member players very powerful, but the question is, how far can they trust each other? For not only is it within the rules of Diplomacy to reach agreements and make alliances, it is within the rules to break them as well. A betrayal and a breaking of an alliance at the right time can break a stalemate and hopefully give the betrayer the advantage to defeat his former ally, who is unlikely to make the same mistake of trusting the betrayer twice...

It is this capacity to break alliances, typically to the detriment of one member over another, to betray the trust between allies, which gives Diplomacy its primary reputation, that of being a game which breaks friendships. That though, is really down to the friendship rather than the game itself, because the game can be played by more mature players who will not necessarily put their friendships to the test by playing Diplomacy. By modern standards, if you can play The Resistance or Battlestar Galactica, both with built traitor mechanics, then Diplomacy should not be so of a test of friendships. But arguably, those games have traitors built into them by design and from the start, so the players know what to expect and can blame the game’s mechanics as much as the player betraying them. In Diplomacy is there no inbuilt mechanic for there being a traitor and it comes about through play and duplicity rather than anything else. Further, because of the trust placed in fellow allies, the betrayal of trust is likely to be all that more painful…

Nevertheless, forging the trust between players and building alliances is very much part of the play and the skill in Diplomacy. For it is a game built around negotiation and interaction as much as it is ordering fleets and armies across Europe—and in fact the need to make those order calls for that negotiation and interaction. 

In the sixty years since it was first published, there have been many editions of Diplomacy, published by many different publishers. The current version is the fiftieth anniversary edition published by Wizards of the Coast as part of its Avalon Hill imprint. It comes with eighty-four army counters and eighty-four fleet counts for the seven great power; one-hundred-and-forty-seven control markers to indicate who has control of the various supply centres; a large game board depicting Europe marked with the provinces held by the great powers at game’s start and the neutral provinces; a pad of maps for marking up orders; and the rulebook.

All of the components are solid, although it would have been nice if the armies and fleets had been wooden rather than the sturdy cardboard they are. The map is very clear and easy to read. As is the rulebook, although it would have been nice if some colour had been included in the maps used to show the examples of play. Although the rules are simple, time is taken to go through them with plenty of examples and explanations. There is also advice on how to play with fewer players and an example play through of the first seven turns of the game. This is a typical race for the supply centres in neutral territory. It is a pity that there are no illustrations for these moves, but it encourages the player to act them in order to see how the game plays.

Diplomacy is a game which demands the full seven players—it is not as fun with fewer—and the time in which to play it to its final outcome. Of course, few of us have that opportunity as often as we would like and almost from almost the very start, the play of Diplomacy was conducted via the post and in fanzines, then later online, so that games can be conducted at a more leisurely pace with greater scope for negotiation (and betrayal). Its age, its theme, and its set-up means that there has probably been more written about Diplomacy and how it can be played than any other game, except Chess (which of course, is centuries older). By modern standards, at the height of the Eurogame, Diplomacy is too confrontational, too much the wargame. It could be argued that from the start, though not necessarily later on in the game, its situation places the players and their powers finely balanced against each other. Breaking that is part of winning the game and even though Diplomacy is not strictly a wargame, it is not a Eurogame either. 

The lightness of the mechanics and the historical set-up, means that Diplomacy has the capacity to be something more. As a game of confrontation and negotiation between the European powers prior to the Great War, it has the capacity to work as an exploration of the nationalism, the politics, aims, and international relations between the powers. There is scope here for roleplaying too, as the players take on the roles of the Kings, Emperors, Sultans, Czars, and Presidents leading the great powers , and by increasing the number of players, perhaps their various ministers and generals. Such scope lies outside of Diplomacy as it comes in the box and arguably it would also require at least one Game Master.

Again by modern standards, Diplomacy is a game design with flaws. Its ts play is too long and by its very nature, will lead to player elimination who will have nothing to do whilst the surviving powers jockey for position and then confront each other. These are likely to be contributing factors to the game not being as popular as it once was. Another factor may well be the theme to Diplomacy, that of the great powers of Europe prior to the Great War, no longer having the significance that it once had, as those events were within living memory when the game was first published. And yet, Diplomacy: A Game of International Intrigue, Trust, and Treachery remains a classic because it emphasises the negotiation and interaction aspects of playing it as being key to the wargame aspect and mastering that is the path to victory—eventually. 

Friday Fantasy: Monsters & Creatures

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? Then what monsters will face? What adventures will you have? For nearly all of us, answering these questions are not all that far from being a challenge, for all started somewhere and we all had to make that first step—making our first character, entering our first dungeon, and encountering our first monster. As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering these questions in an easy to read and reference fashion.

Step forward the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. This is a series of introductory guides to Dungeons & Dragons, designed as primers to various aspects of the world’s leading roleplaying game. Each in the series is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to the different aspects of the roleplaying game covered in each book in the series, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, every entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is an attractive little package.

The first in the series, Warriors & Weapons provided an introduction to the various Races of Dungeons & Dragons, the martial character Classes, and the equipment they use. Second is not Wizards & Spells, the companion to Warriors & Weapons which covers Clerics, Sorcerers, and Wizards, or indeed any of the other spellcasting character types in Dungeons & Dragons. Instead the second book in the series is Monsters & Creatures. As the title suggests, this presents an introduction to the monsters, creatures, and animals that the prospective player may well have his character encounter on his adventures, many of them—like the Beholder, the Mind Flayer, the Owl Bear, and more—iconic to Dungeons & Dragons.

The thirty or so entries in Monsters & Creatures are divided according to their environment. So under Caverns & Dark Places there are entries for the Beholder, the Carrion Crawler, and the Myconid and under Forests, Mountains & Other Terrain, there are entries for the Centaur, the Sprite, and the Treant, as well as six types of Giants. Banshee, Skeletons, and Vampires can be found in Moors, Bogs, & Boneyards, whilst the Aboleth, the Dragon Turtle, and the Merrow are found in Oceans, Lakes, & Waterways. Lastly, the Griffon and the Pegasus are sighted Mountain Peaks & Open Sky along with Dragons of all colours… Every entry is given a double page spread, the left hand page showing an illustration of the creature or monster, a listing of its special powers, a description of its size, and an indication of its Danger Level, from ‘0’ or harmless to ‘5’ for really nasty. On the right hand page there is a description of the monster or creature and its lair, accompanied by a list of things to do or not do when dealing with it.

So for the iconic Beholder, the given Danger Level is ‘4’ and its Special Powers, from Telekinesis and Enervation to Disintegration and Petrification, are described eye stalk by eye stalk. The description is fairly broad, as much hints as straight facts, since after all, this Monsters & Creatures is not the Monster Manual. Their lairs are given as remote caves or abandoned ruins, their floors often covered in the equipment and treasure of adventurers who faced the Beholder and were killed. The advice when facing a Beholder is that the adventurers should fight magic with magic, distract the Beholder, and get in close inside the range of their eyestalks, but never ignore the feeling of being watched and never stay put!

Monsters & Creatures includes a little extra beyond just the thirty or so entries. After a select few, an entry is given for a legendary threat, one of the famous beings from Dungeons & Dragons cannon. So for the Dragons, this is Tiamat, The Queen of Evil Dragons, so Monsters & Creatures also serves as an introduction to the campaign, Hoard of the Dragon Queen, and for the Vampires, it is Count Strahd von Zarovich, so this book also works as an introduction to the campaign, Curse of Strahd. These legendary creatures are foes that the adventurers are unlikely to face for a very long time, but they are ones to be whispered about in hushed tones… Then there the encounter descriptions after every section, such as Half-Orc Barbarian’s encounter in a Myconid Colony who can sense an action she took in another colony years past. This short piece of fiction sets up a question or situation which the reader can answer or deal with by referring back to the entries earlier in the tome. These are a nice break from the somewhat comparatively dry monster descriptions, posing the reader with a situation that his adventurer might face in the future.

Just as in Warriors & Weapons, the last words in Monsters & Creatures are some last words about building a hero, that the reader is on his first steps to composing his adventurer’s story. It opens up a little to ask the player to wonder about the other heroes his character will adventure alongside, what and where his adventures take place, and of course, why? It explains a bit more about the play of Dungeons & Dragons, so serving as a light primer before the player gets to the table.

There are just two issues with Monsters & Creatures—one minor, one not so minor. The minor issue is the inclusion of the Flumph as an entry. It is just a little too obscure, a bit too odd to sit alongside the other entries. The not so minor issue is that the fact that the book includes an anachronism or two when it comes to describing the size of the monsters and creatures in the book. A Treant is described as being taller than a logging truck, whilst the Storm Giant is described as being taller than a London bus. The inclusion of such modernisms breaks the verisimilitude of the book, making very much a reference work out of the game when it could have been a reference work both out of the game and in the game.

Physically, Monsters & Creatures is an attractive little hardback. It is bright, it is breezy, and it shows a prospective player what his character might face, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

Now obviously, Monsters & Creatures is designed to showcase Dungeons & Dragons and introduce the prospective player to what his character might encounter. Now because some of the entries in the volume are particular to Dungeon & Dragons, it means that not all of the content of Monsters & Creatures is quite so useful in other roleplaying games, but nevertheless, it would an introduction to Dungeons & Dragons-style retroclones, though in its look, it is brighter and breezier than the style and tone of the typical fantasy roleplaying game from the Old School Renaissance.

Warriors & Weapons did a decent job of introducing players to the martial Classes. Likewise, Monsters & Creatures does a good job of introducing the prospective player to just a tiny, but often iconic, few of the monsters and creatures in Dungeons & Dragons. It is though, more of a general reference work, perhaps more useful than Warriors & Weapons, since its contents pertain to the play of Dungeons & Dragons rather than the creation of characters in readiness for that play. This makes it an even better book to have at the table during play, since its contents can serve as the legends and the folklore that a player character in a fantasy world might have learned about said monsters and creatures as he was growing up. Even if not that, then the readers for whom Monsters & Creatures is written for, are at least going to wowed by its contents and perhaps be fascinated by them to want to know more about Dungeons & Dragons

Again, Monsters & Creatures is a bright and easy read, the next part of what should serve as a light introduction to Dungeons & Dragons. One that nicely works as a gift as much as it does a useful reference work.

Miskatonic Monday #29: A Colour in a Dark Age

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: A Colour in a Dark Age

Publisher: Chaosium, Inc.
Author: Jonathan Baxter

Setting: Cthulhu Dark Ages or Cthulhu Through the Ages: Guidelines for Playing Call of Cthulhu in Seven Different Eras
Product: Scenario
What You Get: 28.29 MB nineteen-page, full colour PDF
Elevator Pitch: In the Dark Ages there is only one colour between them.
Plot Hook: A draining experience could be spreading...
Plot Development: Warring factions, cowed villagers, heresy, religious persecution, a siege, and a cookbook.
Plot Support: Investigator strategies, sixteen fully-stated up NPCs, and seven full colour maps.

Pros
# Support for Cthulhu Dark Ages# Can be played just using Call of Cthulhu, Seventh Edition
# Designed for three players (but playable by more)
# Creepy opening scenes
# Open-ended design
# Scope for scenery-chewing NPCs
# Scope for inter-factional skulduggery
# Big climax

Cons
# Support for Cthulhu Dark Ages
# Poorly explained set-up
# Open-ended plot
# Not suitable for the new Keeper
# Possible party split
# Potentially easy access to powerful Mythos tomes

Conclusion
# Unfamiliar setting
# Underwritten set-up
# The Mythos meets B-Movie, blood & guts, hack & slash with a whiff of a rose!

2009: Stonehell Dungeon: Down Night-Haunted Halls

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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The very first adventure that roleplaying hobby gave us was the dungeon and the purest form of the dungeon is the megadungeon. The megadungeon is like a dungeon, a complex of rooms and corridors beneath the earth populated by traps, puzzles, treasure, and monsters, but on a larger scale. Often a much larger scale—a scale large enough that the dungeon itself becomes the focus of the campaign. In such a megadungeon, the player characters will either visit the dungeon again and again, returning to the surface regularly to rest, resupply, and research, or there may be areas within the dungeon where they can rest or even resupply, so that they rarely return to the surface. Although other fantasy and fantasy-like roleplaying games do do dungeons or dungeons that are not ‘dungeons’—for example, Numenera and Tékumel: Empire of the Petal Throne—the megadungeon remains very much the province of Dungeons & Dragons and its various editions and iterations. The Old School Renaissance—a period so far contemporaneous with Dungeons & Dragons, Fourth Edition and Dungeons & Dragons, Fifth Edition—has been the greater source of the megadungeon in the last fifteen years. Notable examples include Barrowmaze and Dwimmermount, both published for use with Labyrinth Lord, both large tomes in themselves, but another megadungeon, Stonehell Dungeon: Down Night-Haunted Halls, offers much more stripped back play.

Written and published by the author of The Dungeon Alphabet: An A-Z Reference for Classic Dungeon Design for use with Labyrinth Lord in 2009, Stonehell Dungeon offers a constrained five level dungeon with some seven hundred locations, complete with a detailed history, numerous factions, and a surprisingly reasonable rationale for its existence. And all that in just one hundred and thirty four pages. Plus that is only half of the dungeon as another five Levels and another six hundred locations are detailed in the second part, Stonehell Dungeon: Into the Heart of Hell. This sounds like an awful lot and an awful lot in relatively few pages. The question is, how does it manage to do what sounds like an all but impossible task?

Stonehell Dungeon does this by using the one-page dungeon format—best seen in the One-Page Contest—designed to fit a complete, compact adventure on a single page which a Labyrinth Lord can read and prepare in a few minutes before running it for her players in a session (or two). Thus the Labyrinth Lord has to pack in the monsters, the treasure, the puzzles, the traps, and the story into as tight a space as possible and it still offer a high degree of playability. Now the design of Stonehell Dungeon does not strictly adhere to the one-page dungeon format, but the fact that it does is not without its consequences, both good and bad,

Since Stonehell Dungeon is a megadungeon, it cannot simply fit one level into the one-page dungeon format, so instead it divides each level into four quadrants, each of which receives not the one-page dungeon treatment, but a double-page spread treatment—twice. The first of these highlights the salient features and nature of the quadrant with an overview, a description of its population, special dungeon notes, important NPCs, and any new monsters, spells, or magic items. This is the main body of the text for the quadrant, for the second double-page spread gives a map of the quadrant, tables for elements such as wandering monsters and random crypt contents, lists its notable features, and then provides a room key for all of the quadrant’s notable locations. This last feature is highly economical with its words, according each or location no more than three sentences each—and rarely that. What is this means that Stonehell Dungeon manages to pack in descriptions—thumbnail descriptions, but descriptions nonetheless—of thirty to forty rooms in just over page! 

Now what the room descriptions do not include are any monster stats. These are are included in a double-page spread given for the level and all four of its quadrants as a whole. This double-page spread shows the four quadrant maps together as a whole so that the Labyrinth Lord can see their connection and this is accompanied by an overview of the level as a whole and a full monster list for the level, including their stats. What this means is that the Referee is not going to be running Stonehell Dungeon from just the double-page spread of the quadrant map and room list, but will still need to refer to the overviews of both the quadrant and the level. That said, the format means that this cross-referencing is kept to a minimum and with a printout of the monster list to hand the Labyrinth Lord could just work from just the double-page spread of the quadrant map and the room list.

What this means is that Stonehell Dungeon can be run with the minimum of fuss, quadrant by quadrant, level by level. Even preparation is relatively light, since the quadrants, for the most part, are fairly self-contained, with little overlap from quadrant to another, though there is some overlap in the deeper levels. This almost compartmentalisation means that it is relatively easy for the Labyrinth Lord excise a quadrant from Stonehell Dungeon and run it elsewhere or on its own. On the downside, it means that the story and the narrative in the dungeon can also become compartmentalised because the connections between individual quadrants are also limited. Now to be fair, there are story and plot elements in Stonehell Dungeon mostly through the hooks which pull the adventurers into the dungeons, but this being a dungeon for the Old School Renaissance, there is less of an emphasis upon plot and more on what the players and their characters bring to the adventure and dungeon.

As to the plot and rationale of Stonehell Dungeon, it is a former prison, a penal solution for a tyrant some three centuries ago who had too many enemies and not enough gaol space. Begun as an experiment, the tyrant fed in more and more prisoners who had to dig and expand its confines in order to make space. The prison was also self-governing, the guards only there to prevent escapes and as ever greater numbers have been forced in, a malign society of rival gangs was formed. When the tyrant and his regime was overthrown, the prison was abandoned, few escaped, and the limited reform or rescue teams sent in, never returned. Those who remained went mad and many descended into cannibalism as something seemed to feed on and exacerbate the madness and later spread Chaos… In the centuries since Stonehell Dungeon was abandoned, it has been a base for bandits and brigands, a destination for adventurers, and more. Today, its location is well-known, lying at the far end of a gorge when the ruins of the prison’s fortifications and above ground facilities now stand. Together, these serve as Level 0 for the dungeon.

Beyond the abandoned and explored and re-explored opening ‘Hell’s Antechamber’ inside Stonehell Dungeon’s entrance, once the adventurers are in, there is the neutral ground of a Kobold Village of dungeon caretakers to be found, a Hobgoblin army preparing for conquest, a Dwarf on an architectural survey expedition to be joined, a former serpentine temple which adds an element of Cosmic Horror, an asylum, Wererat mercenaries and spies, a ghost funeral skiff whose crew are still looking looking to take away the dead—and the not-so-dead, whilst the laboratory of the Plated Mage and a strange alien race push Stonehell Dungeon into weird Science Fantasy territory. Not all of this is all that interesting, in general, barring the Kobold Village, any section involving races like Orcs and Hobgoblins feels like they have to be there in order to counterpoint the odder and more interesting aspects of Stonehell Dungeon where the author has been freer with his imagination. Even then, Stonehell Dungeon: Down Night-Haunted Halls is not as weird as it could be, for there are another five levels to come in Stonehell Dungeon: Into the Heart of Hell, and even by the fifth level of the dungeon, very little of weirdness has been touched upon. Of course, if the Labyrinth Lord decides to end the megadungeon playthrough there, it does end with a confrontation with a very well handled monster.

Physically, Stonehell Dungeon is a surprisingly slim book given what it provides. It is lightly illustrated, primarily with publicly available artwork. The writing and editing are generally decent, though the near adherence to the one-page dungeon format does mean that the content feels cramped in places. Another issue is that in the overview pages, elements are typically discussed before their placement in the room lists for each quadrant, so Labyrinth Lord will need to get used to that format rather than the sequential format of other adventures and campaigns.

Stonehell Dungeon: Down Night-Haunted Halls is not necessarily the perfect example of a megadungeon to come out of the Old School Renaissance, but it is undeniably a good one. It offers the means to use the stripped back mechanics beloved of the Old School Renaissance which leave room for the Labyrinth Lord’s and her players’ own rulings and input respectively. As much as it is representative of the Old School Renaissance, it is equally of another aspect of the hobby—that nothing new goes out of print. Stonehell Dungeon was published in 2009 and Print on Demand means that a decade on it is still available.

Stonehell Dungeon: Down Night-Haunted Halls manages to achieve control of its content via the one-page dungeon format which prevents it from sprawling unnecessarily, which means that it is easier for the Labyrinth Lord to run the megadungeon quadrant by quadrant. Yet at the same time that format places constraints upon its storytelling possibilities and perhaps plots that all too often fight to escape beyond their quadrants. Overall, Stonehell Dungeon: Down Night-Haunted Halls is an incredible piece of design, economical of format and word count in a way which helps the Labyrinth Lord run the dungeon off the page.

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