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[Free RPG Day 2025] Whispers of Chaos

Reviews from R'lyeh -

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Whispers of Chaos is a scenario for the Aetherial Expanse setting published by Ghostfire Gaming , one of three released by the publisher for Free RPG Day 2025. Both scenario and setting are written for use with Dungeons & Dragons, Fifth Edition and the scenario is designed to be played by a party of five to six Player Characters of Third Level. It opens with ‘Welcome to the Aetherial Expanse’, a much needed description of the setting and its key features, because the scenario does not have a back cover blurb. What it tells the reader is that Aetherial Expanse is a realm of high fantasy which lies on the Astral Plane, one which combines the Age of Sail and Golden Age of Piracy with magic and swashbuckling action under a sky of swirling stars. Wind flows from the Elemental Planes to fill the sails of the ships, rain falls from the Material Plane on the islands that dot the Astral Plane and swirl around the Maelstrom, the enormous aether-storm at the heart of the Astral Sea. Planar Portals lead elsewhere, lost civilisations lie beneath the poisonous liquid aether of the Astral Sea, and aether comes in three forms—liquid, vapour, and solid. Aetherium crystal can be found floating in the Astral Sea like icebergs, but is rare and can even be used as a power source or a weapon. The Astral Emergents are those reborn and healed in the bodies of the recently dead, having been lost in the waters of the Astral Sea. Two powers from the Material Plane have invaded the Aetherial Expanse and founded colonies, the Kingdom of Ayris, a small, but powerful mercantile kingdom, and the expansive Karelagne Empire. It is less than a decade since the warring powers signed an uneasy truce, their rivalry exhibiting in feuds and acts of piracy and privateering.

In Whispers of Chaos, the Player Characters are hired by Professor Delkin Doss, an anthropology teacher. He wants to recover an ancient book of dark secrets, Godlike: Research, Stories, and Theories, which has been stolen from him by a sage, Dr. Marigold Brambletoe. A student, the Gnome, Sophia Blush, has managed to get word to him of where Doctor Brambletoe has taken the tome. This is the uninhabited Tumult Isle which lies close to the Maelstrom, where Nth Degree, a cult of Karelagne zealots, have established a base of operations where she can conduct his research. Unfortunately, Professor Delkin Doss is on a budget and has a booked passage on the Ethnos, completely unaware that some of the crew are very unhappy. So unhappy that they mutiny! This is the first big event of the scenario, throwing the Player Characters into the action, ideally being able to deal with the mutineers before sailing on, though notes are given suggesting what might happen if the mutineers prevail. Either way, the Ethnos is left shorthanded and the Player Characters are expected to pitch in. Here is where the scenario mixes it up with fun with some activities aboard ship—cooking meals, coming across a derelict ship, searching for Moose, the ship’s cat, and much more… These are pleasingly entertaining and keep the Player Characters busy until it throws them into the main action of the scenario.

This takes place in the Tumult Facility. The Player Characters need to find a way past the partially open frond or, but once inside discover a scene of bloody devastation. There are bodies everywhere as if monsters have been rampaging through the facility, and as they explore further, they will not only find several of those monsters, but also that the Tumult Facility has a surprisingly modern feel, including a welcome centre, shower room, and games room! Their progress is marked by the whole facility suddenly shaking again and again, each time the intensity increasing as if Tumult Isle was beset by ground tremors building up to an earthquake. This adds to the creepy tension that pervades the blood spattered facility, but eventually the Player Characters will discover the cause—a Maw, a great toothy mouth protruding from a crack in the ground, spitting monsters into the realm, as its tentacles flail and attempt to draw power from several Astral Emergent prisoners! The Player Characters are likely to have found Godlike: Research, Stories, and Theories by now, but this monstrous thing, even one constrained by the size of the crack in the floor of the facility, needs to be defeated, and even though it is constrained by the size of the crack in the floor of the facility, it is a challenging foe. Defeating the toothy, tentacled terror will bring the scenario to an exciting close.

The scenario comes with three appendices. The first gives stats and details for the scenario’s monsters, including a ship mimic! The second and third describe a card game that the Player Characters might play aboard ship and the effects of aether poisoning. The scenario includes maps of the Tumult Facility, the Ethnos, and the Astral Sea. A set of resources is also available for all three of the scenarios published by Ghostfire Gaming. They include maps, tokens, and pre-generated Player Characters for each. They include a Kobold Cleric with the Aether Domain; a Dwarf Fighter with the Corsair Raider subclass and Starlight Sea Raider Background; an Automaton Wizard with the Technomage Subclass and the Karalagne Naval Magewright Background; a Dragonborn Rogue with the Veiled Guardian Subclass and the Ayrissian Magnate Background; a Bard from the College Of The Blade Dancer and with the Opportunist Of The Expanse Background; and an Astral Emergent Ranger with the Expanse Wayfinder Subclass and the Silvery Sea Wanderer. All six are nicely detailed and come with some background as well as an illustration and an explanation of all their abilities and features.

Physically, Whispers of Chaos is well presented. The artwork and the maps are excellent, and the scenario is well written. The only disappointment is the lack of a back cover blurb to inform the reader what Whispers of Chaos actually is.

The biggest problem with Whispers of Chaos is the background. Not that it is not a good background—it is. Rather that there is a fair bit of it to impart to the players before they can start to play the scenario. Once over this hurdle, Whispers of Chaos is a really entertaining scenario, especially the scenes aboard the ship, that all together serves as a solid introduction to an intriguing setting.

[Free RPG Day 2025] Dragonbane – The Magistrate’s Gambit

Reviews from R'lyeh -

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—
Dragonbane – The Magistrate’s Gambit is a preview of, and a quick-start for Dragonbane, the reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982. Funded via a Kickstarter campaign by Free League Publishing in 2022, Dragonbane promises to be a roleplaying game of “mirth and mayhem”. It includes a basic explanation of the setting, rules for actions and combat, magic, the adventure, ‘The Sinking Tower’, and five ready-to-play, Player Characters.
‘The Magistrate’s Gambit’ scenario is designed as a tournament style adventure and can be played in two hours. This means that it is intended to be run for multiple groups and their scores at the end collected and compared to determine a winner. However, this does not mean that it cannot be added to an ongoing campaign, but rather that it includes a scoring sheet to determine how well one group of players fared compared to another. That said, two hours is tight for the scenario and outside of a tournament, the Game Master can easily prepare the scenario and run it in a single session. The Game Master will need a timer of some kind. The scenario includes everything necessary to play—pre-generated Player Characters, maps, puzzles, and more. If the scenario is being run as part of a standard campaign, a Rogue and a Wizard are recommended Player Characters. The scenario setting also suggests that it is located near a large town or city.
The five pre-generated Player Characters include a Human Wizard (Fire Elementalist), an Elf Hunter, a Mallard Knight (yes, a duck knight!), a Halfling Thief, and a Wolfkin Warrior. All five Player Characters are given a double-sided sheet with one side devoted to the character sheet whilst the other gives some background to the Player Character, an explanation of his abilities, and an excellent illustration. One issue is with the Human Wizard, whose player will need to refer to the magic section of the rules in Dragonbane – The Magistrate’s Gambit to find out how his spells work. It would have been far more useful for them to be at least listed along with costs for the benefit of the Wizard’s player.
A Player Character has a Kin, which can be human, halfling, dwarf, elf, mallard, or wolfkin. He also has six attributes—Strength, Constitution, Agility, Intelligence, Willpower, and Charisma—which range in value between three and eighteen, as well as a Profession. Both Kin and Profession provide an ability which are unavailable to other Kin and Professions. Various factors are derived from the attributes, notably different damage bonuses for Strength-based weapons and Agility-based weapons, plus Willpower Points. Willpower Points are expended to use magic and abilities derived from both Kin and Profession. A Player Character has sixteen skills, ranging in value from one to fourteen.
To have his player undertake an action, a player rolls a twenty-sided die. The aim is roll equal to or lower than the skill or attribute. A roll of one is called ‘rolling a dragon’ and is treated as a critical effect. A roll of twenty is called ‘rolling a demon’ and indicates a critical failure. Banes and boons are the equivalent of advantage and disadvantage. Opposed rolls are won by the player who rolls the lowest.

If a roll is failed, a player can choose to push the roll and reroll. The result supersedes the original. In pushing a roll, the Player Character acquires a Condition, for example, ‘Dazed’ for Strength or ‘Scared’ for Willpower. The player has to explain how his character acquires the Condition and his character can acquire a total of six—one for each attribute—and the player is expected to roleplay them. Mechanically, a Condition acts as a Bane in play. A Player Character can recover from one or more Conditions by resting.
Initiative is determined randomly by drawing cards numbered between one and ten, with one going first. A Player Character has two actions per round—a move and an actual action such as a melee attack, doing first aid, or casting a spell. Alternatively, a Player Character can undertake a Reaction, which takes place on an opponent’s turn in response to the opponent’s action. Typically, this is a parry or dodge, and means that the Player Character cannot take another action. If a dragon is rolled on the parry, the Player Character gets a free counterattack!

Combat takes into account weapon length, grip, length, and so on. The effects of a dragon roll, or a critical hit, can include damage being doubled and a dragon roll being needed to parry or dodge this attack, making a second attack, or piercing armour. Damage can be slashing, piercing, or bludgeoning, which determines the effectiveness of armour.

Armour has a rating, which reduces damage taken. Helmets increase Armour Rating, but work as a Bane for certain skills. If a Player Character’s Hit Points are reduced to zero, a death roll is required for him to survive, which can be pushed. Three successful rolls and the Player Character survives, whilst three failures indicate he has died. A Player Character on zero Hit Points can be rallied by another to keep fighting. Dragonbane – The Magistrate’s Gambit also includes rules for other forms of damage such as falling and poison, plus darkness and fear. Fear is covered by a Willpower check, and there is a Fear Table for the results.
A Wizard powers magic through the expenditure of Willpower Points. Typical spells cost two Willpower Points per Power Level of a spell, but just one Willpower Point for lesser spells or magic tricks. Spells are organised into schools and each school has an associated skill, which is rolled against when casting a spell. Willpower Points are lost even if the roll is failed, but rolling a dragon can double the range or damage of the spell, negate the Willpower Point cost, or allow another spell to be cast, but with a Bane. Rolling a demon simply means that the spell fails and cannot be pushed. A spell cannot be cast if the Wizard is in direct contact with either iron or steel.

Three spells and three magical tricks are given in Dragonbane – The Magistrate’s Gambit. These are all fire-related, designed for the Wizard Player Character. The magical tricks include Ignite, Heat/Chill, and Puff of Smoke, whilst the full spells are Fireball, Gust of Wind, and Pillar.
The scenario in Dragonbane – The Magistrate’s Gambit is ‘The Magistrate’s Gambit’. This takes place in Archmage Kalisial’s palace where each year she meets an old friend, Magistrate Stalomer, for a game of smickleboard. When they were young, they were adventurers, and together they found a magical necklace. Both wanted to wear it, but to decide who would for the following year, they decided to play the game, with the winner getting to wear it. Magistrate Stalomer has never won a single game despite his having studied smickleboard for years, and as he nears the end of his life, he just wants to wear it the once. Yet he suspects that Archmage Kalisial, his old friend, is cheating by using three magical artefacts. These are a wig, a pair of gilded spectacles, and an onyx game board and if he can replace them, he thinks that for once, he will prevail in the annual game. To that end, he hires the Player Characters and instructs them to attend the party, find each of the suspect artefacts and replace them with replicas he has made.

So what the Player Characters have to do is sneak away from Archmage Kalisial’s party and explore the rest of her palace for the location of the three artefacts. Given that they only have an hour to explore the palace, it is actually quite large, with eleven rooms that they will probably want to examine. There is a strong emphasis on puzzles and interaction, with the possibility of a little combat along the way, and the puzzles are actually supported by handouts that the Game Master can cut out and present to her players. All of the locations are highly detailed and there is usually a lot to examine and interact with in each room. The Player Characters will also find plenty of treasure to take away with them, which they will, as this is how Magistrate Stalomer plans to pay them. The Game Master will need to keep track of the Player Characters’ actions as they have the potential to first arouse Archmage Kalisial’s suspicions and eventually alert her to their activities. Her initial suspicions will make it increasingly difficult for the Player Character to sneak about and act surreptitiously, and will ultimately result in her sending servants to investigate if she becomes too concerned.
Eventually, a bell will ring (in other words, the timer set by the Game Master will go off) and the party proper will begin. This will be followed by the game itself being played between Archmage Kalisial and Magistrate Stalomer. How well he does will depend upon how successful the Player Characters have been in substituting the three items. In game terms, the Player Characters earn points for various objectives achieved throughout Archmage Kalisial’s palace, whilst her vigilance level is substracted from this and a twenty-sided die is rolled against the resulting value. If the roll is equal to, or below the value, then Magistrate Stalomer wins!
Physically, Dragonbane – The Magistrate’s Gambit is clean and tidy. The cartography is excellent, but the artwork and illustrations are superb. The handouts are also very good. They are done by Johan Egerkrans, who also illustrated Vaesen and possess a grim, if comic book sensibility.
Dragonbane – The Magistrate’s Gambit is a well done tournament adventure, packed with puzzles and secrets that the players and their characters need to discover and solve before the time limit of the scenario. It is effectively, an anti-heist scenario that is till played out with all of the stealth of a classic heist scenario. As a standard adventure, it can be played out at a more leisurely place and will be no less challenging, though without the time limit. Either way, Dragonbane – The Magistrate’s Gambit is a tightly designed and impressive little scenario, which not only has the potential to be a lot of fun, but which also feels refreshingly different from other scenarios for Dragonbane.

[Free RPG Day 2025] The Scourge of Sheerleaf

Reviews from R'lyeh -

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

One of the perennial contributors to Free RPG Day is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after the event. The emphasis in these releases have invariably been upon small species. Thus, in past years, the titles released for the Pathfinder Roleplaying Game have typically involved adventures with diminutive Player Characters, first Kobolds, then Goblins, and then with the release of A Fistful of Flowers for Free RPG Day 2022 and A Few Flowers More for Free RPG Day 2023, it was Leshies, where as for Free RPG Day 2024, it was the turn of toys with The Great Toy Heist! However, for Free RPG Day 2025 literally makes a big change by making the scale of its contribution for the Pathfinder Roleplaying Game big and make the villain of the piece even bigger!

The Scourge of Sheerleaf is designed for four Tenth Level Player Characters and makes use of the Pathfinder Roleplaying Game Player Core, the Pathfinder Roleplaying Game GM Core, the Pathfinder Roleplaying Game Monster Core, Pathfinder Rage of Elements, Pathfinder Secrets of Magic, and Pathfinder Last Omens Grand Bazaar. It is a lot of sourcebooks and rulebooks, and what it means is that it supports the Game Master and the gaming group who has already invested time in the roleplaying game. This is not to say that the Game Master who has access to all of those books could not run the adventure for players who do not, running it as one-shot or demonstration adventure. That said, being designed for use with Tenth Level Player Characters means that The Scourge of Sheerleaf is more complex to run and play than the useful offering for low Level Player Characters that Paizo, Inc., normally releases for Free RPG Day.
The Scourge of Sheerleaf is set in the town of Sheerleaf which stands below Mount Zoldos,  between the Arthfell Mountains and the Arthfell Forest. It comes to the attention of the Player Characters when come across a pamphlet being circulated in nearby taverns. It tells of how the village has been attacked by a dragon, demanding fealty from the villagers, and wrought its revenge when the demand was rebuffed. When they arrive in Sheerleaf to help, they will find several collapsed buildings, many people now living in tents, and the town’s the mayor, Eliana, waiting for them. She will be able to tell the Player Characters that Zikritrax, the dragon, is an Adamantine Dragon, and with its ‘Avalanche Breath’ attack, was able to pummel the buildings into collapsing; that he has a lair in a cave up on Mount Zoldos; and worse, that Zikritrax not only refuses to negotiate, but because the town has still not acquised to his demands, has kidnapped Eliana’s wife and children. So, not only do the Player Characters have to defeat an Adamantine Dragon, they have to recuse a women and her children!
The action part of the scenario sees the Player Characters ascend the mountain, avoiding an avalanche on the way, and entering the cave. Here, they will face Zikritrax and his Armoured Cave Bear minions. Zikritrax is a tough opponent, being thirteenth Level, possessing 220 Hit Points, fearsome claw and tail strike as well as the ‘Avalanche Breath’ attack, let alone the fact that it has a ‘Fearsome Presence’ and a ‘Resilient Form’. The former inflicts fear, of course, whilst the latter potentially downgrades critical attacks against the creature.
And that is it. As an adventure, The Scourge of Sheerleaf is short. It is also very combat focused and arguably really only consists of combat since there is no other way to resolve the situation.
The rest of The Scourge of Sheerleaf is dedicated to the four pre-generated Player Characters. They are all Tenth Level and they all share a similar feature—their Heritage is ‘Dragonblood’. They consist of Brave Wanderer, a Leshy Sorcerer; Kiana, a Human Figher who has the wings, horns, and scales of a dragon; Ruvior, an Elf Cleric who uses a wheelchair; and Sizkmi, a Kobold Rogue with dragon wings. All four are given a two-page spread each and each includes his background, a guide to playing the character, with notes on whet he will do in combat, exploration, and when healing is required, as well as what he thinks about the other characters. The four Player Characters are very well done and easy to read, and also include references for the various abilities.
Physically, The Scourge of Sheerleaf is professionally presented. The artwork is excellent and the writing is clear. The one map included, which is of Zikritrax’s lair, is serviceable.
Despite how professionally The Scourge of Sheerleaf is done, it is difficult not to be disappointed at the end result. The adventure consists of three scenes, an underwritten roleplaying scene, an exploration scene, and a combat scene, the combat scene being the one that dominates the whole scenario. And that is it. There is very little on the town of Sheerleaf, and certainly no map of it, and the players and their characters have no real agency as to how they tackle the scenario and there is almost no scope for roleplaying. Further, whilst the adventure is simple—arguably simplistic—its Player Characters are complex with a lot of mechanical detail as befitting a Tenth Level Player Character. The end result is that The Scourge of Sheerleaf is likely to be too complex for players new to the Pathfinder Roleplaying Game and little more than a single encounter for players who have been playing it for a while. It is thus difficult to work who exactly, The Scourge of Sheerleaf is aimed at. 

Witchcraft Wednesdays: New Witches, Daggerheart & Tales of the Valiant

The Other Side -

 I got both Tales of the Valiant and Daggerheart for my birthday. And now both have Witch classes on the way.

Daggerheart Witch

I've already discussed the Tales of the Valiant Witch, which is part of their current Kickstarter. 

There is a great overview of this new witch class from Nerd Immersion. I am more excited about it now than before. Give him a watch.

I like how the Witch powers are basically "Bell, Book, and Candle."

I am really looking forward to it. Sucks I have to wait till 2026 for it. 

Of course, Daggerheart has me covered right now!

Over at The Void, there is a new Witch Class. I also really like this one. I am going to have to give them all a try, of course. It's what I do.  I really like that the Witch and Warlock share the "Dread" domain. Really works well for me.

Since my kid and I spent the night last night playing around with Daggerheart instead of our Forgotten Realms game, I figured I'll convert one of our characters.  So here is Moria Zami

I have not typed up a Daggerheart character before. This could be fun.

Moria Zami for DaggerheartMoria Zami

Level 1
Class & Subclass: Witch (Hedge)
Ancestry & Heritage: Slyborne Human/Infernis
Pronouns: She/Her

Agility: 0
Strength: 0
Finesse: -1
Instinct*: +2
Presence: +1
Knowledge: +1

Evasion: 10
Armor: 3

HP: 6
Minor Damage: 7 Major Damage: 14

Weapons: Dagger. Finesse, Melee, d8+1 phy

Armor: Leather 6/13 +3

Experience
Not so Innocent (Cult) +2 (knows things that an innocent would not know)
Don't Make me Angry +2 (add when angry after taking damage)

Class Features
Hex
Commune

Spells
Blightning Strike, Level 1 Dread
Umbral Veil,  Level 1 Dread

Moria is a young witch. Her mother is a witch, and her father is some sort of devil (Infernis). She doesn't know this yet. All she knows is that she has some magic, which allowed her to kill a goblin who attacked her, and (and maybe more disturbing) she liked killing it. 

Daggerheart is very flexible, so I am saying that when she uses her "Don't Make me Angry" experience, her Umbral Veil becomes black flames. 

I like this build. She doesn't have her little dog, "Mephisto Fleas," as her familiar. She can choose a familiar like power at level 2, so I'll say she has the dog at first level, but no-one else can see it yet. Maybe he is real, maybe he isn't. We won't know till level 2.

I'll see if my son wants to convert his other Forgotten Realms characters to Daggerheart. He ordered the game, so we will see.  In any case, this has been a good time.

Mail Call: Daggerheart is Mine!

The Other Side -

 I was supposed to get this as a Birthday/Father's Day gift, but it was backordered. It finally came in the mail on Monday.

Daggerheart
Daggerheart

The game is gorgeous. Production values are top-notch.

Daggerheart
Daggerheart
Daggerheart
Daggerheart
Daggerheart

I can easily see this game replacing D&D 5.5 on many people's game tables. My oldest, after flipping through mine, went and ordered his own copy as well. We may give it a run soon. 

But yeah, I am rather excited for this one!

[Free RPG Day 2025] Scry, Scry My Little Eye

Reviews from R'lyeh -

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Scry, Scry My Little Eye is a scenario for Dungeons & Dragons, Fifth Edition. It is published by Loke BattleMats and a tester, not to say a taster, for the publisher’s Dungeon Designer Cards. It is designed to be played with four Player Characters, each of Second Level, and completed in a single session, two at most. The set-up is simple. A powerful Mage offers the Player Characters a job. This is to test a dungeon that he has designed and built. All the Player Characters have to do is survive, locate ten Runes that have been hidden around the dungeon, they will be rewarded with a 1000gp for their efforts. The mage, Sazovar, explains that he will monitoring their progress and in return promises no fatalities, even in the if it would appear that the entire party has been killed. What it means is that as far as they are concerned, the Player Characters are being paid to practise their dunegeoneering skills. What it actually means is slightly creepier...

Sazovar has designed the dungeon to be watched. However, not just by himself, but by his friends and colleagues too, and to keep the tension and excitement high, he is quite happy to change things in the dungeon and thus keep the hired adventurers on their toes. This is represented by the key feature dungeon, which itself consists of several connected rooms across two maps included in the centre of the adventure. This feature consists of the Dungeon Designer Cards. These are double-sided. The front depicts a piece of dungeon furniture or dressing, such as a chest, desk, storage shelves, broken floor, pool of water, and so on. Flip them over, and they present the Dungeon Master with a set of four choices. So, the ‘Pool of Water’, “A broken section of floor has filled up with brackish foul smelling water.” The choices on the back consist of a ‘Deep Dive’, ‘Acid’, ‘Damp Coins’, and ‘Watery Dead’. The Dungeon Master can chose one or roll for one, and in the case of ‘Pool of Water’, the ‘Deep Dive’ is a narrow, deep pool containing a glinting Clue; the ‘Acid’ will inflict damage to anything or anyone which falls in; the pool contains ‘Damp Coins’, but the water stinks; and in ‘Watery Dead’, there is a Ghoul hiding just under the surface of the water! The clues in the case of Sazovar’s test dungeon all give the Player Characters a Rune which they need to complete the dungeon and gain Sazovar’s reward. There is a total of sixteen Dungeon Designer Cards, each measuring roughly fifteen-by-twenty feet.

The scenario begins with ‘5E in 5 Minutes’, a very quick guide to Dungeons & Dragons, Fifth Edition, followed by an explanation of the scenario’s adventure, the hook to get the Player Characters involved, how the Dungeon Designer Cards work, an explanation of the background for the Dungeon Master. All of this is easy to read and prepare, and there is advice too, on how to run the dungeon. In this case, it means adding audience interaction, adjusting the difficulty as necessary, and so on. There are suggestions to, as how to use the scenario once the Player Characters have through it once. There is scope here, of course, for the Player Characters to replay the dungeon with the different options on Dungeon Designer Cards, ones they have not previously encountered, or for Sazovar to populate it with tougher challenges.

The Dungeon Master is supported, not just with maps she can use and the Dungeon Designer Cards she can cut out, but also tokens for the monsters and the Player Characters. The latter also have their own character sheets and consist of a Half-Orc Barbarian, a Halfling Bard, a Human Wizard, and a Half-Elf Rogue. These are all fully fledged characters with some background as well as their stats.

Physically, Scry, Scry My Little Eye is well presented. The artwork is decent, but the maps are very good. This should no surprise given the publisher. One nice touch is that references to monsters, items—magic or not, and clues are colour-coded to make them easier to spot.

Scry, Scry My Little Eye is an easy dungeon to run with very little preparation since the Dungeon Designer Cards do the dungeon design and dressing. It can be run as a one-shot, a convention scenario, or run as part of a campaign, perhaps with the Player Characters becoming dungeon scouts and surveyors to find wilder and more extravagant encounters to implement in their patron’s dungeon, and even expanding the size of test dungeons with further maps from Loke Battle Mats.

Monstrous Mondays: Rulers of Dragonkind

The Other Side -

 Last week I posted about the D&D Rules Cyclopedia, and in it, it had the rulers of Dragons, Diamond, Pearl, and Opal. 

As an aside, I asked. "What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?"

Since I already updated and redid Tiâmat for my Left Hand Path book, I thought, why not update the others as well?

Dungeons & Dragons Dragon

I have been working on a Dragon book off and on forever, so I have already figured out various mythological dragons and dragon-like creatures to add. To take inspiration for a Lawful Neutral, Chaotic Neutral and True Neutral rulers of dragons was a matter of going through some material I have already written...and cleaning it up a little. 

So here are the five rulers of Dragon kind, minus Tiâmat. She is already in my book along with Leviathan. 

Note: I consider my Tiâmat to be Chaotic Evil.
Note 2: These dragons are scaled to match my LHP version of Tiâmat.

I'll most certainly redo these over time, like I did with Tiâmat.

Vritraxion

The Star Dragon, Lord of Law

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –4
MOVE: 9” / 24” (fly)
HIT DICE: 32 + 256 (400 hp)
% IN LAIR: 80%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 3 or by breath/spell
DAMAGE/ATTACK: 2–16 / 2–16 / 6–60
SPECIAL ATTACKS: Breath weapons, spells, aura of command
SPECIAL DEFENSES: Magic resistance, immune to illusions, charms, hold, or mind-affecting spells
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Neutral
SIZE: L (75’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Vritraxion is the embodiment of cosmic order, the radiant Star Dragon who codified the pacts that bind dragonkind. His body is a lattice of luminous crystal and stellar fire, and he enforces balance with absolute resolve.

Breath Weapons (3/day each):

  • Stellar Disjunction – Cone 8", dispels all magic and slows chaotic creatures for 1 turn
  • Law Pulse – 40' radius; chaotic creatures save vs. spell or be banished for 1d6 turns
  • Prismatic Flame – Line 10", 90 hp radiant/fire damage, save vs. breath for half

Spells: Casts 3 spells per level (1st–8th); chooses spells related to binding, banishment, light, and planar control.

Aura of Command: All dragons within 240’ must save or be affected as command or geas, lasting 1d4 turns.

Summoning: May summon 2d6 lawful dragons or planar creatures from the planes of Law once per day.

Lóngzihua

The Moon Pearl, Dragon of Chaos and Storms

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –2
MOVE: 12” / 30” (fly) / 18” (swim)
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 70%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 6 (3 bites, 2 claws, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–16 / 2–16 / 3–24
SPECIAL ATTACKS: Breath weapons, illusions, spells
SPECIAL DEFENSES: Displacement aura, blur effect
MAGIC RESISTANCE: 65%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic Neutral
SIZE: L (70’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 10%

Lóngzihua is a brilliant, serpentine dragon whose every movement paints the sky with color and thunder. Her coils shimmer like pearl and stormcloud, and her presence warps fate and form alike.

Breath Weapons (3/day each):

  • Prismatic Mist - Cone 8", causes confusion, mirror image, and color spray effects
  • Storm Spiral - Line 10", 10d10 lightning + concussive force (save vs. breath for half)
  • Moon Pulse - 40' radius; all within must save or go berserk for 1d6 rounds (chaos effect)

Spells: 2 spells per level (1st–8th), focused on illusion, weather, charm, transformation.

Special: Can polymorph at will, and once per day can reshape terrain within 120’ (as hallucinatory terrain + move earth).

Displacement Aura: 50% miss chance from melee attacks.

She can also cast illusions, mirror image, polymorph self, and feeblemind once per day each. 

Anantanatha

The Opaline Coil, Dragon of Deep Time, and Balance

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 6” / 21” (fly)
HIT DICE: 31 + 248 (390 hp)
% IN LAIR: 85%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 5 (2 bites, 2 coils, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–20 / 2–20 / 3–30
SPECIAL ATTACKS: Breath weapons, dream magic, entropy field
SPECIAL DEFENSES: Time suspension aura, magic resistance
MAGIC RESISTANCE: 70%
INTELLIGENCE: Supra-genius
ALIGNMENT: True Neutral
SIZE: L (80’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: Never

Anantanatha, the World Coil, slumbers beneath the roots of all reality. His voice echoes in dreams, his coils define time, and his presence ensures the turning of the Great Cycle. He is impartial, inexorable, and eternal.

Breath Weapons (3/day each):

  • Entropy Cloud – 40’ radius; creatures age 1d10 years (save negates), magic items must save or be destroyed
  • Balancing Breath – Line 12", 10d8 damage to all summoned/extraplanar beings (save for half)
  • Chrono Pulse – Cone 8", save or be suspended in time for 1d4 turns (temporal stasis effect)

Spells: 3 spells per level (1st–8th), typically divination, abjuration, or dream magic (e.g. legend lore, astral spell, time stop, foresight)

Special: Aura of Stillness: Spellcasting within 60’ requires a save or is delayed 1 round

Dream Gaze: Once/day, forces target into a dream-vision for 1 turn. Target is incapacitated for the duration while they see visions of their past and possible futures.

May commune with any spirit, even across time.

He may also cast legend lore, commune, astral projection, and dream once per day each.

Bahamūt
The Platinum Dragon, King of Lawful Good Dragons
The Silent Pillar, The World-Serpent of Light

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 9” / 24” fly / 6” swim
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 75%
TREASURE TYPE: Special (H ×4, I ×3, R, S, T, V)
NO. OF ATTACKS: 3 or by breath/spell/special
DAMAGE/ATTACK: 2–16 / 2–16 / 6–72
SPECIAL ATTACKS: Breath weapons, divine spells, shapechange, fear aura
SPECIAL DEFENSES: Magic resistance, immunity to evil magic
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Good
SIZE: L (72’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Bahamūt is the Platinum Dragon of Heaven, a radiant being of sublime peace and immense power. He dwells in the Citadel Behind the East Wind, said to drift between the Elemental Plane of Air and the Seven Heavens. His vast form gleams like a storm of pearl and silver light; when he breathes, stars flicker and silence falls.

He is the immortal foe of Tiâmat, whom he cast into the Deep in ages past. Though he rarely intervenes directly, his arrival signals the end of great evils and the restoration of cosmic harmony.

Bahamūt may choose between physical attacks, divine spells, or breath weapons each round.

Physical Attacks: 2 foreclaws (2d8+6 each), 1 massive bite (6d12+8), Tail sweep possible if airborne (3d10+6, 180° arc, save or fall prone).

Breath Weapons: (3×/day each), Freezing Wind Cone (8" length, 3" base), 10d8 cold damage, save vs. breath for half.

Celestial Vapor Cloud (40' radius). Save vs. breath or become gaseous (as gaseous form) for 12 turns

Voice of Disintegration (12" line), 10d10 force damage, save for half. Structures suffer full effect.

All saving throws vs Bahamūt’s breath weapons are made at -3.

Special Powers

Fear Aura: All evil creatures within 120' must save vs. spell or flee in panic (as fear).

Shapechange: Can assume the form of any creature or object at will (as shape change).

Summon Allies: Once per day, summons 1d6 gold dragons or 7 celestial canaries (each a disguised ancient gold dragon of max age and HD).

Aura of Grace: Allies within 60' receive +2 on saving throws, protection from evil, and regeneration 1 hp/round.

Spellcasting

May cast any spell (arcane or divine) of levels 1–8

Spells per day: 3 per level

Casts as 20th-level spellcaster

No verbal/somatic/material components required

Most often chooses dispel evil, true seeing, heal, blade barrier, holy word, gate, and wish.


[Free RPG Day 2025] The Avengers Expansion Preview

Reviews from R'lyeh -

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—
The Avengers Expansion Preview is the Free RPG Day release for 2025 for the Marvel Multiverse Role-Playing Game. It is superior in every way over the release for the Marvel Multiverse Role-Playing Game for Free RPG 2024. The X-Men Expansion Preview, was literally that, a preview of the then forthcoming title. The Avengers Expansion Preview is anything but a preview of the forthcoming supplement detailing Earth’s Mightiest Heroes for the roleplaying game. Instead, it presents a complete scenario that can be played in a single session. What is slightly misleading is that whilst the cover does depict members of the Avengers, the players do not get to roleplay them. Instead as the cover states, they get to roleplay members of the current version of the Thunderbolts! This is more in keeping with the current version of the team’s line-up as vigilantes, founded by Bucky Barnes, the Winter Soldier, prepared to deal out justice to those villains, who time and again, manage to avoid punishment. They are The Destroyer (Sharon Carter), Red Guardian (Alexi Shostakov), U.S. Agent (John Walker), White Widow (Yelena Belova), and The Winter Soldier (Bucky Barnes). Whilst not quite the same, this line-up is similar to that seen in the Marvel Cinematic Universe film, The Thunderbolts, so players could take inspiration from the film in roleplaying them.
The scenario is designed for four or five players, it being suggested that the Narrator roleplay The Winter Soldier as an NPC. There is some advice on running the scenario, what the Narrator will need, and more, but ultimately, the Narrator will need the quick-start rules (available here) or the Marvel Multiverse Role-Playing Game rulebook, and also the character profiles for The Thunderbolts (also available here). The scenario is a two-act affair in which the Thunderbolts are invited to Tony Stark’s birthday party in the Avengers Tower. In the first act, the heroes arrive at the Avengers Tower in the secure garage, ready to go through security and ascend to the actual party. This is a social affair in which the heroes get to interact with fellow guests and others. They journalists such as Ben Urich of the Daily Bugle, archaeologist and adventurer, Doctor Kate Edwards, and even a celebrity mentalist, The Amazing Merlin. These can be selected by the Narrator or chosen randomly, but they present a good mix of characters, all with different motives and interests, some which actually align with those of the heroes. The scene takes the heroes out of their comfort zone and puts them on the red carpet as minor celebrities, with all of the challenges that entails.
The second act begins with a bang—onscreen! Having got through security and been able to watch the party upstairs on various video screens, the heroes see it crashed by a woman riding in a howdah atop a giant white swan. However, before the Avengers present at the party can react, the woman sends them all into a slumber using a Runestone. It is clear that the woman is using magic and the Runestone suggests that she might be an Asgardian. Security clears the Thunderbolts just in time and tells them to get in there and deal with the problem. If the first act was social, the second act is physical and a big fight. The Heroes are facing none other than the very powerful Enchantress and her henchman, Skurge. The fight is quite a tough one, as in addition to the Asgardians, the Heroes are facing trolls and ice giants. Simply facing them head on is likely to lead to defeat and the success of the Enchantress’ plans, but there are clues around which will suggest an alternate means of stopping her, at least for long enough until the Avengers can be woken up and are ready to enter the fray once again.
Again, the Narrator is given some advice on how to stage the battle and the adventure comes to a close with some suggestions as to what will happen next, which will vary depending upon how well the Thunderbolts succeeded. Lastly, there are some associated adventure seeds that the Game Master can develop if she wants to take the Thunderbolts on further missions.
Physically, The Avengers Expansion Preview is well presented. The map is nice and clear and it should be no surprise that the art is good too, given the sources that the designers can draw upon. The adventure does actually reference a lot of issues of various comics from the seventies, eighties, and nineties, though they are not required reading to run or play the scenario.
Some players may be disappointed that given that The Avengers Expansion Preview is a preview for the forthcoming Avengers sourcebook that they do not get to play the Avengers. This may be a fair point, but the Thunderbolts are far from uninteresting and anyway, according to Marvel Cinematic Universe continuity, they sort of are depicting the Avengers! Nevertheless, The Avengers Expansion Preview is a solid, serviceable scenario for the Marvel Multiverse Role-Playing Game.

The Old World Anew (Part I)

Reviews from R'lyeh -

The Empire, located at the heart of the Old World, has stood for two thousand years, ever since it was founded by Sigmar following his alliance with the Dwarves and defeated the hordes of goblins and orcs at the Battle of Black Fire Pass. Yet for half that time, scholars and Elector Princes have been muttering that it has been in decline, ever since the time of Emperor Boris Hohenback, divided into a series of independent counties, duchies, and principalities, feuding and occasionally skirmishing with each other. Unity between them is rare, the last time being during the Vampire Wars a century ago. Now, in the year 2276 IC, the Empire stands without an Emperor and four claimants. Count Sigismund Ulric of the Grand County of Osterlund and the great city of Middenheim, descendant of the Wolf Emperors of the north, who must contend with his own independently-minded subjects. Empress Elspeth Magritta VI rules the Barony of Westerland from the wealthy port city of Marienburg, but nicknamed the Empress of Coin, she is dismissed for her youth and the influence that the rich Burgomeisters of Marienburg and the volatile cult of the Sea God Manann have over her. Prince Wilhelm I of the Principality of Reikland and his subjects live in the heartlands of the Empire, but are often regarded as being fanatical Sigmar worshippers, ready to fall upon the neighbouring Duchy of Talabec which they claim to be rife with witches! Duke Ludwig XII of the Grand Duchy of Talabec looks to be a fool who prefers hunting and drinking, but his private political manoeuvring is limited since he cannot leave the city of Talabheim and the surrounding forest that filled the Taalbaston, the giant crater in which they stand, lest he lose his right to return. This is despite the fact that Talabheim and the lands within the Taalbaston remain independent. Internal strife is not the only threat that the Empire and its ordinary peasantry, who rather focus on the day-to-day, a good day’s pay for a good day’s pay, cold ale, and solid boots, let alone a warm fire, faces. The County of Sylvania and the marsh Hel Fenn remain sinister regions on the border, despite the Vampire Counts having been defeated a century ago. Orcs and Goblins skulk in the mountains, Beastmen and Undead lurk in the woods despite only being seen as old wives’ tales designed to scare children, and worshippers of the Dark Gods run rampant in the north and practise their vile entreaties in secret elsewhere…
Perched between the Talabec River and the towering walls of the Taalbaston, Talagaad stands on the Wizard’s Way, the road that crosses over the bridge known as the Wizard’s Crossing and up over the walls of the Taalbaston and is the only legal route into the crater. It is a rough, grimy port, its inhabitants working the docks and the ferry crossings and servicing the merchants and other visitors, but seeing relatively little of coin that is raised through sales or taxes. It is a town rife with crime and corruption, petty and otherwise, the town’s notorious ferrymen ready to transport goods and people across the river as much as they are stop mid-river, exhort additional payment, or toss passengers and cargo alike into the river. Smuggling operations closely guarding knowledge of other routes into the Taalbaston that can be followed to avoid paying taxes, whilst Talagaad’s excise officers have garnered a well-deserved reputation for corruption that rivals that of any other port in the Empire.
Taalbaston is the default setting and starting point for Warhammer: The Old World Roleplaying Game, with the game referring to it again and again. Published by Cubicle 7 Entertainment, this is the roleplaying adaptation of Warhammer: The Old World, the miniatures combat rules from Games Workshop. This is set in a period two centuries prior to the better-known roleplaying game set in the Old World, that is, the venerable Warhammer Fantasy Roleplay, Fourth Edition. Its focus is less on the assaults and attacks by the forces of Chaos and on the Chaos within, and more on internal strife, whether political, between the Elector Counts, or religious, between the Sigmarites and Ulricans and others. The Old World as a setting has always drawn heavily from history, particularly the Early Modern period of Europe, but with Warhammer: The Old World and thus Warhammer: The Old World Roleplaying Game, the inspiration is more heavily that of the Thirty Years War and its political and religious strife.
Warhammer: The Old World Roleplaying Game Player’s Guide is the first of two core rulebooks for the roleplaying game. It provides the means to create characters, the core rules, a guide to what Player Characters can do between adventures, details of both magic and religion, and some background on the setting. Essentially, it introduces the Warhammer: The Old World – Roleplaying Game, which combines an earlier setting in the history of the setting with lighter, faster playing rules than those presented in Warhammer Fantasy Roleplay, Fourth Edition.
A Player Character in Warhammer: The Old World is defined by his Origins, Characteristics, Skills, and Careers. The six Origins, which provide the base value for Characteristics, consist of Dwarf, Halfling, High Elf, Human Bretonnian, Human Imperial, and Wood Elf. Each Origin provides a random Talent, base Skill ratings, Lores, and beginning Fate, plus it suggests some names. There are nine Characteristics which are Weapon Skill, Ballistics Skill, Strength, Toughness, Initiative, Agility, Reason, Fellowship, and Fate. Each Characteristic has two associated skills, for example, the skills for Weapon Skill are Melee and Defence, and Willpower and Recall for Reason. Both Characteristics and Skills range in value between two and six. Each Career adds further Skill bonuses and Lores, plus Trappings, Assets, and Contacts, as well as Career Recipe. The Careers range from Apothecary, Artisan, and Boathand to Wildwood Ranger, Witch, and Wizard. Many will be recognisable from Warhammer Fantasy Roleplay, such as Bounty Hunter, Charlatan, Labourer, Rat Catcher, and Road Warden, whilst others are less so, such as a Lothern Sea Guard or Waywatcher. In addition, a Player Character has some connections and assets. Most of the Origins have a unique career. Thus, there is the Knight-Exile for the Bretonnian, the Brewguard and Slayer for the Dwarf, Lothern Sea Guard and Shadow Warrior for the High Elf, Priest for the Imperial, and Waywatcher and Wildwood Ranger for the Wood Elf. Sadly, nothing for the Halfling.
To create a character, a player rolls for his Origins, three random Characteristic bonuses, applies the bonuses from his Origins and rolls for another Talent, and then rolls for his Career. Contacts—all of which are tied into the roleplaying game’s NPCs in Talagaad, and assets—based on the Player Character’s Status are rolled as is physique, demeanour, extra quirks or accessories, and character relationships.
Name: BrittaOrigins: DwarfPhysique: Red-nosed, vigorous, bright as steel Demeanour: Angry, vengeful, fierce as brightstoneCareer: EngineerCharacteristics (Skills): Weapon Skill 3 (Melee 3, Defence 3), Ballistics Skill 3 (Shooting 3, Throwing 2), Strength 4 (Brawn 2, Toil 4), Toughness 4 (Survival 2, Endurance 3), Initiative 2 (Awareness 3, Dexterity 3), Agility 3 (Athletics 3, Stealth 2), Reason 3 (Willpower 3, Recall 2), Fellowship 2 (Leadership 2, Charm 2), Fate 2Lore: Blackpowder, Engineering, Literacy, Lore: Dwarf Mountain Holds, Smithing, Extra ModificationsTalents: Intense Scrutiny, Hatred: OrcsAssets: ArmouryTrappings: Warhammer, handgun, burgher’s apparel, worker’s leathers, engineering kit, blackpowder kit, writing kitContacts: Hunter Lord Leonard Van Obelmann, Commander of the Talabheim 11th regiment occupying Talagaad; They ignored your advice and lost a critical battle as a result—a fact you never let them forget. Malko Matasca, A reputed druid, tortured by visions of dark futures; You have fought alongside them, and seen what happens when they get angry.
Mechanically, Warhammer: The Old World uses a dice pool system. To have his character undertake an action, a player rolls the number of dice equal to the associated Characteristic, aiming to roll equal to or lower than the character’s skill on one or more dice. Each roll equal to or lower than the character’s skill counts as a success. The difficulty of the task will add or subtract dice depending upon if it is easier or harder, and various Lores, Talents, trappings, and Status expectations can also modify the number of dice a player has to roll.
Depending on the circumstances, a test can be Grim or Glorious. If it is Grim, then the player rerolls all successes again and determines his character’s success from that outcome, whilst if Glorious, the player rerolls all failures and determines his character’s success from that outcome. Typically, only a single success is required, but in certain situations, a Player Character might require as many as three successes for a Total Success. In this case, if only one success is rolled, the Game Master can impose a Complication, such as forced expenditure or the Player Character becoming flustered in front of someone important. If the player rolls a Total Success, he can suggest an extra bonus, such as the task being done more efficiently or impressively. If a task is going to take time or require the expenditure of resources, then an Exacting Test is rolled, which requires multiple success over time.For example, Britta is a gunsmith and her Engineering Lore enables her to invent, operate, and build prototypes of experimental mechanisms, whilst her Smithing Lore means that she knows how to work metal to produce weapons, armour, or tools. Her Blackpowder Lore means that she is used to using and firing blackpowder weapons. She wants to create a clockwork device that will automatically reload her pistol up to two times before it needs reloading. Her Game Master tells her that this will be a detailed test. On a marginal or one success, it will work, but there is a chance that it will take an extra round time to reload rather than doing so ready for the next round; with two rolled success, or a Success, the clockwork mechanism will reload without any problem; and three success, or a Total Success, there is a chance that the reload mechanism is so fast, it enables the pistol to be fired twice in a round!
Britta has a Strength of four and a Toil of four. Her player will be rolling four dice, equal to Britta’s Strength, the aim being to roll four or less on each die as per her Toil skill of four. Unfortunately, Britta’s player rolls a four, seven, eight, and ten, resulting in one or a marginal success. Britta’s player decides that the Dwarf thinks the spring is not strong enough and a new one needs to be fitted to get the right tension. Despite the majority of inhabitants of the Empire not quite realising that they are living in an age of relative peace and prosperity, their fears are not totally unwarranted. Some have begun to detect signs and patterns and for the Player Characters, this means that their fates are bound to a Grim Portent of things to come, having come to the attention of a powerful, probably evil person or entity. When this happens, it results in a life or death or struggle that will leave the Player Characters scared if they manage to survive. In game terms, a ‘Grim Portent’ is an adventure or session in itself, and really the only discussion of what a Player Character is going to be doing in Warhammer: The Old World. Even then, its description is obtuse.
To survive a Grim Portent, a Player Character will likely need to rely on Fate, of which he will have several points. Fate can be spent or burned. It can be spent to make a test Glorious, to gain a second action, or to help make a tactical retreat. It can be burned, thus reducing the Player Character’s total Fate permanently, to succeed on a test outright, to suffer a near miss and negate a wound, or to make a last stand, and do something incredibly heroic and memorable, but die in the attempt.
Combat is fought in Zones to handle range and each combatant can act and move once per turn. Athletics Tests are required to cross difficult or hazardous terrain without falling prone. It is possible to set up actions, like aiming or helping to set a trap, which will offer bonuses on a subsequent round, and it is also possible to Run to move an extra Zone, to Charge into combat to gain a bonus die on the melee attack, Move Quietly, and even Move carefully to better move around difficult terrain. The Improvise action covers everything else, including shoving a bandit off a cliff or disarming a drunk or taunting an opponent. Combat rolls themselves are opposed. So, an attacker will use his Melee skill to attack with a sword, whilst the defender will use Defence to parry or Athletics to dodge. Whichever combatant rolls the most successes is the winner, with ties going to the attacker.
Failed attacks will actually stagger the attacker, but successful attacks inflict damage equal to the weapon’s damage value plus the number of successes rolled. The resulting value is compared to the defender’s Resilience, which is equal to his Toughness, armour worn, shield carried, and any other abilities. If the total damage is greater than the defender’s Resilience, the defender suffers a wound. If not, the defender is just staggered. If the target is already Staggered, he must either Give Ground, fall Prone, or suffer a Wound. The Give Ground response enables the defender to put some space between himself and his attacker. If all else fails, Retreat is an action all of its very own.
Wounds and their effects are rolled on the ‘Wounds Table’ individually. For example, a ‘Battered Leg’ gives “Your legs buckle as the impact threatens to pitch you to the floor. Test Endurance to avoid suffering the Prone condition. You can remove this condition by using your free move, or the Recover action.” whilst ‘Decapitation’ gives “Your head is struck from your body — if your killer is in Close Range, and has a hand free, they may opt to catch your head and hold it aloft as a trophy. You are dead.” A ten-sided die is rolled for the first Wound suffered, two ten-sided dice for the second Wound, and so on and so on… In this way, damage suffered has the potential to escalate in severity and effect. The table is only used for Player Characters and Champion NPCs. Minions are defeated after suffering one Wound, whilst Brutes and Monstrosities are not, but how they suffer Wounds depends on their profile.
The combat rules also cover mounts and vehicles, whilst the other rules cover investigation, exploration, social encounters—including the class divide, and what the Player Characters do between adventures. This covers various endeavours, including aiding a contact, banking money, changing career, formalising a spell and inscribing it into your grimoire if a wizard, gathering information, investing money, laying low, labouring or crafting, rekindling fate—if the Player Character’s Fate is lower than starting Fate because it has been burned, study lore, test might, and so on. There are a lot of options, or endeavours, here that will definitely keep the Player Characters busy. However, undertaking endeavours is the only way to increase skills rather than from adventuring. Failures on associated tests are tallied and when they exceed the current skill value, the skill will increase.
Religion and belief is covered in the Warhammer: The Old World Roleplaying Game Player’s Guide with a particular emphasis on how the different gods—Ulric, Taal, Rhya, Sigmar, Manann, Morr, Ranald, Verena, Myrmidia, and Shallya—are worshipped and regarded in Talagaad. The gods of the Elves, Dwarves, and Halflings are also discussed, though to a lesser degree. A Priest Player Character does not immediately gain the ability to call upon his god for miracles. The Faith Talent grants him the favour of his god. For example, Ulric’s Favour grants immunity to the cold, recognition as an equal by any wolf, and after suffering a Wound in battle, makes the Favoured one’s next attack Glorious. The second time the Faith Talent is chosen, the Priest gains the blessings or prayers of the god and the third time, the miracles of his god. Each time the Faith Talent is acquired, the Priest is expected to undergo a trial of faith. Whilst several prayers are given for each god, the player is expected to talk with the Game Master to determine what is possible. In general, miracles are more narrative in nature than mechanical. In return, the Priest is expected to adhere to the strictures of his faith. Should he not do so, then there is the possibility of his losing the right to call for miracles, pray, and so on.
Name: SimoniusOrigins: Human (Imperial)Physique: Charmless Demeanour: BrashCareer: WizardCharacteristics (Skills): Weapon Skill 3 (Melee 2, Defence 4), Ballistics Skill 3 (Shooting 2, Throwing 2), Strength 3 (Brawn 2, Toil 2), Toughness 3 (Survival 2, Endurance 2), Initiative 3 (Awareness 3, Dexterity 4), Agility 3 (Athletics 2, Stealth 2), Reason 3 (Willpower 3, Recall 4), Fellowship 2 (Leadership 2, Charm 2), Fate 3Lore: Lore: The Empire, Lore: Altdorf, Talents: Thirst for Knowledge, Touched by the Winds, Arcane StudyAssets: LibraryTrappings: Staff, dagger, burgher’s apparel, arcane paraphernalia, writing kitContacts: Ambrosia Waxwing, Halfling librarian, studying the threat of the northern marauders; They pay you to bring them information, be it local gossip or scrolls from the Great Library of Altdorf. Valda Kracht, Devoted of Sigmar, spreading the proscribed faith in secret; Be they a fanatic of Sigmar, Ahalt the Drinker, or stranger gods still — you believe you can save them
The status of magic varies across the Empire. It is outlawed in the Reikland and its users are accused as witches and burnt at the stake, whereas in Talabecland, Wizards enjoy greater freedom to practise magic. However, Wizards everywhere are looked upon with superstition and distrust. Most are self-taught, but the recently founded Hexenguilde, attempts to protect and teach Wizards. A Wizard or a Witch has the career Talent of Wizard. Each level in the Wizard Talent grants the Wizard three spells from their Magic Lore. Every spell as a Casting Value, as well as a Target for the spell, and its Range and Duration. A Casting Test is needed to cast a spell, the caster’s player aiming to roll a number of successes equal to the Casting Value with his Willpower skill. No matter the total number of successes rolled, the final number of successes rolled determines a spell’s Potency. It is possible to keep rolling a Casting Value in order to get a better Potency value. The Potency value determines the actual effect of the spell, which will vary spell from spell. Rules are provided for improvised magic, but a selection of spells, organised Lore by Lore is also included. The Lores include Battle Magic, Elementalism, Illusion, and Necromancy.
Not rolling enough successes does not mean that the spell is miscast and a wizard’s player can continue making a Casting Test from one round to the next until the wizard has sufficient successes equal to the Casting Value. However, when the Casting Test is interrupted, the wizard adds a die to his Miscast Pool. As does rolling a nine, since this exceeds the Eight Winds of Magic. If the Miscast Pool exceeds the wizard’s level in the Wizard Talent, the Wizard’s player rolls all of the dice in his Miscast Pool and consults the Miscast Table. The results do not always mean that the spell fails, but rather that the Wizard has drawn too heavily on the Winds of Magic and the backlash causes noticeable side effects.For example, Simonius, the ‘Worst Wizard in the Old World’, is in a fierce fight with some goblins. His long-suffering companions are putting up a strong resistance and driving the goblins back, with many lying about in pieces from the Slayer’s axe or decapitated from the Halfling’s surprisingly deadly punches, but now a big brute is charging him. He attempts to cast Lightning Blast at the goblin, which inflicts four damage (or five if armoured) plus the casting Potency. It has a Casting Value of two—so unlikely to be too difficult, thinks Simonius’ player, who will be rolling four dice for Simonius’ Reason characteristic and attempting to roll equal to or under his Willpower skill of three. As the goblin charges at Simonius, his player rolls one, seven, nine, and ten. So, one success, but also three failures, one of which is a nine. A die is added to Simonius’ Miscast Pool. The spell has not yet attained its Casting Value, and on the next round, the charging goblin attacks, forcing Simonius to dodge. He is successful, but since this interrupts the casting, it adds a second die to his Miscast Pool. This means it exceeds his Wizard Level and forces a roll on the Miscast Table. Simonius’ player rolls the two dice in his Miscast Pool and gets the result of thirteen: “A hideous stench erupts from you. All those within Short Range of when you rolled this Miscast must immediately Give Ground or suffer a –1d penalty to their next Test. All your Fellowship Tests are Grim until you can next bathe.” This resets the Miscast Pool to zero and even though the goblin is used to horrible stenches, it gives ground. Simonius still has one success and continues his attempt to cast the Lightning Blast. His player makes a second roll with the results of three, six, seven, and nine. This means that Simonius has gained successes equal to the Casting Value and can cast the spell, but the Potency is only one, equal to the number of successes on this round. His Miscast Pool rises by one also. With the goblin on the ground, Simonius’ player decides to roll one more time to increase the Potency. Unfortunately, he rolls one, two, nine, and nine. This not only means that the spell succeeds with a better Potency of two, but it also means that Simonius’ Miscast Pool increases by two to a total of three because of the two nines rolled. This is, of course, a rare result, but then Simonius is the ‘Worst Wizard in the Old World’. Simonius’ player has to roll again on the Miscast Table and the result is twenty-one, or “An unnatural wind whips up around you. Anyone within Medium Range, including you, must make a Hard (–1d) Endurance Test or be knocked Prone.” This includes most of the other Player Characters and the goblins they are fighting, including the goblin that wanted to chop Simonius to bits. Simonius finally decides to unleash the spell and the goblin is blasted for four damage plus the Potency of two. Meanwhile, the other adventurers, now lying on the ground, are once again looking at Simonius askance…Overall, Warhammer: The Old World Roleplaying Game Player’s Guide presents a set of options that are Warhammer through and through, all set in the Empire, and backs it up with a fast playing, easy to use set of rules. The combat mechanics are straightforward and whilst they do not cover every eventuality, they do allow for some flexibility, especially under the Improvise action, which offers more options than just hitting things. In comparison, the magic rules are more complex, but not overly so, but they are still fast-playing whilst also being more than just a simple matter of casting a spell and triggering its effects. There is some nuance as the player attempts to balance the potential effect of the spell versus the possibility of a miscast and side effects. In comparison, the magic rules are better explained than the combat rules, primarily because as a player’s book, there are no monsters in the Warhammer: The Old World Roleplaying Game Player’s Guide and so there is not an effective example of combat to help the player or Game Master better grasp its play. A table giving the likely outcome for differing dice rolls would also have been useful.
Of course, Warhammer: The Old World Roleplaying Game is not Warhammer Fantasy Roleplay, Fourth Edition. It even states this on the cover with its subtitle, ‘Grim and Glorious Adventures in the World of Legend’ as opposed to ‘A Grim World of Perilous Adventure’. It does not have the options or the detail of the latter, but at the same time, it does not have the complexity of the latter either. To be fair, whatever its edition, Warhammer Fantasy Roleplay has always been a relatively complex game, but to have a faster playing and easier ruleset will be an attractive feature to many players and Game Masters.
One of the big problems with Warhammer: The Old World Roleplaying Game Player’s Guide is that it does not really tell you what it is. The introduction to the setting is slight and it does not expand upon that until the very end of the book when there is more detail on the setting and on the four claimants to the Imperial throne. So, it leaves the reader wondering when, and to some extent, where, it is set. It is obviously a Warhammer roleplaying book, obviously not a Warhammer Fantasy Roleplay, Fourth Edition book, but it lacks context. If you are coming to the Warhammer: The Old World Roleplaying Game Player’s Guide new to the hobby there is a little note to explain what a roleplaying game is and that the best place for the reader to find out more is to look at the Warhammer: The Old World Roleplaying Game Starter Set. However, if you coming to the Warhammer: The Old World Roleplaying Game Player’s Guide from Warhammer Fantasy Roleplay, Fourth Edition—which is a distinct possibility—then the reader is likely to be at loss due to the lack of context and a direct explanation of what he is holding in his hands. When is this set? How does this differ from Warhammer Fantasy Roleplay, Fourth Edition? What does it offer that is different from Warhammer Fantasy Roleplay, Fourth Edition? What is it that the Player Characters will be doing that sets it apart from Warhammer Fantasy Roleplay, Fourth Edition? These are really simple direct questions whose answers could have been used to really sell the Warhammer: The Old World Roleplaying Game.
Physically, Warhammer: The Old World Roleplaying Game Player’s Guide is well presented and has some excellent artwork throughout. It does need an edit in places and in others the explanations need more careful read throughs than they necessarily should.
Ultimately, at this point, the main problem with the Warhammer: The Old World Roleplaying Game Player’s Guide is that it does not have its counterpart, Warhammer: The Old World Roleplaying Game Gamemaster’s Guide. Or even the Warhammer: The Old World Roleplaying Game Starter Set. There is nothing for the Game Master to run or the players and their characters to react to or fight. That will, of course, change, but even then the Warhammer: The Old World Roleplaying Game Player’s Guide does not really explain what it is that the Player Characters are going to be doing, what its differences are between it and its older forbear, and so on. There is a lack of context which means that it is not as grounded as it should be and means that it is not as easy for the Game Master to pitch the roleplaying game to her players as it should be.
The Warhammer: The Old World Roleplaying Game Player’s Guide is everything that a player needs to get started in a version of the Old World and the Empire that is both older and newer. It promises ‘Grim and Glorious Adventures in the World of Legend’ and with its faster playing, easier mechanics it offers a more heroic, more knockabout style of play.

After Every Storm The Sun Will Smile

Reviews from R'lyeh -

Since 1979, what has been fundamental to RuneQuest and to the world of Greg Stafford’s Glorantha, has been the integration and prominence of its myths, pantheons, and their worship into the setting and as part of everyday life for the Player Characters. Although the original RuneQuest—more recently published as RuneQuest Classic—mentioned the importance of cults, it only detailed three of them, offering limited choices for the player and his character. That changed with the publication of Cults of Prax, which presented fifteen cults and their myths and magics dedicated to fifteen very different deities. Fifteen very different cults and deities which held very different world views and very different means of approaching problems and overcoming them. Fifteen cults which provided their worshippers with a link to their gods and in turn their gods with a link from god time to the real world. Fifteen cults which provided their worshippers with great magics granted by their gods and with paths to become Rune Lords and Rune Priests and so bring the power of their gods into the world. Cults of Prax provided the RuneQuest devotee or Gloranthaphile with a framework via which his character could enter the world of Glorantha, giving form and function to faith and above all, making it something that you could play and something that you wanted to play. For at its most mechanical, a player and his character’s choice of cult works almost like a character Class of Dungeons & Dragons, giving the character benefits and powers in terms of what he can do and how he does it. However, to reduce the cults of Glorantha to such mechanical simplicity is to ignore the ‘why’ of what the character can do, and it is this ‘why’ where the world of Glorantha and its gods, myths, and cults comes alive. Cults of Prax did not ignore this ‘why’, but introduced it, and that is arguably why it is the most important supplement ever for both Glorantha and RuneQuest. However, in 2023, some forty-four years after its publication, Cults of Prax has a successor—or rather, a series of successors.
Cults of RuneQuest is a ten-volume series of supplements each of which is dedicated to the different pantheons of Glorantha. Each entry in the series details the gods—both major and minor—within their pantheon, along with their myths and cults, magics, favoured skills, requirements and restrictions for membership, outlook and relationships with the other gods, and more. Each book is standalone, but because each of the gods and pantheons has connections and often entwining myths with other gods and pantheons, the series will together provide a wider overview of all the gods of Glorantha as well as differing approaches to them. This is further supported by the two companion volumes to the series—Cults of RuneQuest: The Prosopaedia and Cults of RuneQuest: Mythology. The standalone nature of the series means that the Game Master or the player—and it should be made clear that each of the ten volumes in the Cults of RuneQuest is intended to be used by both—can pick or chose their favourite pantheon and use the gods and cults from that book. However, some volumes are quite tightly bound to each other and some are, if not bound geographically, have strong ties to certain regions of Glorantha. So, for example, the first two entries in the series, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses are tightly bound to each other as the myths of their gods often combine and cross paths, not least of which is the fact that the heads of the pantheons in both books are married to each other. Geographically, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses provide support for the region of Dragon Pass, including Sartar, Esrolia, Prax, and Tarsh, whilst Cults of RuneQuest: The Lunar Way provides similar geographical support for the Lunar Empire and its client states. This is not to say that the presence of the cults in these volumes will not be found elsewhere, but rather that these are the regions where their worship is most prevalent and if a Game Master is running campaigns in these locations, then the relevant geographical volume will be very useful. Lastly, of course, the Gloranthaphile will want all of these volumes because he is a Gloranthaphile.
Each of the entries in the Cults of RuneQuest series is well-organised. The introduction explains the purpose and subject matter for the book, highlights how the book is useful for player and Game Master alike, and examines some of the book’s themes and both their nature as myth and mature treatment of subject matters including death, sex, gender, survival, vengeance, and unconscious fears given form. It also notes that the artwork throughout the book is divided between depictions ‘in-Glorantha’, seen within the world itself, and those seen from without in reading the book. All of this is tailored slightly to the pantheon presented in the particular entry in the series. This is followed by a group depiction of all of the gods of the pantheon—which the book notably returns to a few pages later with a labelled version—and a hymn to them all, and then an overview of the pantheon, answering questions such as, “Where does the world come from?”, “Where do I come from?”, “Why am I here?”, “How do I do magic?”, and more. Lastly, there is a discussion of the relationship that the pantheon has with other pantheons and a listing of all of the gods in the pantheon or associated with it.

The bulk of each book though is dedicated to individual entries in the pantheon. Each of these follows the same format. They begin with the Mythos and History of the god, the Nature of the Cult and its Organisation, its membership at various levels—lay member, initiate, God-Talker, Rune-Lord, Rune-Priest, and Chief Priest, and continue with subservient cults, associated cults, and subcults, and more. This will vary from god to god and from cult to cult. This follows the format seen in RuneQuest: Roleplaying in Glorantha, but in every case greatly expands what is included in the core rulebook, whether in terms of individual entries or additional entries. The number of pages dedicated to each god and thus each cult will also vary. A god whose worship is widespread—and also a popular choice for players to select for their characters to worship—is explored over the course of multiple pages whereas a less popular and less worshipped god many only receive two or three pages. All gods though, receive a full colour depiction at the start of their entry that includes their runes too, in addition to their being depicted elsewhere.
Cults of RuneQuest: The Gods of Fire and Sky is the fourth examination of a pantheon in the series. It is a slimmer volume than the previous three, detailing just thirteen cults in comparison to the nineteen of Cults of RuneQuest: The Lightbringers, the sixteen of Cults of RuneQuest: The Earth Goddesses, and the fifteen of Cults of RuneQuest: The Lunar Way. With the mighty sun god, Yelm, at its head, it looks at the deities of heat and light, fire and sky, order and obedience, who regard the Orlanthi gods, those of the storm, as barbarians who rose up and threw down order, Orlanth himself striking the blow that would kill Yelm, and so began the Gods War. Despite their histories, the members of the differing pantheons maintain a rivalry between each other rather than an open hostility and there are gods, such as Chalana Arroy and Lankhor Mhy, who are part of, or strongly associated with, the Solar pantheon, yet are worshipped by the barbarians. On the other hand, Yelm and his celestial court maintains strong ties with the Lunar pantheon—which the Orlanthi despise—and know the Lunar pantheon as a subcult since the Red Goddess is the reborn daughter of Yelm. Within the Lunar Empire, worship of Yelm, the Red Goddess, and the Red Emperor is intertwined. In regions outside of the Lunar Empire, this is not the case, such as in Sun County, west of Prax, but nevertheless, worshippers of Yelm and his pantheon are far more tolerant of Lunars than any Orlanthi.
The supplement begins with an examination of Yelm’s foundation myth and an overview of the gods of the Solar pantheon in the style of Cults of RuneQuest: The Prosopaedia. The supplement begins with an examination of Yelm’s foundation myth and an overview of the gods of the Solar pantheon in the style of Cults of RuneQuest: The Prosopaedia. The former is examined in more detail in the first examination of the cult in Cults of RuneQuest: The Gods of Fire and Sky, which naturally enough, begins with Yelm. His worship is likely the one to be most recognised by those outside of his cult and so he takes pride of place. His ‘Mythos and History’ is a fascinating read since it directly counters and complements the foundation myth of his interaction given under the similar entry for Orlanth in Cults of RuneQuest: The Lightbringers, but even though they fundamentally tell the same story, the variances between foundation myths do not vary between pantheons, but also between gods. For example, according to Yelm, when the Earth appeared beneath the Sky, his elder brother, Dayzatar, withdrew from its impurity into the Sky World, whilst he ascended into the Middle Sky to become Emperor of the Universe. Their younger brother, Lodril, gave into the temptation of the world and descended into gross matter. According to Dayzatar, who remained the God of the Sky and Above, Yelm descended to the Middle World and Lodril to the Underworld, whilst Lodril, God of Peasants and the Fire Below, says that Dayzatar, his eldest brother, sleepy and selfish, turned his back upon the great work their father asked of them and was rewarded with emptiness, whilst Yelm, his elder brother, asked for another task and received a more challenging task, a disloyal family, and a strength that ebbs and flows. Thus, Lodril gained the greater inheritance, a larger family care of the Central World, and greater inner strength. This all serves to bring out the tensions and differences between the gods and their cults, and so add a little further depth that a player can help enhance his roleplaying.
Many of the entries in Cults of RuneQuest: The Gods of Fire and Sky do not lend themselves to ordinary adventuring types. Indeed, some cults are so dedicated to their respective gods that their members rarely excuse themselves from their worship. For example, worshippers of Dayzatar are monks, ex-priests of other Sky cults, who are typically retired and spend their days in solitary worship and meditation, staring at the sun and going blind! Similarly, the cult of Ourania, his virginal daughter, Goddess of the Sky and Heavens, consists of nuns who devote themselves to maintaining the Celestial Song through its highly regarded choirs. This is not to say that there are not roleplaying potential in the members of these cults and in many cases, they could be the basis of interesting NPCs. Conversely, cultists of Yelm, of course, are ready made as the basis for adventuring Player Characters, but potentially so are worshippers of Polaris, the Polestar and General of Heaven, who is a war god for some of the Dara Happen regiments, of Shargash, the God of War and Destruction, whose worshippers can summon Underground Demons, and of course, Yelmalio, the Bright God, as seen in Sun County and Tales of the Sun County Militia. Certainly, it should be no surprise that the write-ups of Yelm and Yelmalio are the longest in the supplement. Female warriors, seeking life free of the paternal, even misogynistic strictures of the cults of Yelm and Yelmalio, may seek membership of the cult of Yelorna, the Starbringer, though they still chafe under the attitudes of male warriors, despite being reknowned by the knowledgable for their prowess and for the fact that their cavalry ride unicorns into battle. 
Cults of RuneQuest: The Gods of Fire and Sky comes to a close with a guide to the Gloranthan celestial sky at night, when Yelm descends into the Underworld, followed by a description of the Orlanthi hijacking of the Celestial Realm to invade the new Temple of the Reaching Moon in Dragon Pass in Earth Season, ST. 1625, and disrupt the Lunar ritual to consecrate it and so trigger the Dragonrise. It brings the supplement to a dramatic close. In addition to detailing its thirteen cults, Cults of RuneQuest: The Gods of Fire and Sky also describes the various Rune spells known to each cult and delves into the history of the solar-worshipping empire of Dara Happa and its ties to both Yelm and the Lunar Empire today. The origins of the horse, ripped from Hippogrif, during the Gods War are also given. One aspect of Yelm not explored in the supplement though, is his Illumination. That though, lies outside the scope of traditional Solar worship.

Physically, Cults of RuneQuest: The Gods of Fire and Sky is very well written and presented, but needs a slight edit here and there. As with the earlier Cults of RuneQuest: The ProsopaediaCults of RuneQuest: The Lightbringers, Cults of RuneQuest: The Earth Goddessess, and Cults of RuneQuest: The Lunar Way, the artwork in this supplement is of an extremely high quality. Some of it is of an adult nature.
Cults of RuneQuest: The Gods of Fire and Sky is a great counter to Cults of RuneQuest: The Lightbringers and in that it complements Cults of RuneQuest: The Lunar Way. There are fewer cults in the book and fewer straightforward adventuring cults, but none of them are no less interesting for that, and some of the less adventuring cults would still be interesting to bring into a game. Ultimately, Cults of RuneQuest: The Gods of Fire and Sky presenting a fascinatingly different point of view than we normally see in RuneQuest through Orlanthi eyes, and makes it playable. There can be no doubt that for certain regions of Glorantha and for certain campaigns, Cults of RuneQuest: The Gods of Fire and Sky is going to be no less than indispensable. For elsewhere and in other campaigns, it still has the potential to be very useful and if not that, an informative and enlightening read.

Magazine Madness 33: Senet Issue 13

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—Senet is a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 13 was published in the winter of 2023 and it comes with a seasonally appropriate theme, at least for one article. This is highlighted in the editorial, which asks the question, “Why aren’t there more board games about Christmas?”, before discussing the other contents and finishing with, “Please remember that a board game is for life, not just for Christmas.” Even putting aside its somewhat hackneyed, even hacked about a bit, nature, is that really true? Perhaps it is until you run out of room on your shelves and have to sell it on eBay or put it in the ‘Bring ‘n’ Buy’ at UK Games Expo… That might come sooner if the Christmas game turns out to be not very good, a distinct possibly that some designers are attempting to remedy.

The issue proper begins with highlighting some of the forthcoming games with its regular preview, ‘Behold’. The most intriguing title here is Kelp: Shark vs. Octopus, an asymmetrical game in which an octopus hides from a shark that is hunting for it. The Octopus player uses cards to move blocks it can move behind, whilst the shark player rolls dice to find the blocks and then reveal whether there is its prey behind it. ‘Points’, the regular column of readers’ letters, contains a mix of praise for the magazine and a discussion of gaming culture, including representation in the hobby and the appeal of co-operative games. Again, at just four letters, it really does not seem enough. As with the previous issues, there is scope here for expansion of this letters page to give space to more voices and readers of Senet. One way of doing that is perhaps to expand it when ‘For Love of the Game’ comes to end. This regular column continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth. By this entry of his column, he has long moved past this and is more looking at the travails of being a game designer. This time, he discusses how to be an effective designer and representative of the company online. The advice he gives is solid and to the point, far more so than in the column in the previous issue, so is surprisingly useful.

By this the thirteenth issue, the format of Senet is well and truly tried and tested. Two interviews, one with a designer, one with an artist, and one article exploring a game mechanic whilst another looks at a game theme. It is a format that works well since it throws a light on different aspects of the hobby and its creators. However, Senet Issue 13 does strays ever slightly, in a tiny fashion if you will, from this format. Instead of looking at a game theme, it instead looks at a game format. This is the ‘microgame’, a game that has relatively few components packed into a pocket-friendly box and is relatively budget friendly as well. Matt Kelly’s ‘Small Worlds’ explores the history of microgame from Steve Jackson Games’ Ogre all the way to here and now with the superlative Scout, noting that there was a lengthy extensive interregnum between original heyday with Metagaming, Task Force Games, and even TSR, Inc., and their rebirth with what the article calls a ‘micro wave’, really beginning with Love Letter in 2012 from Alderac Entertainment Group, followed by a multitude of mini-games from Oink. This gives the article a pleasing balance with space aplenty given to both the past and the contemporary. It also explores the drive to make games as small as possible and still be playable. Overall, this is a good overview of the history of, and the phenomena that is, the microgame, though it feels all too short and it would have been fascinating to explore some of the titles published during the six years when they were first popular.

The issue’s first interview is with Polish designer, Adam Kwapiński. In ‘The Taskmaster’, he talks to Alexandra Sonechkina about his designs like Terracotta Army and Frostpunk: The Board Game, and the strong theming and difficulty of their play. Also discussed is his book about board game design, Board Games on my Mind. It would have been interesting to see the latter reviewed in the issue, but it is not. It is solid, interesting interview, as is the artist interview by Dan Jolin, which is with Alex Crispin. In ‘Blackout’, he explores the design, and specifically, the look of Escape the Dark Castle: The Game of Atmospheric Adventure and Escape the Dark Sector: The Game of Deep Space Adventure, amongst other games, including the forthcoming title from Themeborne Games based on the television series, The Last of Us. His is a distinctive, grim and scratchy style that also stands out because it is in black and white, and it is interesting to see the style develop into something more subtle with The Last of Us: Escape the Dark.

Matt Thrower examines the issue’s theme, included to catch the winter period when Senet Issue 13 was published, in ‘Christmas Play’. Despite the editor’s joy at the inclusion of the cut out and play game, ‘Sleigh Wars’, which appeared in White Dwarf #72 (December 1985), the theme provides rather paltry pickings and the author has to work hard to make the article interesting. Christmas is often seen as a time to play games, but not necessarily Christmas games. Instead, games like Monopoly are common—and everyone knows that such games are anything other than good. Similarly, the early Christmas-themed board games are all race games and it is not until games like Hen House Games’ Ugly Christmas Sweaters from 2020 and 25th Century Games’ Holly Jolly from 2021, that Christmas games appear to match theme and play. The article even includes a list of other holiday-themed games, so ultimately there is an air of desperation to the piece.

‘Unboxed’, Senet’s reviews section covers a wide range of games. This includes Cosmoctopus from Paper Fort Games, which not only continues the cephaloid theme from the earlier Kelp: Shark vs. Octopus, but also receives ‘Senet’s top choice’! Other titles reviewed include Stonemaier Games’ Expeditions, set in the same world as the publisher’s highly regarded Scythe; the odd Obey the Clay, a clay-moulding game designed by Aardman Animations and published by Big Potato Games; Call of Kilforth from Hall or Nothing, whose designer writes the ‘For Love of the Game’ column in the magazine; and even, The Texas Chainsaw Massacre: Slaughterhouse from Funko Games. The range of games reviewed is quite diverse and shows off a wide range of different games for different tastes and play styles in just a few pages. The magazine could easily expand this section or do a whole separate publication of reviews of this quality.

As is traditional, Senet Issue 13 comes to a close with the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, ‘Growing Roots: lessons for parents in play’ by John Ankers looks at aspect of the board gaming hobby that has become increasingly common over the years—parents teaching their children to play board games. In his case, it is with the board game, Root, and how parent and child learned to play together and what they learned from it. It is a nicely enjoyable piece about forging memories as much it is lessons. Lastly, Rozie Powell of Cozy Boardgames pulls Moon Adventure for her ‘Shelf of Shame’ and discovers a counterpart Deep Sea Adventure—thus continuing the issue’s theme of microgames—that she would play again, but with a different group of players.

Physically, Senet Issue 13 is shows off the board games it previews and reviews to great effect. There are some entertaining articles in the issue, ‘Small Worlds’, in particular, stands out, as does ‘Christmas Play’, though more for the effort that the author has to put into it! Overall, Senet Issue 13 maintains the magazine’s high standards and is a good read.

[Free RPG Day 2025] The Dying Light of Castle Whiterock

Reviews from R'lyeh -

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Castle Whiterock: The Dying Light of Castle Whiterock is a preview and adventure for Castle Whiterock: The Greatest Dungeon Story Ever Told published by Goodman Games. It comes with a bit of backstory and is the subject of a forthcoming crowdfunding campaign. This crowdfunding campaign brings back and updates Dungeon Crawl Classics #51: Castle Whiterock, originally published in 2007. Further, Dungeon Crawl Classics #51: Castle Whiterock received its own preview for Free RPG Day, in 2007, in the form of Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock. Now both Dungeon Crawl Classics #51: Castle Whiterock and Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock were written for use with Dungeons & Dragons 3.5, but both Castle Whiterock: The Dying Light of Castle Whiterock and Castle Whiterock: The Greatest Dungeon Story Ever Told are written for use with two separate roleplaying games. These are the Dungeon Crawl Classics Role Playing Game and Dungeons & Dragons, Fifth Edition.
Castle Whiterock: The Dying Light of Castle Whiterock is an adventure for Second Level Player Characters for Dungeons & Dragons, Fifth Edition and is an adventure for First Level Player Characters for Dungeon Crawl Classics. It is written for use by the Judge in Dungeon Crawl Classics and the Dungeon Master in Dungeons & Dragons, Fifth Edition, so there is a lot of technical phrasing and terminology for both games throughout the adventure. This begins with a conversion guide between the two roleplaying games, which covers Level ranges and attribute, saving throw, difficulty class, and damage descriptor equivalents between the two, as well as an explanation of how Advantage and Disadvantage are handled in both. It is an interesting read which explores the differences between the two and how they handle various aspects of similar game play.
The scenario, Castle Whiterock: The Dying Light of Castle Whiterock, opens with news that a beacon of light has been seen shining out of a suddenly revealed watch tower, known as Swornlight Tower, over Galena Pass in the Ul-Dominor Mountains. The Player Characters may be simply travelling through the pass and want to investigate or look for refuge; they may have been sent by the Merchant-Lord, Nigel the Bald, to look for some missing merchants; or a monastic order of scholars, the Order of the Dawning Sun, seek to claim the watchtower, and so employ the Player Characters to clear it out of any dangerous creatures which have made their home within the walls.
The adventure begins with the Player Characters outside a crack in the rock below the watchtower. They can either explore the crack or make the difficult climb up the rock to the top of the exposed watch tower where they find weird moths circling the light. Inside, they will find signs that the watchtower has long been abandoned, covered with rock and debris, some of it filling the windows and flowing into rooms, as well as signs of recent occupation. This is by a lone monk of the Order of the Dawning Sun, who will be more than felicitous in his welcoming the adventurers, apologising for the traps he has laid to protect himself against intruders, and offering them food and ale. The Player Characters may have some idea that there is something wrong in the watchtower, depending upon their means of access. If they climb to the top and descend down through the floors, they will discover hints that something weird is going on, whereas if they enter from below via the crack, they will certainly pick up hints from the monk’s demeanour… There are some nice moments of horror in the tower and the monk is ever so slightly creepy.
Ultimately, the secret of Swornlight Tower will be revealed to the Player Characters in the antechamber below the tower following a tough little combat puzzle. This also sets them up for the scenario’s final confrontation and if successful, prepares for further exploration of Castle Whiterock when Castle Whiterock: The Greatest Dungeon Story Ever Told is published. There is potential that the Player Characters may suffer a curse during the adventure, but lifting it lies outside of the scope of the Castle Whiterock: The Dying Light of Castle Whiterock.
Rounding out Castle Whiterock: The Dying Light of Castle Whiterock is a pair of appendices. The first contains stats and descriptions for the monsters and NPCs in the adventure. The second details the two new magical items available in the campaign and two handouts which help lay the groundwork for the final confrontation and the puzzle before it.
Physically, Castle Whiterock: The Dying Light of Castle Whiterock is cleanly and tidily laid out. The look of the scenario feels like a blend of the two layout styles used by Goodman Games, one for Dungeon Crawl Classics and one for Dungeons & Dragons, Fifth Edition. The cartography is very clear though is done in an overhead view rather than the isomorphic view normally used for Dungeon Crawl Classics. The artwork has some creepy moments that are very appropriate to the scenes they accompany.
Castle Whiterock: The Dying Light of Castle Whiterock can be run on its own, inserted into a Judge’s or Dungeon Master’s own campaign, or it can be run as a prequel to Castle Whiterock: The Greatest Dungeon Story Ever Told. Either way, this is a creepy, slightly horrifying scenario that works as written, but better as a prequel to Castle Whiterock: The Greatest Dungeon Story Ever Told.

Fantasy Fridays: Dungeons & Dragons Rules Cyclopedia

The Other Side -

Dungeons & Dragons Rules Cyclopedia (1991) While my Fantasy Fridays are overtly about featuring fantasy RPGs other than Dungeons & Dragons, I feel a pretty solid case can be made for this as a different game. The truth is that the 1991 edition of the Dungeons & Dragons Rules Cyclopedia is worthy of more love and attention. Well, at least more love and attention by me.

June, after all, has traditionally been my month to celebrate all things Basic-era D&D, and this is a perfect choice. 

Dungeons & Dragons Rules Cyclopedia (1991)

Edited by Aaron Allston and based on the work of Frank Mentzer, Dave Arneson, and Gary Gygax.

There’s something magical about the Dungeons & Dragons Rules Cyclopedia. It’s not just a book, it’s a time capsule. Released in 1991, this single volume condensed the sprawling BECM,  Basic/Expert/Companion/Master (excluding Immortals, which I'll address later) sets into one massive, 300+ page tome. When the standard was established and continues to be three-volume sets for AD&D/D&D, the Rules Cyclopedia broke the mold, providing everything in one book.

I have already gone on record stating that I didn't pick this up at the time, despite my initial interest in it. I was heavy into AD&D, and as a broke college student, and my drinking spending money was limited. 

Dungeons & Dragons Rules Cyclopedia

One Book to Rule Them All

Sort of. The Rules Cyclopedia was certainly an ambitious project. Take the well-loved BECMI pentalogy and try to rearrange it into a cohesive whole. By this point, we had already had the Original D&D game, which was reorganized into the Holmes Basic game, which was in turn re-edited into the B/X Moldvay/Cook/Marsh books, and then finally those gave rise to the Mentzer BECMI. There was a lot of play and a lot of history here to try to gather together.  The DNA of all of those works is still visible here.

If you are familiar with Basic D&D in its many forms (Basic, B/X, BECMI) you have four basic human classes: Cleric, Fighter, Magic-user, and Thief, and the three demi-human races (races was still used here, so let's stick with that) Dwarf, Elf, and Halfling. Human classes go to an impressive 36 levels. Demi-humans have level limits, but still have ways to improve with experience. There are a LOT of things characters can do in these 36 levels, too. Neutral Clerics can become Druids, Lawful Fighters can become Paladins, and there is more. Magic-users at 36th level get 81 total spell levels. There is a lot more like this. There is also a Mystic class, sorta like the D&D Monk. 

I also still feel that BECMI and the RC have some of the best high-level play advice in D&D. In truth, there is a lot of great "D&D" advice here that is great for any D&D edition, but obviously the best translation is to AD&D 1st ed. Some of this advice does exist in different wording in the DMG. But without all the High Gygaxian. And better organized. 

The trick here is, of course, not how the rules are the same, but how they are different. A great example is how dragons are handled. There are small, large, and huge sizes for starters. Something we would not see in AD&D until 2nd edition. Plus all sorts of Gemstone dragons which include the rulers of Dragons, Diamond, Pearl, and Opal. (An aside. What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?)

Lots of fun monsters here and despite the lack of art (or maybe because of) there is a lot of intersting entries. The entry on Monster spellcasters is uniquely BECMI/RC and something I wish I had adapted more back in my AD&D games. 

The D&D planes are covered, similar to the AD&D planes. But only the inner planes are covered. 

Some of the best bits are cover the D&D Game World, Mystara, and the Known World. Here we see a departure from BECMI, where the game world was called Urt and was a living world. The map from the Expert Set is back for the Known World, which we learn on later maps is just a small section of the world. AND the Known World is Hollow, which was a revelation to me when I first read it. I rather love it. 

Appendix 2 covers conversions to and from AD&D, which is rather fun. 

D&D vs. AD&D

The character sheets are rather plain, to be honest. 

Immortals

I call this one out specifically, because it is one of the main differences between the Basic and Advanced games. In the D&D Rules Cyclopedia, Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl, are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:

The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.

They were really set on the whole Immortals ≠ Gods thing. But this works for me since it is possible and even desirable for characters to become immortals. 

The most interesting parts cover the PCs' acquisition of immortality. We would see this again in D&D 4e, though in a different form, the idea is the same. 

Summary

I have not covered this book in detail and certainly not in the detail that it deserves. This is a masterpiece really. 

Larina Nix for D&D Rules Cyclopedia

Larina got her start as a witch in Glantri (the Country) and wanted to move to Glantri City to attend the city's magic school. Of course, this was before I picked up the Glantri Gazetteer. Who knows what I would have done with her had I bought that Gazetteer back then? 

For this I am going to use my "The Witch." While not exactly for the Rule Cyclopedia nor BECMI, but for "Basic-era games" going to level 36. It does work for this and honestly the book was created largely based on Larina as my major play-test character.

Larina by Jeff Dee"Larina" by Jeff DeeLarina Nix
36th Level Witch, Classical Tradition
Human Female

Strength: 10 (+0)
Intelligence: 18 (+3)
Wisdom: 18 (+3)
Dexterity: 12 (+0)
Constitution: 12 (+0)
Charisma: 18 (+3) * (+15% XP)

Death Ray or Poison: 2
Magic Wands: 2
Paralysis or Turn to Stone: 2
Dragon Breath: 2
Rod, Staff, or Spell: 2

THAC0: 6
Movement: 120 (40)

Occult Powers
1st level: Familiar ("Cotton Ball" Flying Cat)
Herb Use
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing
25th level: Ability Bonus
31st level: Timeless Body

Spells
Cantrips: Black Flame, Chill, Dancing Lights, Inflict Minor Wounds, Object Reading, Quick Sleeping
First Level: Bewitch I, Black Fire, Burning Hands, Charm Person, Endure Elements, Fey Sight,  Glamour, Read Languages, Concentration (Ritual)
Second Level: Alter Self, Candle of the Wise, Enhance Familiar, Ghost Touch, Hold Person, Produce Flame, Scare, Suggestion, Calling the Quarters (Ritual)
Third Level: Bestow Curse, Bewitch III, Clairvoyance, Danse Macabre, Dispel Magic, Fly, Scry, Tongues, Imbue Witch Ball (Ritual)
Fourth Level: Analyze Magic, Arcane Eye, Divination, Ethereal Projection, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Spiritual Dagger, Drawing the Moon (Ritual)
Fifth Level: Bewitch V, Blade Dance, Death Curse, Dream, Endless Sleep, Eternal Charm Person, Hold Person, Primal Scream, Telekinesis
Sixth Level: Anti-magic Shell, Death Blade, Eye Bite, Find the Path, Greater Scry, Mass Agony, Mirror Walk, True Seeing, Legend Lore (Ritual)
Seventh Level: Ball of Sunshine, Breath of the Goddess, Death Aura, Etherealness, Greater Arcane Eye, Insanity, Wave of Mutilation, Widdershins Dance, Vision (Ritual)
Eighth Level: Astral Projection, Bewitch VIII, Damming Stare, Discern Location, Mystic Barrier, Prophesy, Wail of the Banshee, Descent of the Goddess (Ritual), Protection of the Goddess (Ritual)

Immortal Sphere: Energy

This is a good build. This is Larina right before her ascension to Immortality. If I review Wrath of the Immortals, then that is where I will go next.

Dungeons & Dragons Rules Cyclopedia with Larina

Who Should Play This Game?

Honestly, anyone who has ever played AD&D or played any version of D&D after this should give this a try. The rules are different enough to be a new experience and familiar enough to make it easy to get into. The Race-as-Class will feel odd to most other veterans of D&D, but it is such an important piece of D&D history that everyone should try out. 

The newer Print on Demand version is reasonably priced and easier to read than the previous versions, but it makes for a great choice for people who do not want to pay eBay prices for it. 

Links

The Known World

Print on Demand Review


Unseasonal Activities: Die Hard: The Nakatomi Heist Board Game

Reviews from R'lyeh -

It is not Christmas until Hans Gruber has fallen from the executive floor of Nakatomi Plaza to his death on the ground below. In Die Hard: The Nakatomi Heist Board Game, you do not only get to make sure that Hans Gruber falls from the executive floor of Nakatomi Plaza to his death on the ground below every Christmas, but also very time you play Die Hard: The Nakatomi Heist Board Game. Published by The Op GamesDie Hard: The Nakatomi Heist Board Game is the board game adaptation of the 1988 anti-heist thriller directed by John McTiernan and starring Bruce Willis, Alan Rickman, Alexander Godunov, Bonnie Bedelia, and Reginald VelJohnson. Designed for two to four players, aged fifteen and over, and playable in sixty to ninety minutes, Die Hard: The Nakatomi Heist Board Game is an asymmetrical board game in which one player takes the role of New York detective John McClane and up to three other players take the role of the Thieves attempting to rob the Nakatomi corporation of $640 million in bearer bonds. For the players who control the Thieves, the game is co-operative. The game is played in three acts on three different sections of the board, the board unfolding to reflect this, and both John McClane and the Thieves having different objectives to achieve in each act. In general, John McClane is trying to achieve his objectives to get to the next floor and the Thieves are not only trying to stop him, but also working together to unlock the vault holding the bearer bonds. John McClane wins if he get to Act III and kill Hans Gruber, but the Thieves win at any time if John McClane dies—by running out of Action Cards, or they break into the vault.

Die Hard: The Nakatomi Heist Board Game comes with a double-sided board game, eighty Action Cards for John McClane, forty Action Cards for the Thieves, twenty-five Lock cards, a John McClane Player Board, Lock Tracker Card, figures for John McClane, Hans Gruber, and seven Thieves, a Combat Die, and then various cubes, tokens, and tiles, plus the rulebook. The board depicts three different floors of Nakatomi Plaza, one for each act. Each floor is marked with spots where Objective Tokens can be found for both John McClane and the Thieves. Both will have to search for these in order to complete objectives which vary from act to act. In Act I, John McClane must ‘Find the Machine Gun’, ‘Find the Radio’, and ‘Acquire the Shoes (that don’t fit)’. In Act II, he must ‘Find the Detonators and Explosives’, ‘Drop the Detonators and Explosives down the Elevator Shaft’, and ‘Kill a Thief, and throw him out a window’. In Act III, he must ‘Scare the Hostages off of the Roof’, ‘Swing on the Fire Hose’, and of course, ‘Kill Hans Gruber’. Complete the objectives in each act and John McClane and the game can progress to the next.

Whereas the Thieves have one objective that does not vary from act to act and then objectives that do. The ‘Draw Blood’ objective does not vary from act to act, the Thieves constantly attempting to punch or shoot John McClane. In Act I, their other objectives are to ‘Track McClane’ and ‘Capture 3 Hostages’. In Act II, they ‘Shoot the Glass’ and ‘Fire the Rocket’. In Act III, they are ‘Open the Sixth Lock’ and ‘Trigger the Roof Explosion’. Most of John McClane’s objectives will grant him specific bonuses, whereas the Thieves’ objectives grant extra attempts to unlock the Vault. All of the objectives match things that happen in the film, whether done by John McClane or by the Thieves.

The John McClane player receives a deck of Action Cards per act, but the cards he plays are carried over into the next act, whereas those he discards are not. Thus, he needs to be doubly careful in what cards he decides to play, whether for effect in the current act or subsequent acts. An Action card will give him options to Move, Sneak, Punch, Shoot, Support, Shove, and Recover. All movement and attacks are orthogonal, not diagonal; any damage done to a Thief kills him, whilst John McClane loses an Action Card and further fulfils the Thieves’ ‘Draw Blood’ action; Shove lets John McClane push a Thief; Recover allows the John McClane player to draw from the discard pile; and Support lets John McClane talk to Sergeant Powell to further fill the ‘Find Radio’ objective, granting a combat bonus when completely filled up. An Action will give John McClane one or more actions, and these can be done in any order. In a round, the John McClane will draw five Action Cards, play three of them and discard the other two. In addition, John McClane can freely use the vents to move around each floor.

The Thief players draw from a shared deck of Action Cards and have five Actions. These are Lock, Move, Punch, Shoot, and Reinforcements. The Reinforcements Action enables the Thief players to return a Thief figure to play if one has been killed. However, this is at the loss of all other actions and it hinders the Thieves’ action to unlock the vault. The Lock Action enables a Thief to cover up a numbered space on the current Vault Lock. The Vault Lock is represented by a series of Lock Vault Cards. Each Lock Vault Card shows a row of four numbers, these being the odd numbers from one to nine. These are arranged in a series of grids, which get increasingly larger as the Thieves crack each Lock, from two-by-four all the way up to four-by-four for the sixth and final Lock.

Each turn, the Thief players will be working together to try and crack the code on each Lock. To do this they try and match the numbers on their played Action Cards to the numbers on the grid. This is done with the highest and lowest on the Action Cards they collectively play to not only match the numbers on the current Lock Vault Cards, but do so for adjacent numbers. These can be horizontal or vertical, but they have to be orthogonal. How they do this plays slightly differently depending on the number of players. With one Thief player, he will draw a separate Action Card, look at its number and place the card face down before playing an Action Card from his hand, also face down, and then turn it over to reveal whether he has a solved part of the Lock Vault Code. With multiple Thief players, the Thief players take in turns to be lead thief. If two Thieves, the lead Thief player will draw an Action Card from the Action deck and show it to the other player before placing it face down. They both then play cards from their hand alongside the face down card. If there are three Thieves, the lead Thief player selects a card from his hand, shows it to the other two Thieves, and then play cards from their hands alongside the face down card. The key here is that the beyond the lead Thief showing the other Thieves the first Action, none of the Thief players communicate with each other. When the cards are revealed, the highest and lowest numbers on the cards are hopefully matched on the Lock Vault Code, whilst the card with the middle value is used to determine the actions for the Thieves that turn.

Breaking open the vault is key for the Thieves to win and whilst it is mainly going on in the background of the film, in Die Hard: The Nakatomi Heist Board Game, it is moved to fore. It becomes central to play with the secret, semi-co-operative aspect of its play as the Thief players try to communicate effectively with each other using the Action Cards, emphasising how disruptive John McClane becomes in upsetting their plans and distracting them. At the same time, they want to be working towards their own objectives for the bonuses they grant and attempting to stop John McClane from achieving his as well as inflicting as much damage on him as possible.

Meanwhile, as the game progresses, John McClane goes from New York cop in the dark to action-hero-in-the-know as he works out what is going on and gains more and better Action Cards with each subsequent act after the first. At the same time, John McClane’s player needs to be aware of how many Action Cards he has still to play. Lose them all and he will be killed and the Thieves will win.

Physically, Die Hard: The Nakatomi Heist Board Game is well presented. However, despite being a licensed board game, that only extends to the intellectual property and not the images of the actors. This means that the John McClane, Hans Gruber, and Thief figures are bland in addition to being small, and the artist has had to illustrate the Action Cards in greyscale with lots of silhouettes in black and grey shadows. Yet this works surprisingly well, making Die Hard a black and white film instead of colour and giving it film noir atmosphere. The rulebook is large, but not lengthy, explains everything well and gives good advice as to what both the John McClane and the Thief players have to do.

There is a lot to like about the Die Hard: The Nakatomi Heist Board Game. It actually feels like you are playing Die Hard with John McClane having to find the radio and talk to Sergeant Powell and feeling better for doing so; the Thieves being able to shoot out the glass in Act II, making it difficult for John McClane to move around because of his lack of shoes, which he has to find (and will be too small); finding a machine gun; and lastly, shoot, punch, and shove Hans Gruber off the roof! On the other side, the Thief players constantly have to think about stopping John McClane at the same time as breaking open the vault and the rules for the latter add further uncertainty because they cannot communicate with each other as effectively as they would like. This comes to the fore with three players as the Thieves and ideally Die Hard: The Nakatomi Heist Board Game should be played with all three.

Yet as much as the Die Hard: The Nakatomi Heist Board Game feels like you are playing film it is based on; it feels too much like you are playing the film it is based on. There is no variation in the game from one playthrough to the next. The objectives are always the same and once you have played through it once as John McClane and won and then played through it as the Thieves and won, it becomes less of a game and more of a puzzle because of that lack of variability. Ultimately, despite the incredible theming in Die Hard: The Nakatomi Heist Board Game which is going to get you cheering as John McClane succeeds and groaning as one more film quote is made, this is a board game you probably only want to play at Christmas.

These Are The Voyages of the Starship Mercy

The Other Side -

 Quick one today, and fairly off topic for the week. But I spent some time this week on my newest kitbash, the Starship Mercy.

The parts are left overs from all sorts of different franchises, Star Trek, Star Wars, Galaxy Quest. I might even work in some Battlestar Galactica when I am done. 

Kitbash Mercy
Kitbash Mercy
Kitbash Mercy
Kitbash Mercy

I have to 3D print some items to smooth it out and I am going to use hot air gun (used to peel dry paint) to melt some of the pieces so they fit better. Writing this before I do that, in case I burn my fingers again. Sucker gets hot.
ETA: Worked a little too well, and I melted part of the lower hull. But I think I can fix it.

In the end it will look like a late 23rd-century (2295) predecessor to the Olympic Class medical ship. I am calling it an Asclepius Class Emergency Medical ship. I'd LOVE to have an EMH, but this is way too early for that. 

Tested the LEDs today; the wires are a bit short, so I'll have to adjust that. I want the lights to stay on even when the sphere section is detached. I am thinking of installing a removable battery assembly. I'll need to look up the voltage requirements. I have them from when I did the Protector. ETA: Found it, 12v.

The idea is that it can be left on a planet to act as an emergency hospital. I'll get it all stated up.

But I need to finish the thing first.

Witchcraft Wednesdays: Unearthing Arcana, 1985

The Other Side -

Unearthed Arcana, 1985 I am working on a new witch project. Shocking, I know. But this one is largely more of an experiment of sorts. It's a big one—or at least I am making it a big one. I have no idea when it will be released, but I have some plans for it that I'm pretty excited about. I should really refer to it as a project and not a book, I feel this will grow into something akin to my recent The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions project that also spawned The Witch FinderMonstrous Maleficarum #4 - Lilith & the Lilim, and Myths & Monsters Vol. 3 - Lilith & Lilim; a whole series of related releases. 

As per my usual practice, I always go back to my research notes to ensure that I haven't missed anything or overlooked something that I really wanted to do but didn't fit in with the other books. When it comes to my research notes, I'm a bit of a packrat. I lost materials on failed floppies, dying hard drives, and just plain dumb luck, so I keep multiple copies of everything. Trust me, cheap storage has been the biggest quality of life improvement in my research since I first bought a computer for myself (in 1985) or got a library card (1977). 

As it turns out, 1985 keeps coming up for me. Part of my research involves re-reading, this time with a little more critical scrutiny, the first edition of Unearthed Arcana. I have re-read that, digging through this huge pile of notes and handwritten materials about games I played in 1985 (some of which will be headed into this new project). There are lots of forgotten treasures here. 

Memory is a funny thing.

I am a psychologist by training. My Master's Thesis was on memory, and my Ph.D. dissertation was on information processing systems. Pardon me while I turn introspective for a moment here, but it is jarring to see something you know you did or had some sort of effect on you, and you don't recall it. A lot of these notes are doing that to me now. 

Case in point. 

In another 1985 flashback, I stumbled on something I am not entirely sure how to quantify. Let me see if you, my loyal readers, have the same reaction that my oldest just had a few seconds ago. Who does this "Masters of the Universe" character remind you of? Not the Sorceress, her younger reflection. 

Sorceress Teela-na

Red hair. Wrist guards. Magical powers. Wears a lot of purple. Blue eyes. Yeah, that looks like a younger version of my witch Larina. 

Needless to say, I was a bit stunned by this. I had totally forgotten about this episode, "Origin of the Sorceress," until I saw the picture, and then it all came back. I mean, the timing is right. This episode aired on September 23, 1985. I rolled up Larina in July 1986. 

Now, I wasn't a huge fan of Masters of the Universe, but my younger brother was, and I *know* I saw this episode. After seeing this image, I remembered it. I even borrowed the evil wizard Morgoth from this and combined him with the DC evil wizard Modru as a villain in my own games. "Morgru" can still be found in my notes.

There is no way this didn't influence me. Additionally, the Sorceress was the only character on the show, besides Evil-Lyn , that I liked. Yeah, I have a type. 

I didn’t create Larina so much as channel her. Looking back now, it’s like she stepped fully formed out of 1985, the red hair, the bracers, the purple, the attitude. Maybe she’s not of that year, but certainly from it. Keeping in mind that by this point, I had already worn out a copy of "The Wild Heart."

Teela-NaTeela Na or Larina? Lari Na?

Honestly, looking at this image is just so odd for me, jarring even. I feel neuron activation going on, but it's getting lost in the translation of the last four decades, like trying to remember where you got a scar. The evidence is there, but the details are fuzzy.

The episode was written by J. Michael Straczynski, the same as Babylon 5. It's not a great episode, but it was a cartoon for kids and an extended toy commercial at that. I remembered the Sorceress as having more power, but that says a lot more about me than it does about my clarity of memory.

What else was going on in 1985?

Keep in mind I didn't choose this date out of the blue. Ok, a little, but there was a lot going on in 1985 that I consider peak for my AD&D 1st Edition experiences.

Movies & TV

"Legend" hit the big screens with one of the best devil make-up effects to date; Tim Curry's Darkness. Not to mention Meg Mucklebones, who was very much like the Jenny Greenteeth that my mom used to scare all of us with when we were younger. 

"Return to Oz" was not a great movie, but it gave us Fairuza Balk as Dorothy and the recently departed Jean Marsh as Madame Mombi, one of the scariest witches in film. Marsh would later go on to give me, ok, us, Queen Bavmorda in Willow, and Morgaine/Morgan Le Fey in Doctor Who (one of three characters she played in Doctor Who over the decades). Ten years later, Fairuza Balk would enter witch royalty as Nancy Downs in "The Craft" and later open her own pagan-themed online store. With a small stop along the way as Mildred Hubble in "The Worst Witch." 

On TV "The Midnight Hour" ran. Not a great horror movie by any stretch, but damn... Shari Belafonte? Yeah, that was a good reason to tune in. I remember the soundtrack being pretty good. I think I should re-watch it. 

"The Third Eye" was on TV, I sorta remember it, but while I know it filtered into my consciousness, it didn't quite have the same impact as the young Teela Na from Masters of the Universe. 

If 1986 gave me Larina, my enduring witch, then 1985 set the stage. A stage already filled with adventures from Ravenloft, to exploring the multi-versal strangeness of Killian's Towers (that...is for another day) and more. My notes have entries for Healers, Necromancers, and Sun Priests. Now I can also add more notes on Riddle Masters and Star Adepts. It was a time great productivity. 

This project should feel like it could have sat on the shelf alongside Unearthed Arcana and other AD&D books circa 1985-6. I think I owe that to myself. 

Birthday Call!

The Other Side -

 Not really a "Mail Call" Tuesday, but rather a "Birthday and Father's Day Call!"

Look. I am at an age where I don't really want much. Some time with my wife and kids is really what I want. So my oldest, on his day off as a professional chef, spent his day cooking for me. He smoked salmon and red snapper for me. Fried cod, walleye, and catfish with chips, and he baked me a strawberry pie with strawberries from my wife's garden.

I also got some new game books!

Tales of the Valiant and the Unexplained

Tales of the Valiant, I have talked about already. The Unexplained is an older Fudge game of the Supernatural and one of the few modern horror games I don't own a physical copy of. I am going to do some more with it later this year when I shift my focus from Fantasy RPGs to Urban Fantasy RPGs. 

My wife ordered Daggerheart for me as well, but since it is sold out everywhere I have to wait.

Here are all the other goodies I was treated to.


PiePerfect homemade strawberry pie.
PieHomemade strawberry pie!
Fish & ChipsFish and chips!
Fish & ChipsFries (and later steak fries) in my dad's old fish pan
Fish & ChipsFried Cod and Walleye
Smoked fishSmoked Scottish and Atlantic Salmon
Smoked fishSmoked Red Snapper

That huge frying pan had belonged to my dad, and it is at least 60 years old. He gave it to my oldest because I named him after my dad, and Liam LOVES fish. I sent my dad pictures over the weekend, and he said he had found a worthy successor for it. It is large enough for an entire gallon of oil. It is cast iron and weighs a ton. 

Having grown up with my dad frying fish in that pan and now my son doing the same, really was the best part of my father's day. 

Companion Chronicles #17: The Adventure of the Phantom Bell

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for use with Pendragon, Sixth Edition. This can be original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

—oOo—
What is the Nature of the Quest?
The Adventure of the Phantom Bell is a scenario for use with Pendragon, Sixth Edition.

It is a full colour, eighteen page, 3.0 MB PDF.

The layout is tidy, though it does need a slight edit.
Where is the Quest Set?The Adventure of the Phantom Bell is a scenario for Pendragon, Sixth Edition. It can be set in any year, though ideally in early spring or late autumn.
Who should go on this Quest?
Knights of any type are suitable for The Adventure of the Phantom Bell, though they should at least be household or mercenary knights in service to a liege lord. Awareness,First Aid, Folklore, Hunting, Play Instrument, Sing, Bow, and Horsemanship skills will be useful as will combat skills.
What does the Quest require?
The Adventure of the Phantom Bell requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
The Player-knights are tasked by their liege lord to attend to Greenway, a remote village where several people have gone missing. He suspects that Picts or Saxons might be responsible, but wants the disappearances investigated and put a stop to. The disappearances have been happening at regular intervals, so the Player-knights only have a few days before another one occurs. The scenario is linear is nature, the players have a choice of routes, a short one and a long one, with the former being more challenging. Taking the short gives the Player-knights more time in Greenway before the next person goes missing. Either way, the scenario tightens up a little as the impending disappearance grows near, and moves towards a confrontation with those responsible. This is nicely handled with the various possible situations being covered in a nasty combat with a surprisingly tough opponent.
The presents one or two interesting dilemmas to the Player-knights that test their Personality Traits in different ways. Some of these do stray into ‘Your Pendragon May Vary’ territory, so the Game Master is free to use them or not, as is her wont.
Throughout the scenario, the Player-knights will encounter a fair and mysterious hunter, ‘Eanswith, the Swan Maiden’, who will aid them on their journey to Greenway, in giving clues as to who—or what—might be responsible for the abductions, and if necessary, aiding them in killing it. Unfortunately, she is not only an intriguing figure for the knights and their players, but also for the Game Master. Simply put, she is not portrayed strongly enough and her motivations and interactions with the Player-knights are underwritten. The Game Master will at least want to develop a little more dialogue so that her portrayal can be easier.
Should the Knights ride out on this Quest?The Adventure of the Phantom Bell is a relatively easy and straightforward adventure to run and play, and ultimately, insert into a campaign. It needs a bit more development, but that should not be beyond the skills of any good Game Master.

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