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Friday Fantasy: Frostlands of Fenrilik

Reviews from R'lyeh -

Far to the north of the continent of Ghelspad lies the frozen lands of Fenrilik, accessible just once per year. Its separation means that in comparison it was little touched by the Titanswar which beset the southern continents of Scarn, but refugees from the Divine War made their way north in its aftermath and continued trade between Ghelspad and Fenrilik means that certain practices have been imported, but not widely spread. The indigenous peoples of the frozen north, primarily the ice fey called the Eschek, are tribal, worship spirits rather than gods, rarely war with each other, and barter for goods and services rather trade away precious resources. Rent in two by the massive Torbor Gorge, the Roof of the World is not only dangerous due to the artic winds and temperature, ice and snow, there are many native species which are also highly dangerous to the unwary. These include the titanspawn known as Blood Gardners, whose haunting song lures victims into its clutches who are then kept alive to feed the Bloodfruit which the creature relies upon for survival; Frost Maidens, former Dryads whose trees were frozen and themselves turned into an icily undead version of its former self; and Crawling Glaciers, gargantuan oozes of solid ice which slowly scour the continent. There is another threat, as yet unknown, which lurks beneath the continent—the scorpion-men known as Skerrai, which surge up onto the surface to attack and capture victims they can implant with their larvae. Welcome to the Frostlands of Fenrilik.

Frostlands of Fenrilik is a supplement for use with Dungeons & Dragons, Fifth Edition, which describes the northernmost continent on the world of Scarn, the setting for the Scarred Lands setting published by Onyx Path Publishing. Previously described in Strange Lands: Lost Tribes of the Scarred Lands, this supplement is available via the Slarecian Vault, the community content programme for the setting. It expands upon the history, geography, civilisations, and religions of Fenrilik, supported with rules for travel and survival in the arctic wastes, new races, subclasses, and spells, new monsters, and an introductory adventure designed for Player Characters of First to Third Level.

Frostlands of Fenrilik introduces the continent via the journal of Yenei Koneru, Vera-Tre researcher and adjunct of the Ganjus Vigil, who like the Player Characters has made the long, only once-a-year open journey to Fenrilik, first to continent’s ‘major’ port of Stasiam and from there to its only city of Kovokimru—and beyond. Yenei Koneru and her companions will also appear in the supplement’s scenario. It opens with descriptions and a table of Fenrilik’s weather, its major settlements, and tables for both encounters and environmental hazards. The latter in particular highlights how deadly Fenrilik actually is, from avalanches and thin ice to fissures and geothermal vents, whilst it is suggested that the encounters be used to imperil the Player Characters’ survival rather than being used as combat encounters. The culture and attitudes of Fenrilik’s tribes are described in quite broad detail, leaving the Dungeon Master to develop further specifics. If the opening chapter is missing something, it is a map of Fenrilik, although one is given at the end of Frostlands of Fenrilik. Unfortunately, the map is not all that interesting and should really have had a few more landmarks indicated.




Definitely detailed though, is the continent’s one city, Kovokimru. It receives a full chapter to itself compared to the thumbnail descriptions of the towns and villages detailed earlier. Mostly built using a mix of wood and the famed hardened icework of the Eschek over geothermal vents which keep the city warm, Kovokimru is inhabited by several tribes and includes a large market and trade hall, as well as a Mage’s Guild, which grew out of a personal lending library into a school and guild. Numerous NPCs and locations are described as well as the holidays and festivals which take place over the course of a year. The fact that Fenrilik is only accessible once a year means that the Player Characters will probably be spending that year in and around the city bas their base of operations, so these festivals are something that the Dungeon Master can develop plots and adventures around, helping to bring the setting further to life. This is in addition to the quartet of adventure seeds included at the end of the chapter, which although involving an entertaining range of combat, diplomatic, investigative, and magical challenges, will need a fair of development upon the part of the Dungeon Master. Three locations are also described and mapped—an inn, a tavern, and a flophouse. However, it is disappointing that no map of Kovokimru itself is provided.

One big cultural difference between Fenrilik and Ghelspad is the use of money. The tribes of Fenrilik value metal of its practical use rather than any monetary value. Consequently, any money the Player Characters arrive with will not be as valuable as it might be back home. Instead, they will find themselves bartering for goods and services—and being paid in kind! However, the peoples of Kovokimru accept most visitors as long as they contribute to city’s welfare, which can include menial jobs if anyone is down on his luck. Given how important this aspect of the city is, it is a pity that a few examples are not included in the supplement’s discussion of it. Nevertheless, this will force both the players and their characters to think differently when it comes trading and bartering, and the roleplaying possibilities that this lends itself to.

The other location described in detail in Frostlands of Fenrilik is Tobor Gorge, which divides Fenrilik in two and is hundreds of miles long and a mile deep. It has only one crossing point opposite Kovokimru and only one easy means of getting down—a rickety lift-and-pully system, which you need to be hooked into lest you be blown into the gorge. Alternatively, it can be climbed down, but that is perilous. The sides of the cavern are doted with caverns, most of which have yet to be explored, leaving the Dungeon Master to detail them and turn them into adventure sites. There are a couple of adventure seeds, although these are not as inventive or as interesting as those for Kovokimru.

Frostlands of Fenrilik also adds a number of new character options and new spells. The Eschek, inaccurately described as ‘winter gnomes’ are actually creatures of ice renowned for crafting ice into tools, furniture, and buildings. Those few who travel beyond Fenrilik require a frost ring to enable to withstand the high temperatures of the south. The Krampek are satyr-like, but their horns are antenna actually used as part their communication, with a disarming appearance which often gives them an advantage when attacking first. They are highly suited to living underground and most of them are slaves of the dreaded Skerrai. The third new race is the oddest and the most recent to appear. They are Taslenh, again creatures of ice, but created when an ooze known as an ‘ice warden’ imprints on a humanoid. They remain both humanoid and ooze, so a bit odd!

Although there are no new Classes in Frostlands of Fenrilik, it does detail four new sub-classes. These are the College of Hope for the Bard, who boosts morale and brings comfort across the frigid lands of the north; the Way of the Winter Soul as a Monk Tradition, who can direct cold or heat damage through his hands, become one with fog, steam, and snow, and so on; the Ice Walker Ranger Archetypes who can survive in the frozen north and even fashion arms and armour from ice; and the Ushada Marked is a Sorcerous Origin which draws from Fenrilik’s primal spirits. They also serve as spiritual leaders for some communities, often replacing Clerics, which opens up roleplaying possibilities for any Player Character. Overall, this a good mix of options.

Frostlands of Fenrilik includes a list of the spells used on the continent, and adds new ones too. Some have a cold theme, such as the Cold Snap cantrip which casts cold deep into the victim’s bones and Ice Shards which creates shards that float around caster, which can be used as an Armour Class bonus or expended to shoot at opponents and do damage. Particularly cruel are the Fracture and Rupture spells, the former snapping one of a target’s bones, the latter fracturing his skull. Most of the spells have been crafted by the Titans. For example, in response to an attack by his fellow Titans, Golthain the Faceless crafted Empathy of the Faceless One to ensure that his attackers felt the same damage they inflicted upon him. A Bard and Druid spell, it affects five attackers and if any are reduced to zero Hit Points or are killed, this rebounds on the caster as his player has to making saving throws to avoid being stunned for a Round. The spells are a good strong mix of interesting theme and flavour, though of course, specific to the Fenrilik and the Scarred Lands setting.

The bestiary, ‘Creatures of Fenrilik’, adds monsters particular to the frozen continent and its frigid environs. There is a slight predilection for the gargantuan in the dozen or so given, such as the aforementioned Crawling Glacier; the Fell Deer, great shaggy beasts whose tusk-like antlers curve down and are used to break up the tundra to get at the lichen and moss it feeds on, and which are used as beasts of burden, travel, and rarely war; and the Gelidiceph—an ice kraken! Perhaps more an immediate threat is the scorpionmen-like Skerrai, who may or may not be the artic version of the Sandmaskers from the far southern deserts, and who lurk in the tunnels beneath Fenrilik, allegedly for something… Even the immature Skerrai are deadly, perhaps too deadly for low-Level Player Characters and the Dungeon Master may want to use them with care lest they overwhelm her players and their characters. Their desire to implant their larvae in their victims adds an element of horror to any encounters with them. Also included here is the Ice Warden, flowing globs of dark blue water which imprints itself on hosts and creates the new player Race, the Taslenh.

Rounding out Frostlands of Fenrilik is ‘Into the Gorge’, a short introductory which takes the Player Characters into the caverns found in the wall of Tobor Gorge. It starts with them on the way to Kovokimru where they are offered employment—a matter of a certain missing anthropologist, one Yenei Koneru. Another job sees them explore some of the caverns in Tobor Gorge. Could the two be connected? This is primarily an exploration scenario in which the Player Characters will discover some of the secrets that lie below Fenrilik and encounter some of its strange inhabitants. Player Characters who rush in first, leaving questions for later, will be at a disadvantage and will likely have to do much to make up for earlier mistakes. However, their style of play will be rewarded with some tough—perhaps too tough—challenges towards the end of the scenario. Potentially, ‘Into the Gorge’ is a challenging scenario for First Level Player Characters, so the Dungeon Master may want to make some adjustments, but otherwise, the scenario does a decent job of introducing the setting and some of its secrets.

Physically, Frostlands of Fenrilik is generally well written and well presented. The artwork varies in style and quality, but some of it is very good. The maps though, are disappointingly bland, and again, the city of Kovokimru could have done with a map.

One aspect of Fenrilik that the supplement does not explore fully is that of survival and travel. Although the table for weather, encounters, and environmental hazards are useful, but there is no advice how travel is handled, important given that many of the tribes of Fenrilik are nomadic and that the Player Characters will definitely have to travel from Stasiam to Kovokimru. Some survival rules would have been useful.

Frostlands of Fenrilik does have some minor issues, but there is a lot to like in its pages. There are fearsome monsters and some nicely detailed locations in both Kovokimru and Tobor Gorge for the Dungeon Master; challenges for the players and their characters in terms of survival and interacting with the indigenous peoples, let alone those monsters; and then also for the players, there are interesting new subclass options and spells (which can also be used by NPCs to, of course). With a time limited means of access, Frostlands of Fenrilik is an excellent introduction to the continent of Fenrilik and a one-year campaign set in the frozen north.

This Old Dragon: Retrospective, The Traveller Articles

The Other Side -

 Retrospective, The Traveller ArticlesIn all honesty, you have my wife to thank for this one.  

I was talking with her about Sci-Fi month (she is a huge scf-fi fan) and Traveller and how I learned of the game via Dragon Magazine.  She suggested that it was high time I did another "This Old Dragon" and focused on Traveller.  So I have spent this week going through some of the Dragons I left and some of the articles I have already "liberated" from various Dragons.

Remember that a lot of the Dragons I have water damage or are other wise in bad shape.  A few were so mildewy I dropped them in favor of the Dragon Magazine CD-ROMs.

There are a few Traveller articles, TSR/Dragon was very eager to embrace other companies' products more in the early days. This is good for me since I really wanted to focus on Classic Traveller. 

I am not going to hit *every* Dragon article about Traveller, but I do want to hit the big ones. I am, for obvious reasons, going to feature the ones I still have in my collection.

The Dragon Days

William B. Fawcett is up first with The Asimov Cluster in The Dragon #20.  This area of space is an attempt to emulate various Science Fiction novels while keeping everything within the scope of Traveller.  There are 10-star systems described here.  I have the feeling that if I had read more classic sci-fi I might recognize these worlds a bit better. 

The Dragon #25 has New Service Options for Navy Characters by R.D. Stuart.  Now the date on this is May 1979 so I am not sure what is happening with the Supplements at this time so no idea if this information had been rendered redundant at any point.  I will assume it had at some point.  But until then it is not a bad set of charts. If you are still using the 3 LBBs this is still good stuff.

We move on to The Dragon #27 and two articles from Gary Jordan. Up first he gives us another take on his Tesseracts article from TD #17 (and famously in The Best of Dragon II).  Where that article was used to confuse map mappers, here it is a boon in Traveller since the area is hyperdimensional.   What does that mean for Traveller characters? You can cram more into your hold.  This is followed by a Star System Generation system. 

The Dragon #35

This is the first of a couple of Traveller-themed issues.  This one comes to us from March 1980.  We get an article on the "Space FBI" from Kenneth Burke in IBIS: Profit and Peril. Alexander von Thorn, famous for his "Politics of Hell" article, is up with one of two articles on new skills.  The other is from Charles Ahner & Rick Stuart. More Clout for Scouts from Anthony Previte and Jame Cavaliere is next and establishes that this article, in particular, takes Mercenary into consideration.   The Traveller universe is growing!  In a switch from characters, James Hopkins is next with Block Holes! about, well, Black Holes.  This one would have been very welcome to me back then having just seen the Disney "Black Hole" movie at the "67 Drive-In Theatre" back in 79.  

This was 1980 though. I was firmly entrenched in my newest obsession, Dungeons & Dragons, and I barely knew other games existed, yet.

Dragon #51

The next, and also sadly the last, issue to have a Traveller featured section was Issue #51 from July 1981.  Though there is a lot here.  And a lot of that is quality.

The heading for this feature is "The Future is Here."  Trust me living in the 80s felt like the future was just right around the corner.  No wonder Traveller attracted me so.

Up first we have Dragon vet Roger E. Moore with Make Your Own Aliens. The Aslan and Vargr are still a bit off for Traveller fans at this point, but Moore takes Andy Slack's article series from White Dwarf #13 to #16 and expands on it.  The article is interesting and feels a little more like a "create your own monster" for D&D or mutant for Gamma World.  The rolls on the charts are d% and not d66.  On the plus side it would also work for something like Gamma World or Star Frontiers.

I do find it entertaining that the art for this article features what can only be described as "Dralasites."

Jeff Swycaffer is next with Plotting a Course for Choosy Players. This takes out some of the randomnesses of character generation by adding a Point-Buy system.  It looks like it could work well enough and I am sure something similar was added to future versions of Traveller. Point-Buy systems were all the rage in the 1990s.

Paul Montgomery Crabaugh is up with a few articles. First is New Ideas for Old Ships. The art and the article give this a full "Used Cars" feel to these ships, but to be honest this feels right.  Characters just completing their terms of service are not going out to buy a brand new Porsche 911 with the heated leather seats, heads-up display, and personal wifi.  No, they are getting an 11-year-old Honda Civic with all after-market parts and a rattle that no one can figure out.

Next, he gives us In Defense of Computers and tackles the two biggest issues people had with computers then; they are too expensive and do too little. First I never felt the computers in Traveller were too expensive, at least not for what they are supposed to do on a Starship.  I do agree they do too little by today's standards. But anymore I of the frame of mind there are computers in Traveller and there are Computers. 

Crabaugh delivers two shorter articles. The first is Planet Parameters which details various features, mostly gravity, of an alien world.  It works...for the game, but actual stellar data is wildly different.  I think we are fine with the size, G, Vesc, and Mass columns, but the P (rotational period) we know can vary wildly.  Earth and Venus are roughly the same size (say Size 8 and 7 respectively). Earth's rotational period is 23 hours, 56 minutes, or one day.  Venus has a P of 116 days, 18 hours. Mars, a Size 4 or 5 planet has a P (day) of 24 hours, 37 minutes.   Jupiter, which is off this scale, has an M of 317 (the chart goes to 2.4) and a P of 10.  In his defense, he does say that rotational periods can be slowed due to gravity.  The Earth's is slowed by our relatively large moon, Venus by the Sun and Mars none really at all. 

Next, he deals with Masers, or microwave band lasers (and points out the lasers are really visible light masers, but hey).  

Lastly, we get an article from none other than Marc Miller. The Miller Milk Bottle is, I think, an attempt to be the Towel of Hitchhikers Guide to the Galaxy for Traveller.  Half a page on how useful the mundane milk bottle is.

The Jon Mattson Articles

Over the next several months we get a number of articles from Jon Mattson.  These are also usually longer articles and add more details to your Traveller game.

Filling in Skills from Dragon #55 does exactly that. This one details a "learning by doing" system of skill improvement. I never got to play enough games to know what my character would have done long-term. So I have no practical experience here. 

Moving on to February of 1982 in Dragon #58 we have Anything But Human, another attempt at creating aliens for Traveller.  Again this one is heavy on the d% rolls. 

Later that year in August we get Robots in Dragon #64, with some nice Larry Elmore art showing us where the VR-X9-4-M2 Galactic Probe, Government Issue Robot was made.  Like the Alien article above it has a lot of random tables.  Also it could be used with Star Frontiers if you wanted to. 

The Luna Series

In the early to mid 80s Dragon's Ares Section, which was devoted to Sci-fi, ran a series of articles on Luna, the Moon, and how it fit into various science fiction games.  I thought it was a great series and I loved reading all the different takes on it.  It had a side effect on my developing the moons of my D&D worlds in more detail.  But today we are looking at Dragon #87 and Luna: A Traveller's Guide by the first Traveller himself Marc Miller.   Note this article was copyrighted 1984 by GDW, so I imagine this is as close to official as it could get.  It is a library computer readout of Luna and it's place in the Imperium and to Terra. 

The Later Years

Post-1984 Traveller and all sci-fi began to see subtle changes.  These would be complete by the late 1980s and early 90s when Sci-Fi became darker and more cyberpunk.  I enjoyed the change myself, but also at this time I was drifting away from sci-fi and fantasy and more into dark fantasy and horror.

A sign of the times could be seen in Igor Greenwalds' Rogues of the Galaxy in Dragon #97 (May 1985).  Called a character "class" these are essentially characters who came up via organized crime instead of military, merchant, or other services.  It also features art from Jim Holloway, so maybe a sign of MegaTravller to come?

Rogues. Yes I cut this out of a Dragon magazine.

We get more Jim Holloway art in September of the same year (Dragon #101) with The Stellar Diocese from Michael Brown.  I know as a D&D player I talked about my Traveller Envy before. But I am getting some serious "D&D Envy" from the Traveller fans here.  Or...maybe these are the articles that Dragon printed since they knew they might appeal to D&D fans.

High Tech and Beyond from James Collins in Dragon #108 discuss some issues that were brought up all the way back to The Dragon #20 and that is that a lot of sci-fi media is much higher tech than the TL 16 depicted in Traveller. This article introduced some things that we take for granted in scifi like planet-destroying weapons, antimatter and transporters.

Michael Brown is back in Dragon #109 with The Double-Helix Connection or Mutants in Traveller.  Gamma World Envy? 

Put on "Bad Boys" because Terrence R. McInnes gives us Star Cops! in Dragon #113.  This article is also one of the reasons why I don't have a Dragon CD-ROM for issues past 250.  This article is copyrighted by McInnes, so likely there were never any second-run or reprintings allowed.   Anyway, this article deals with character creation for police forces. It actually looks rather fun.  This one also cites an earlier article from The Journal of the Travellers' Aid Society #14.  That is an entire universe left unexplored at present by me!

So we have done Gamma World and D&D with Traveller, why not Top Secret?  John Dunkelberg, Jr. has Space-Age Espionage in Dragon #120.  This is presented as a new career (not class) for Traveller characters.  The article is in-depth and in my very untrained eye, it looks like it could work out well.  Interestingly enough the following article is from Douglas Niles about the new Top Secret game.  

This is also the last article in Dragon about Traveller until Dragon #270 (April 2000) and even then it is only to convert it to Alternity. 

1987 is my personal cut-off date for Classic Traveller.  I am sure others share that, but 87 was also the year I went to University and my tastes moved from Sci-fi to Horror.  I still LOVED Star Trek and that was the bulk of my sci-fi roleplaying.  These last two weeks have given me so much Traveller information that I honestly could stop right here and be very happy.  But I have to admit there is Traveller 2300, MegaTraveller, T5, T20, and more out there I need to learn about and figure out. 

The Future is Now

This is going to be a fun trip.

Review: Traveller Alien Modules (1984 - 1987), Part 2

The Other Side -

Alien Module 4 - ZhodaniYesterday I covered the first three Alien Modules for Traveller.  The three I was most familiar with.

For Part 2, I want to cover the next five.

Alien Module 4 - Zhodani

PDF. 52 pages, color cover, black and white interior art.

Ok, I have heard of this one, it just, at the time, didn't grab my attention as much as the first three.  The Zhodani are a race of psionic humans that established themselves on their homeworld about 300,000 years ago.  That is the same time period as the Vargr. No idea if there is a connection yet.

This Module is much like the first three save there is no comparative anatomy section.  The psychology is expanded and the character creation section is altered from the Traveller standard to deal with a race of psionic humans.  

There is a small section on the Zhodani "Thought Police" that I thought could have been larger, given their role in Zhodani society.  Still though, an interesting take on an "Alien" for Traveller.

Alien Module 5 - DroyneAlien Module 5 - Droyne

PDF. 52 pages, color cover, black and white interior art.

We are getting into very unfamiliar territory for me. The Droyne are an ancient race that had Jump Drive technology long before (at least 50,000 years before) the other major races.  Though they tend to placid lives on pastoral planets.  They don't seem to have the desire to get out to other worlds like the races covered so far. 

They are a smaller race, standing under a meter tall, reptile/bird-like, with small wings.  The original homeworld of the Droyne is believed to have been a low gravity one to allow their relatively small wings to work.  Droyne are divided into six main castes and this affects their psychology and their physiology.  In one example the Droyne have three genders and all three are needed to gestate a clutch of fertilized eggs.  Certain genders belong to certain castes and rarely are there exceptions. Droyne can also be high psionic.

There are the typical sections on worlds, there is no longer a Droyne "homeworld", starships and service.  This includes a character creation section that also differs from Traveller standard to cover the unique qualities of the Droyne species. 

The biggest "Feature" to alien is where did they come from? How did they develop jump drive technology and why are they not spread out over known space more given their 50,000 year head start?

I can see where playing a Droyne character would be an interesting challenge.

Alien Module 6 - Solomani

PDF. 52 pages, color cover, black and white interior art.

This "alien" species has a familiar name and a familiar look.  The Solomani are space-adapted humans. Maybe "space-adopted" humans is a better term.  Like the Vargr and the Zhodani, the Solomani were from Terran stock, human in the case of the Zhodani and Solomani. While the Zhodani (and other humans) developed on other worlds, the Solomani or Terrans stayed on Earth and then went out to the stars on their own.   

This book has much more history and background details than all the other Alien Modules.  It also gives us some starting insight to the various other human races in the galaxy (45 total according to the internet).  There is also quite a lot on the Solomani Rim Sector of space.

Like the other Alien Modules, this covers some new character creation details, but is not too different than the Traveller standard which assumed human. 

We end with an adventure about a lost colony and the deaths of thousands.

Alien Module 7 - HiverAlien Module 7 - Hiver

PDF. 52 pages, color cover, black and white interior art.

Back to another very alien species and one I knew nothing about till I bought this.

Where the other books typically opened with a comparative anatomy/physiology this one opens with just an overview of the hiver physiology as there are no reference points for comparison. 

They are called Hivers due to their hive-looking cities, but they are not really hive-mind creatures (say like bees), they are cooperative and work together well but respect the individual (otherwise we could not have characteristics of them). 

This book follows the outline of the other Alien Modules, with details on the Hiver's homeworlds, their government, and technology.  Likewise, there is detail about their starships and the world they inhabit.

As expected there is a bit more on their psychology as a completely alien species.  The rules for character creation are present for both "Basic" Traveller (LBB and such) and "Advanced" (High Guard, Mercenary, and beyond).  Special attention is given to their unique physical and psychological differences.

HiversThere is an adventure included at the end to introduce these aliens to players.

Alien Module 8 - DarriansAlien Module 8 - Darrians

PDF. 50 pages, color cover, black and white interior art.

Our last Alien Module of the Classic Traveller series and one of the last books before the big edition change.  The Darrians are of human-ish decent and would be a minor player in the game of Galatic politics save for two reasons. While the majority of the Imperium is TL15 (tech level) the Darrians are TL 16 and have been for a long time.  Also they have the knowledge of the "Star Trigger" essentially a weapon that causes a star to go supernova.  

For a major power player the Darrians only occupy a small subsector of space. So this make talking about their history into space shorter.  This Alien Module covers all the same basics as the previous ones. Again, as expected, since the Darrians (more on that) are from human stock seeded by the Ancients 300,000 years ago there is no comparative anatomy or physiology presented.

"Darrian" can mean many things, a gentic Darrian are the ones that were seeded 300k years ago and evolved on their own in their sector of space. It can also mean someone living in the Darrian Confederecy.  It can be anyone that is a citizen of the Darrian Confedercy. These details are explored more in the History and has an effect on Basic and Advnaced character creations.  Darrians are golden skinned, tall but slight of build and have pointed ears.  If you are thinking "Space Elves" then I am right there with you.

Darrians can be fairly described as the academics of the Imperium.  A "Darrian vacation" is going to the library. Or something in the pursuit of knowledge.  I kinda like these guys. 

We get the usual background information on their history, technology, starships, worlds, society and government. 

There is also an adventure, "The Secret of the Star Trigger", included at the end. 

--

So. For SciFi month this ends my little jaunt into Classic Traveller.  By my estimation there are over 300 Classic Traveller related products out there.  That is not counting anything published using the Cepheus Deluxe rules or the Mongoose rules.  I know in two weeks all I have done is (barely) scratch the surface.  I could spend the rest of this year talking about Traveller to exclusion of all other topics and still not get to everything.

While I might be done with Classic Traveller (for now) I am not done with Traveller AT ALL.  I have a couple of other posts coming up and then I want to get into the Traveller2300 vs MegaTraveller fray.

Review: Traveller Alien Modules (1984 - 1987), Part 1

The Other Side -

Alien Module 1 AslanBefore I get into the next phase of Traveller evolution I thought it behooves me to spend some time with the major Alien races we encounter in Traveller.  Indeed, it was the aliens and the ads for the first three books in Dragon Magazine that made me want to go back and check out Traveller some more.

All of these are available via DriveThruRPG and Far Future Enterprises.

Alien Module 1 - Aslan

PDF. 44 pages, color cover, black and white interior art. 

While not the first Traveller alien I encountered, this is the first module or data file for the various aliens Traveller has to offer.  This one seemed like a no-brainer to me at the time.  I had read Joan D. Vinge's "psion" earlier that year and between the Caitian and Kzinti (introduced to me by Star Trek) I was primed to want a Cat-like race in space. 

The book covers the basics. Aslan physiognomy, which includes some evolutionary details and how it plays into their current civilization. Their political structure (or almost lack thereof) is also discussed. While the Aslan (named such by the first human explorers to make first contact) are described as proud warrior race, they are not really a unified one. 

We are given a bit of their history and their forays into space and their encounters with the Imperium. We get a bit on their psychology, which includes the territorial nature of the males (explained the loose confederacy) and their ritual duels.  

The next large section is Aslan character creation. This covers the basic character creation going back to the 3 LBBs and "Expanded" character creation for other types of characters. 

We are also given background on the Aslan homeworld, worlds within the Imperium, and a bit on starship design.  There is even some detail on the Aslan language, at least in terms of names.

For 44 pages it is pretty well packed.  There is not a lot of "fluff" here, mostly all "crunch."  So no fiction from the point of view of an Aslan mercenary or a human living on an Aslan world.  Just the basics and enough to get you going on to your own adventures. Honestly, it is all you need. 

This was the Alien Module I wanted the most back in the day.  Researching it now I see that a lot of people did what I was going to do with it; mix in liberal amounts of Kzinti and some Caitian as well.  Plus I was going to have psionic ability be a bit stronger in Aslan women. A nod to a lot of the scifi I was reading at the time.  I also noticed just as many people complaining about others doing exactly what I wanted and described!  Yes, the Aslan are fine just as they are but I also like my ideas too.  Thankfully this book lets me do all of that.

Alien Module 2 - K'kreeAlien Module 2 - K'kree

PDF. 44 pages, color cover, black and white interior art. 

These aliens were very alien to me.  While I could relate to the Aslan and the Vargr, these centaur-like aliens were very different and thus pushed a lot lower on my "wish list."  I don't even think I had read any of this book until I picked up the PDF ten years ago.

This book is set up much the same as the Aslan book and the future books in the line. I found the bits on K'kree psychology most interesting. As herbivores, they tend to be peaceful (ETA unless you are a meat eater). This combined with the race's inherent claustrophobia goes to explain that while they had Jump technology they had not expanded as fast as other races.  

We do get the sections on history, politics and governments, space travel and starship design, and the language section on creating K'kree names. There is a section on character creation as well.

This Alien Module also gives a few pages on adventures with or about the K'kree.  So a little bit more background here than on the Aslan, but I think needed since this species is so different.

Reading this 10 years ago I was not overly impressed I think.  Today I am of a completely different mind and would like to see these guys used more.

Alien Module 3 - VargrAlien Module 3 - Vargr

PDF. 50 pages, color cover, black and white interior art. 

While I knew about the Vargr, they were the big three alien races GDW was advertising back in the day, my first *real* interaction with them was way back in the early 2010s when I was looking for new ideas for Ghosts of Albion adventures.  I stumbled on one from White Dwarf #62, "An Alien Werewolf in London" about a Vargr in Victorian London.  It was an odd adventure, but I gave it go for Ghosts and always wanted to try it again with Doctor Who Adventures in Time and Space. 

This book is a bit larger than the previous two, largely because there is a lot you can do with these guys.  Also they are the most fun in terms of history.

Vargr look like Terran wolves because generally speaking that is what they are.  They were transplanted from Terra (Earth) to their homeworld by the Ancients over 300,000 years ago.  Now 300k years is not enough to evolve any stock into something like the Vargr so they had been artificially engineered for intelligence and survivability.  They share a number of physical characteristics of both humans and canine stock but have some minor differences as well.  They still have the psychology of pack hunters following a charismatic leader and working in small, but somewhat unstable, groups.  Pack membership can change and leaders can be followed or discarded at any time.  This has had two effects on the Vargr. One their history is a confusing affair with no one narrative of what happened.  Most of their 300,000-year history is largely unknown to them.  Also it leaves them with no central government nor even any type of government that could be considered "typically Vargr."   See why these aliens can be fun!

We get the now usual sections on character creation along with a brief language update for names. Some basics on the Vargr worlds and space travel.  

We also get a section called "Gvurrdon's Story" which is given to us from the point of view of a Vargr.

This makes up the "Big Three" in my mind.  I know more were introduced soon after (and I will get to them) but these are the ones I associate the most with Traveller.

Review: Traveller Starter Edition (1983)

The Other Side -

Traveller Starter EditionIf there was a "Golden Year" of classic RPGs then I am willing to put my nomination in for 1983.

By now what I considered to be the "Big 3" were well established; AD&D/D&D, Call of Cthulhu, and Traveller.  Indeed there were even alternatives to these that were very good games in their own right; Runequest, Chill, and Star Frontiers respectively. While Edition and System Wars have always been with us, it was a great time to be a gamer.  

1983 also gave us a "new" version of Traveller.  Well, not really new at all, but certainly reorganized and edited again.   To keep up my analogy of Classic Traveller = Original D&D and The Traveller Book = Holmes Basic D&D (although with the inclusion of The Traveller Adventure a better one is Moldvay Basic/Cook & Marsh Expert D&D) then the 1983 Traveller Starter Edition is Mentzer BECMI D&D.

The Traveller Starter Edition was the version I saw the most in the pages of Dragon Magazine.  No surprise.  My prime Dragon reading years were 1982 to roughly 1991 and then not again until the 2000s.  Until Mega Traveller came onto the scene this was the Traveller book that GDW was pushing.  Easy to see why.  The cover of the Traveller Book, despite how much I love it, was always more "sci-fi novel" cover.  The new cover?  That's Star Wars meets Dune meets Battlestar Galactica.  This was a cinematic cover, even if the rules were the same.   I could not tell then, and in fact it was only today I noticed, but that ship looks like the Azhanti High Lightning from below.  Or maybe it isn't.  Either way that cover says Space Adventure.  The Traveller Book says "Space is Dangerous and I got bills to pay!" to me.  Both are perfect.

Traveller Starter Edition (1983)

For this review, I am considering the PDF I bought from DriveThruRPG split into three separate files.  The front cover and the back cover of the original book are not preserved here. 

Book 1: Core Rules

This PDF is 68 pages and features black & white interior art with black & white covers with red accents.  They look very much like the classic Traveller covers. 

This book features all the rules from the Classic Traveller system.  It is largely the Traveller Book but reorganized and edited for clarity.  Some sections read a little differently, but for the most part, it felt the same.  There is some new art here, but a lot of art from previous editions remains. The new art is, as expected, better and gives more detail. The red accents to some of the art have been removed.  Character creation reads faster, but it could also be that I have read this section many times now in one form or one book or another that I am "getting it."  

A trained or expert eye could spot the rule differences, but that is not me.  This largely feels the same.  This is not a bad thing mind you.  The difference feels the same as that between Moldvay Basic and BECMI Basic.  Two books for the same game are designed to do the same thing only in slightly different ways.

Book 2: Charts and Tables

This 28-page PDF covers all the charts and tables. References to the charts are in Book 1. 

Book 3: Adventures

This is a 23-page PDF with two adventures; Mission on Mithril (from Double Adventure 2) and Shadows (Double Adventure 1). 

Thoughts

When it comes to learning how to play Classic Traveller then either this version or the Traveller Book would be fine since they cover the same ground.  The analogy of The Traveller Book = B/X D&D and Traveller Starter Set = BECMI D&D extends here.  The trade dress of all future Traveller books will follow the Start Set design.  This will hold until Mega Traveller and 2300 later in 1987.

Which one should YOU buy?  That is entirely up to you.  The Traveller Book has the advantage of also being out in POD format and this one does not.  But this version is a little more friendly to newcomers.


Jonstown Jottings #60: The Six Paths

Reviews from R'lyeh -

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

—oOo—

What is it?
The Six Paths is a supplement for use with RuneQuest: Roleplaying in Glorantha which describes and discusses the six main Heortling genders and their roles in society and the cults of Heler, Nandan, and Vinga.

Notes are provided to enable the content to be used with QuestWorlds (HeroQuest).

It is a twenty-nine page, full colour 4.89 MB PDF.

The layout is tidy and the artwork excellent.

Where is it set?The content of The Six Paths is set primarily wherever Heortlings may be found.
Who do you play?
The content of The Six Paths is intended is designed to be used with the multiple genders and sexes recognised by Heortling culture and members of the Heler, Nandan, and Vinga cults.
What do you need?
The Six Paths requires RuneQuest: Roleplaying in Glorantha  and The Book of Red Magic.
What do you get?The Six Paths explores how Heortling society recognises and accepts four sexes—female, male, neuter, and both, and at least six genders—female, male, vingan, nandan, helering, and none. It presents the myth of how Orlanth came to recognise these and explores the stereotypical identities and roles associated with them. For example, a vingan uses the female pronouns, keeps her hair short and dyed red, wears trews and skirt with tunic and arm rings, has the personality traits of passionate, violent, and proud, and is associated with the tasks of ploughing, carpentry, hunting, and smithing. Whereas a helering uses both male and female pronouns and neither, keeps their beard long or is cleanshaven, wears a skirt, and is adaptable, mercurial, and changeable. There are no specific tasks associated with helerings as they can turn their hands to anything. Whilst the patron gods are given for each of the genders, for example, Vinga for vingans and Heler for helerings, they do not necessarily join their actual cults, but their cults are given in The Six Paths (in which case, their worshippers are Vingans and Helerings.) As stereotypes, these are essentially the baseline to work from rather than play to.

Three cults—not presented so far for RuneQuest: Roleplaying in Glorantha—are detailed in The Six Paths. These are Heler the Rainmaker, Nandan the Housekeeper, and Vinga the Defender Storm. These are fully written up in the same format as in RuneQuest: Roleplaying in Glorantha including mythos and history, the cult’s beliefs on life after death, likes and dislikes, organisation, centre of power and holy places, and much more. Details are also provided for using the three cults in QuestWorlds (HeroQuest). Each cult is fully playable, adding interesting options in terms of character types, whether that is as a fierce follower of Ereltharol, the  Black Ram, Heler’s brutal warrior child; a loyal Nandan housekeeper; or a fierce Vingan warrior. All three cults come with nicely done associated myths which context to each cult. The Vinga cult details also adds the Weather Lore skill.

In addition to four new spells listed in the appendix—Change Sex, Impregnate, Summon Cloud Spirit, and Summon NephelaeThe Six Paths presents six sample characters which the variety of genders and sexes to be found in Heortling society. They include Leikan, a vingan Initiate of Yelmalio, Frithorf, a neuter Initiate of Orlanth and assistant shaman with their gloriously blue dyed hair and beard, and Esarios, a helering initiate of Humakt. All six do showcase the range of possibilities that the mix of genders and sexes in Heortling society encourages, and they can be easily used as NPCs or sample Player Characters.
There is a wealth of detail and a great deal to like in The Six Paths. The cults are particularly well done, and the supplement in general is very written and full of flavour and detail that is easy to bring into a campaign. 

However, The Six Paths is not without its potential controversaries. Obviously, there is its subject matter, but there are difficulties with its language too. The former is less of an issue because the fluidity of both gender and sex written already written into the background of Glorantha and RuneQuest: Roleplaying in Glorantha, but not every player or Game Master will necessarily want to deal with or address this subject matter within their game. In which case, their game will fall under the caveat that ‘Your Glorantha Will Vary’, and so The Six Paths will not be for them. Nevertheless, the language is problematic with the title of the spell, Impregnate, which carries with it the implication, if not of force necessarily, then of a masculine act rather than the feminine act of conception and its association with Ernalda, thereby negating her role and purview. The spell Change Sex also has its own issues, not least of which is that its use feels arbitrary rather than something special which might be achieved through a lengthy and purposeful hero quest rather than just having a spell cast. The power of both spells is implied by the number of Rune points which need to be expended to cast them—three in either case, but both spells feel underwritten in comparison to the two other spells listed alongside them in the appendix.

When it comes to answering the question, “Are vingans and nandai transgender?”, the phrasing in The Six Paths is potentially much more contentious. Its answer is that, “It would be easy to assume that vingans are trans men, and nandani are trans women. However, as gender and sex are separated in Heort’s Laws, there would be no reason for this to be the case. The Heortlings are perfectly capable of understanding someone who was born in a male body, but with a female gender identity. This means that vingans and nandani are a separate gender identity, seen as possessing different societal roles.” Now whilst vingans and nandai have the benefit of growing up in Heort society which accepts them as equals, by suggesting that vingans and nandai are not transgender (or might not be), The Six Paths is excluding the fact that they could be and in doing so excluding those who are. In effect, denying transgender players the characters and role models within the setting of Glorantha with which they can self-identify. This may not have been the authors’ intention and it may not be the case for every individual who identifies as or is transgender, but there is very much scope here for others of the transgender community to feel excluded.

Is it worth your time?YesThe Six Paths is an excellent exploration of gender, sex, and associated cults and spells for RuneQuest: Roleplaying in Glorantha, but some of its language may not be considered approriate.NoThe Six Paths is an exploration of a subject matter which not everyone is comfortable with as well as some of the language and terminology used in the supplement being contentious for others. MaybeThe Six Paths is a potentially excellent exploration of gender, sex, and associated cults and spells for RuneQuest: Roleplaying in Glorantha, but arguably, its use of language and terminology may not be as inclusive as the authors intended. Address that and it becoms a much less difficult supplement.

Jonstown Jottings #59: Lost in the Dark

Reviews from R'lyeh -

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

—oOo—

What is it?
Lost in the Dark is a scenario and supplement for use with RuneQuest: Roleplaying in Glorantha in which the adventurers are tormented by a mischievous Darkness spirit and literally get lost in the dark.

It is an eleven page, full colour 27.46 MB PDF.

The layout is scrappy and the scenario requires development and editing, but the artwork is engaging and the cover excellent.

Where is it set?
The sidetrek in Lost in the Dark is specifically set along in the Nymie Valley on the route between Apple Lane and Clearwine Fort. It could easily be set elsewhere.

Who do you play?Any type of Player Character could play through Lost in the Dark, although a shaman or assistant shaman may be useful. Uz will have a specific advantage when encountering the Lost in the Dark spirit and are not suitable for the side trek adventure seed given in Lost in the Dark. The Player Characters do require a reason to be travelling from Apple Lane to Clearwine Fort, especially at night.
What do you need?
Lost in the Dark requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the region around Apple Lane. The RuneQuest: Glorantha Bestiary will be useful for details of some of the encounters.

What do you get?
Lost in the Dark plays on the Orlanthi fear of the dark instilled in him in ages past in the Greater Darkness. Whilst travelling at night, the Player Characters unknowingly encounter a Lost in the Dark, a darkness spirit who delights in playing tricks on travellers, making it difficult for them to navigate their way by dimming both torches and the stars in the skydome, and forcing them to become lost. Mischievous rather than malicious, the Lost in the Dark literally forces the Player Characters into a series of side treks from dusk to dawn.

Full stats are provided for the Lost in the Dark, a child of Dehore, although no description is given. There are two illustrations, so the Game Master can choose from either. Notably, the Lost in the Dark is chased away when Yelm ascends out of the Underwrold at dawn, so the Player Characters will not be plagued by it longer than one night, and it can be negotiated with if it is spotted or sensed. Unless a Player Character has Spirit Sense, this is understandably difficult.
 The adventure seed in Lost in the Dark sees the Player Characters start the day-long journey from Apple Lane south to Clearwine Fort—and do so at night. The Game Master is expected to provide a reason for the Player Characters to do this, but given the fear that Orlanthi have of travelling at night, this is an issue. It really, really has to be a good reason, and Lost in the Dark really, really should have included some suggestions, especially how specific it is in terms of setting. Lost in the Dark also includes rules for ‘Navigating in the Dark’ which are workable enough, along with a fully worked out example. The adventure seed itself is supported with a number of encounter suggestions. Like the adventure seed itself, these can easily be extracted from Lost in the Dark and run elsewhere, although the Game Master will need to provide any stats necessary and may want to develop them a little further to fit into her campaign. The best use of Lost in the Dark is as an interlude between longer scenarios. Its brevity makes it easy to prepare and run, but for some players, the mischievous and hidden in the dark nature of the encounter could be an exercise in frustration.

Is it worth your time?YesLost in the Dark presents an easy to run interlude that can be adapted to elsewhere, but which requires some development input upon the part of the Game Master.NoLost in the Dark presents an annoying encounter with a mischievous spirit at a time when the Player Characters know better than to be out and which the Game Master really has to provide a reason to explain that. Plus the campaign may not be set in the lands of the Colymar Tribe.MaybeLost in the Dark presents an an annoying encounter with a mischievous spirit at a time when the Player Characters know better than to be out and which the Game Master really has to provide a reason to explain that.

Superbly Subterranean

Reviews from R'lyeh -

Book of the Underworld is a sourcebook for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. It is a guide to the realms below the Dragon Empire. Not the dungeons, but further below, in the realms known as the Underworld, riddled with twisting tunnels and networks of caverns; home to lost seas, lost races, and lost gods; rife with dark secrets and darker kingdoms; and below that? Here can be found the Gnomish school of wizardry, the Arcane Academy in the Burrowdeep Warrens where the graduates swear to never reveal its location upon pain of a curse that changes from graduation year to graduation year and where all sorts of magic is studied away from the eye of the Archmage—even necromancy! Forge, the Dwarven City of Memorials to the lost ancient civilisation of Underhome which stretched across the Underworld and which the Dwarven King still claims as his—along with much of the Underworld. Drowfort, a magnificently dark fortress sphere suspended by webs amidst a circular cavern, where factions of the Drow dedicated to the Elf Queen, She Who Spins, and both without ever revealing their allegiances co-operate to impose martial law on the Underworld. The Caverns of Lost Time in the Hollow Realm where whole regions of both the Overworld of the Dragon Empire and the Underworld, as well those of previous and lost Ages have been swallowed and preserved. Below that, glimpses of Underkrakens might be caught, seas of chaos writhe and surge, gods repose in their great catacombs, and something stranger still might be found—possibly the great architect of the Living Dungeons which burrow up the Underworld to the Overworld… And he has a beard, wears glasses and Hawaiian shirts, and speaks with a Midwestern accent, that would not be the strangest thing in Book of the Underworld.

The Book of the Underworld is a slim volume of ideas, places, monsters, advice, lists of thirteen things, and more, all designed to take a Game Master’s campaign even deeper underground. It is by no means a definitive guide to the Underworld, but it contains more than enough content and ideas to fuel multiple campaigns. Some locations its fleshes out in detail, such as Forge, Dwarven City of Memorials with its multiple districts and NPCs, or Web City, the stalactite city home to two cults—the Cult of She Who Spins in Darkness and the Cult of He Who Weaves With Joy—and innumerable spiders and drow, a fantasy ’noir setting strung across the ceiling of a great cavern, whereas locations such as the Dark Temples where the darkest of gods hide from the light and the Salt Mines of the Manticore, a sprawling salt mine used in ages past as a prison with one entrance pit in manticores were free to feed on the salty inmates, get just a paragraph or two. Whilst the former are more ready to play and easier for the Game Master to bring to the table, the other locations are more ready for her input and development of her own ideas and content.

The Book of the Underworld does require access to a number of supplements for 13th Age. In addition to the core rulebook, the Game Master will need the 13th Age Bestiary, 13th Age Bestiary 2, and 13 True Ways, whilst 13th Age Glorantha, Book of Ages, Book of Demons, and others will all be useful. It divides the Underworld into three layers. These are in descending order of depth, the Underland, the Hollow Realm, and the Deeps, which correspond roughly to the three tiers of play in 13th Age—Adventurer, Champion, and Epic. As with other supplements for 13th Age, it ties in the thirteen Icons and their relationships with the Underworld, which of course can be used to spur the Player Characters into descending below either on their behalf or to stop their plans. It throws in too, several fallen, vanished, and refused Icons, such as the Explorer from the Book of Ages or the Gold King—a former Dwarf King turned undead from 13th Age Bestiary 2. It introduces the Calling, the alien desire which subverts an existing icon relationship and compels an adventurer to travel further into the Underworld…

The supplement also discusses the roles which the underworld can take in a campaign, from a source of evil or monsters to a realm which is either hidden, prosaic, or weird, if not a mixture of all three, as well as using as the setting for a quick delve or a longer sojourn across an entire tier of play. Rather than suggesting that the Game Master map out each and every tunnel or cavern, it gives guidelines on how to use travel montages and include the players’ input and descriptions to detail and enhance the various locations their characters come across to make it interesting and involving, but shies away from focusing upon the day-to-day tracking of resources such as food, water, and sources of light. It adds a few treasures, such as the Drow Poesy, made of flowers plucked from Hell and the Bezoar of the Caves, former magical items belonging to adventurers chewed up and spat out by carnivorous caves, as well as numerous new monsters, but the latter tend to be specific to their locations.

The two races to receive the most attention in Book of the Underworld are the Dwarves and the Drow. Both are well handled and nuanced, but the interpretations of the Drow are the more interesting, if only because they are not portrayed as the out and out villains they often are in other settings, but rather accorded multiple interpretations which the Game Master can pick and choose from. Also known as the Silver Folk, they are primarily divided between those loyal to the Elf Queen and those loyal to the Cult of She Who Spins in Darkness. The realm of the Silverfolk lies below and extends beyond the Queen’s Wood. Numerous options for obtaining access are given, such as via ancient fairy mounds or sigils spun by spiders, and the Silver Folk might be divided into family clans of extreme specialists, whether that is of duellists, torturers, mushroom farmers, spider herders, artists who paint living portraits, and more; operate as the Elf Queen’s secret police; be exiles from the Queen’s Wood above; or reside in cavern dens as drug-addled fiends and hedonists, or laboratories where alchemy is practised as an art. The other Drow locations detailed in the Book of the Underworld, Drowfort and Web City, are located below in the Hollow Realm and are likewise accorded options of their own from which the Game Master can choose—as with much of the supplement.

Elsewhere, the Book of the Underworld provides lists of ways to get into the Underworld—including via the Abyss for Player Characters who want to make their delvings all the more challenging and for the Game Master who wants to make use of the Book of Demons, an explanation of how druidic earthworks work—above and below ground, the Grand Dismal Swamp—complete with Troglodytes and Fungaloid monsters, and not one, but four kingdoms of the Mechanical Sun! There really is a lot for the Game Master to play with in the pages of the Book of the Underworld. Plus it need not be just for 13th Age. The ideas and settings in this supplement would work equally as well in a lot of other fantasy roleplaying games too.

Physically, the Book of the Underworld is well written, but not always well illustrated as the artwork varies widely. It presents a wealth of ideas and options as well as particular locations, some already developed, others awaiting development upon the part of the Game Master, that she can bring to her campaign. Or indeed, actually turn into a campaign! The Book of the Underworld literally adds depth to 13th Age and content that a Game Master can mine for scenario after scenario and campaign after campaign.

Module G2 – The Glacial Rift of the Frost Giant Jarl

D&D Chronologically -

US, UK, Australian prints What’s New?
  • Huh, anyone familiar with painting 5E minis? Well one treasure item in this module is Nolzur’s Marvellous Pigments! As far as I can tell, this is their first appearance and their description wouldn’t even be explained until the DM’s Guide came out much later
  • It has dragons! (G1 didn’t, so it’s a first for a TSR module)
Art
  • Cover by Tramp this time
  • I like how, as with G1, the back cover shows an aerial perspective very closely matching the first map, in this case the rift, so if the DM has this propped up, the players can see where they are
  • very nice image in the middle by DCS III
  • there are 4 more incidental pictures, 2 by Tramp (including a pretty cool Remorhaz) and 2 by DCS III
  • as with G1, the Australian module has a different back cover (the 3rd outer cover panel from G3!)
General
  • This is more like a typical dungeon crawl module – lots of caverns with encounters in each
  • Likewise, the wandering monsters aren’t anything special – just random monsters appropriate to the climate
  • Notes for the DM is almost word for word the same as G1
  • There’s an odd comment on a room with snow leopards. The party is surprised on a 1-3 and completely surprised on 4-6. What’s the difference?
  • White Dragons!
  • There’s a heck of a lot of treasure in these modules – definitely need some mules to carry it all out
  • And again, it’s very hacky slashy – lots of caverns with lots of giants/monsters and that’s about it
  • I think the Jarl’s trophy hall win’s the prize for one of the most extensive lists of treasure/random crap – eg a giant boar head, claws of an umber hulk, a giant lynx pelt, etc etc
Image Information

From left to right in all pictures, US 3rd print, UK print, Australian print.

Date Information – July 1978

Review & Retrospective: Traveller Board Games

The Other Side -

Azhanti High LightningI can't really talk about Traveller without mentioning my history with the game, or more to the point, my non-existent history with at least one aspect of the game.  The Traveller Boardgames.

I remember reading ads for Traveller in Dragon and White Dwarf Magazines and among the RPG books and very cool looking minis, there were the board games.   I remember reading about Azhanti High Lightning in particular. This was a board game and yet it could be used WITH the Traveller RPG. It even included material that could be added to your Traveller RPG OR played completely on its own.  Then imagine my surprise that this was not the only one.

Long-time readers will know this was the start of something I call my "Traveller Envy."  Even then in the early 80s, I was blown away by the amount of material for this game.  RPGs, Boardgames, starship minis.  It was enough to make a die-hard D&D player like me jealous.  Sure, I had Dungeon! but that is not quite the same is it? 

Sadly, and long-time readers know this too, I never got the chance to play any of them.  

Fast forward to, well, last week.  I picked up three of the board games from DriveThruRPG.  These are PDFs, but they are, as far as I can tell, complete.  They are PDFs though.  

I want to review them, but I really have no context for them save they are, to me, worth everything I paid.  Honestly just to see what they are all about was worth it even if I never get to play them.  

General Overview

I picked up three games, Imperium, Mayday, and Azhanti High Lightning.  All three share similarities. There is s set of printed rules that are easy to read.  There is a board game that really doubles as an awesome map.  And there are counters.  If anything is the weakest link here it is the counters.  I have, with other games, tried printing and gluing to cardstock (gotta wait for the ink to dry), but that is time-consuming.  I have been considering a completely futuristic plan.  I would use my HDMI projector to project down on a table and use 3D printed starships.  I have found a few online and I am 100% certain there are more.  It would be far more time-consuming than laser printing and gluing, but it would be 1000x so much cooler.  Thankfully the ships would not need to be huge so I could do a few at a time. I wouldn't even need to spend a lot of time painting them, just a solid color the same as the counter. 

Imperium (1977)Imperium (1977)

This PDF features a 16 page rulebook, 3 pages of rule summaries, a turn tracker, 7 pages of background on the Imperium which may or may not reflect the same history as Traveller*.  There are also 3 pages of color maps/boards, 2 pages of counters, and an additional page of a counter manifest that looks like a page from Excel. Missing is the d6.  Bet I can dig one up.

This is a game of interstellar war. It actually predates Traveller by a bit, but obviously has similar DNA.  While the original 1977 RPG lacked an explicit setting, this one involves the Imperium (natch) and the forces of Terra (Earth).  The phases in the players' turns can include buying equipment, moving, and attacking.

This was published the same year as Traveller and the ideas of the Imperium had not been added to the RPG yet, so there are differences between the events of this game and future Traveller products. 

My issue with this set is I have no idea how big the map needs to be.  I can assume it is some multiple of the box size, but this is not a big issue.

Mayday (1978)

This one seems to be more explicitly linked to Traveller and is in fact Game 1.  The Mayday in question is the infamous "mayday" of the Free Trader Beowulf.  This is a game of ship-to-ship combat.   It was part of GDW's Series 120 games.  These were designed to play in two-hours or less. 

The Mayday is presented as a single PDF. Thre are 15 pages of rules. 1 page of counters. And a counter manifest/inventory (Excel printout). A board/map of a space hex-grid, and a scan of the box cover.

In general, this scan feels much more useful than Imperium did.  I can get a blank hex grid like this from my favorite local game store and I can print out all the counters I need, as I need, or use the 3D printing idea I have. 

While this game is more explicitly linked to Traveller, I see it could be used for any sort of ship-to-ship combat. I could even try my MCRN Barkeith vs. the USS Protector.  Might take some work, but the Barkeith would be a lot easier to do in the Traveller universe. 

Azhanti High Lightning (1980)Azhanti High Lightning (1980)

This is where it all began for me. Well. At least my Traveller Envy began here.  This is Traveller Boardgame 3 and it is a companion to the S05 Supplement Lightning Class Cruiser.

This game is personal combat on a starship.  This PDF package includes 3 PDFs.  The first is the complete game of 118 pages. This includes 40 pages of rules which includes six different sorts of "Incidents" (read Scenarios).  The next section (40+ pages) of this PDF is S05 Supplement Lightning Class Cruiser.  So if you are looking for this supplement for Classic Traveller, then here it is. 

The next 16 or so pages include the counters and the deck plans for the Azhanti.   Again these counters are good, but I would like to use minis or something like that.

I have been told this game is a lot of fun.  I'll have to endeavor to get it all printed out into a playable shape.

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It is hard to give these a proper review since the only proper proof is playing them.  One day maybe, but for now I can honestly say my curiosity has been satisfied.  

Links

Imperium

Mayday

Azhanti High Lightning


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