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Original Roleplaying Concepts
PDF and softcover. 36 pages.
This covers the whole HYPERBOREA world. There is an overview map and then broken up into detailed segments. The softcover book is great, and the PDF does allow you to zoom in for more detail.
It is a good map, but you need the HYPERBOREA RPG to get the full use out of it.
PDF. 14 pages.
This is a great product. It is the 13 month, 28-day per month HYPERBOREAN calendar. It has the moon phases of the two moons, Phobos and Celene, and plenty of room to add your own details. While you need the RPG to use this for Hyperborea, it would work out well for a homebrew world if you liked.
Forgotten Fane of the Coiled Goddess
This is an old-school adventure for 4 to 6 characters of 5th to 7th level.
Lemuria. Ancient cults. Dinosaurs and demon apes. This adventure has everything. I kinda wish it could have been done for lower levels because it is a great introduction to sorts of adventures that HYPERBOREA should be the best at. While I originally grabbed this as a supplement to some other related adventures (and still might use it as such) it really, really feels at home in Hyperborea the most.
On that note it can be easily used in whatever OSR/Old-School system feels the most as home to your groups.
Plus it has a Dimetrodon in it. So I am already sold on it.
PDF and Hardcover. 308 pages. Color cover, black & white art with full-color art pages.
Chapter 10: Introduction Again, this is our introduction this time for the Game Master or Referee's point of view. What the Referee does for the game and more.
Chapter 11: Refereeing This get's into the Game Mastering process in detail. This covers grant experience for the characters and setting up the campaign.
Chapter 12: Bestiary Our monster section and truthfully one of my favorites. The expected ones are here, but there are also plenty of new ones. This covers roughly 130 pages. There are interesting new takes on some classic "D&D" monsters, plus many new ones like a bunch of new "lesser" and "sublunary" demons. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils.
Chapter 13: Treasure Covers treasure types and magical treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.
Chapter 14: Gazetteer. The lands are a pastiche of Howard, Vance, Lovecraft, and Smith. If these names mean anything to you, then you know or have an idea, of what you are going to get here. This section has been greatly expanded from the previous editions. Included here are the gods again and a little more on religion. Basically, you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists. So yeah, you know I am a fan.
Appendix A: Weather in Hyperborea. Likely more important here than, say, other game worlds. Weather in Hyperborea is dangerous.
Appendix B: Hazards of Hyperborea. There are horrible things waiting for you in Hyperborea and they are not all monsters or the weather.
Appendix C: Waterborne Expeditions. Covers waterborne adventures and combat.
Appendix D: Warefare and Siege. Your characters have built their strongholds. Now someone wants to know it down. Here are the rules.
Appendix E: OGL Statement. The OGL statement for this book.
Nearly every aspect of this game has seen expansion since the 2nd Edition; some sections more than others, but it is a great upgrade.
With the new 3rd Edition, we have some changes. First, the game is now simply called "HYPERBOREA" and not "Astonishing Swordsmen & Sorcerers of Hyperborea 3rd Edition." Secondly, the Player's Manual and the Referee's Manual are now separate books. Much like the 1st Edition was. Only this time, they are full hardcover books.
PDF and Hardcover. 324 pages. Color cover, black & white art with full color art pages.
For my review, I am going to be considering the hardcover from the Kickstarter and the PDFs from DriveThruRPG.
The book starts with the credits, acknowledgments, and dedication to John Eric Holmes, the author/editor of the "Holmes" Basic edition.
Chapter 1: Introduction this covers what this game is and what RPGs in general are. This is important and worth a read since it sets the stage for what sort of sub-genre this game covers, "swords, sorcery, and weird science-fantasy." The classics of Swords and Sorcery are covered here briefly and how they add to the feeling of this game. This is pure Howard, Lovecraft, and Smith.
Chapter 2: Character Generation covers character creation. This chapter is brief covering of what you can do with the five chapters. This also has a listing of the common "facts" known to every character. There is a section on leveling up.
Chapter 3: Statistics or the "rolling up characters" chapter. The six recognizable methods are presented here. The most common of course is Method III; roll 4d6 drop the lowest. We also have the same six attributes we have always had.
Each class has a "Fighting Ability" (FA) and a "Casting Ability" (CA) which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level. It's a great little shorthand and works great. So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3. Subclasses can and do vary.
AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.
Chapter 4: Classes We still have our Basic Four; Fighter, Magician, Cleric, and Theif. Each also gets a number of subclasses. Fighters get Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock. The Magician has Cryomancer, Illusionist, Necromancer, Pyromancer, and Witch. The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman. Finally, the Thief has the Assassin, Bard, Legerdemainist, Purloiner, and Scout.
Each subclass is very much like its parent classes with some changes. The classes look pretty well balanced.
Chapter 5: Background This covers all the things about the character that "happened" before they were characters.
Races are dealt with first. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man. No elves or dwarves here. Physique is also covered.
Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral.
Along with race, there are various languages the characters can learn/know. There are also gods here, an interesting mix of Greek, Lovecraftian, Norse, and Smith gods.
There are background skills and weapon skills. Though I misread "charcoaler" as "chocolatier," and now I want a character with this background.
Chapter 6: Equipment Or the "let's go shopping" chapter. If you missed the "to hit modifiers vs. armor types/AC" in AD&D then I have a treat for you. Weapons here are more detailed than they were in previous editions of HYPERBOREA; or at least more detailed than my memory of the older editions. Just checked, this one is much more detailed.
Chapter 7: Sorcery This is our spell chapter but it also covers alchemy. Spells are split up by character class. Spells are limit to 6th level since classes are all limited to 12 levels. Spell descriptions are all alphabetical. This covers about 75 pages.Chapter 8: Adventure. This chapter improves over the previous editions. It covers all sorts of adventure topics like hirelings and henchmen, climbing, doors, nonstandard actions, time and movement.
Chapter 9: Combat. All sorts of combat topics are covered. Critical hits, unarmed combat, mounted combat and more. Damage and madness are also covered. The madness section is small and not really designed to mimic the real world.
Appendix A: Name Generator. Pretty useful, really, to get the right feel of the game. Afterall "Bob the Barbarian" isn't going to cut it here.
Appendix B: Lordship and Strongholds. What each class and subclass gains as a Lord or Lady of their chosen strongholds. There is a great section on creating strongholds as well.
Appendix C: Cooperative Gaming. This covers how well to play in a group.
Appendix D: OGL Statement. This is our OGL statement.
These appendices (with the exception of D) are all new.
There is also a great index.
So I will admit I was unsure about backing the 3rd Edition of HYPERBOREA. I have the 1st and 2nd Editions and they have served me well over the last few years. This edition brings enough new material to the table that it really is the definitive version of the game.
The leatherette covers are really nice and I am happy I waited for it. Since the Player's and Ref's books are now separate, I could, if I wanted, pick up another Player's book.
The art is great. There are some reused pieces and still plenty of new ones. It uses the art well and helps set the tone of the game.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
It is getting cold here in Chicago, and that makes me want to pull out some Hyperborea. So I am going to be spending some time with the new Hyperborea this week. It is also Monstrous Monday, so let get a monster ready for that.
My wife and I watched the new Netflix movie "Troll" recently. It was fun. It will not win any awards for originality, but it was fun. Reminded me a bit of the "Troll Hunter" movie from a bit back. We also watched the original "Willow" movie from 1988. It also had some trolls in it, though very different. She had never seen the movie, and it had been decades since I had. It reminded me once again how much I don't care for the standard AD&D-inspired troll and prefer something closer to myth and legend.
So. Let's put this all together with something new-ish. So here is a troll I am reworking and presented in Hyperborea format.
Troll, Jötunn
Jötunn Troll: #E 1 | AL CE | SZ L (30') | MV 40 | DX 9 | AC 2
HD 14 | #A 3/1 (claw/claw/bite) | D 1d6+5/1d6+5/2d6+5
SV 10 | ML 8 | XP 2,300 | TC D | Special: See Below
This immense rock-skinned brute wields a tree branch for a club. Their mouths are filled with jutting teeth and tusks.
Jötunn trolls are gigantic horrors. Prowling in frigid wastes, these rapacious creatures have the same insatiable appetites of common trolls but require much more sustenance because of their excessive size. Jötunn trolls stand 30 feet tall and weigh roughly 25,000 pounds. They can live for up to 1,000 years. Their most curious feature is many will have multiple heads, sometimes even sprouting a new head after several years. It is generally believed that the older the troll, the more heads it will have.
Jötunn trolls spawn with either their own kind or with other trolls. In the latter case, there is only a 5% chance the offspring will be a jötunn troll. Apart from brief mating periods, jötunn trolls are solitary, although some cull together bands of other giants into devastating war parties that can lay waste to entire regions. Like all trolls, the Jötunn Troll can regenerate. This begins the round after taking damage, and they regenerate at a rate of 4 hp per round in temperatures near freezing. If the temperatures are warmer, then this slows to 3 hp per round. At temperatures of 100 degrees or more, their regeneration stops altogether. They cannot regenerate from fire or acid-based attacks.
Once every 1d4 rounds as a regular attack action, a jötunn troll can emit a cacophonous roar. All creatures within a 60-foot spread of the troll must make a save vs. paralysis or become confused for 1d4 rounds. This is a mind-affecting effect.
A jötunn troll with multiple heads has a +4 bonus on all saving throws against mind-affecting effects. In addition, whenever a jötunn troll must make a save vs. these effects, it can roll the saving throw twice and take the better of the two results.
Jötunn Trolls have highly advanced senses. So highly tuned, in fact, they can "smell" the difference between "good" and "evil" alignments, preferring to attack, and hopefully eat, those of good or lawful alignments over evil or chaos. These senses allow them to small prey as far away as 300 ft and "smell alignment" as far away as 30 ft.
Based on the "Jotund Troll" from Pathfinder
Section 15
Troll, Jotund. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, will releasing the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles to be reviewed. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
—oOo—It is a thirty-one page, full colour, 11.4 MB PDF.
The layout is clean and tidy, and the artwork and cartography excellent. It needs an edit in places.
Where is it set?
The Lottery is set in the river valley of The Deep Cut, just inside the Glowline in Lunar Tarsh.
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
—oOo—It is a twenty-six page, full colour, 7.43 MB PDF.
The layout is clean if uneven. The illustrations are decent, but the maps vary in quality. The scenario requires an edit.
Where is it set?
The Indagos Bull: A Praxian adventure for RuneQuest is set in Pavis County, north-east of Garhound, just before before the Big Earth Season Fair.
Mechanically, Be Like a Crow: A Solo RPG, and thus Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is simple. It uses a standard deck of playing cards and when a player wants his bird to undertake an action, he draws a card from the deck. This sets the difficulty number of the task. To see whether the bird succeeds, he draws another card and adds the value of a skill to the number of the card if appropriate. If it is equal or greater than the difficulty number, the bird succeeds. If an action is made with Authority, whether due to circumstances or a skill, the player draws two cards and uses the highest one, whereas if made at a Penalty, two cards are drawn and the lowest value one used. When drawn, a Joker can be used or saved for later. If the latter, it can be used to automatically succeed at a combat or skill check, to heal injuries, or to discard a card and draw again. Combat is a matter of drawing a card for each opponent, adding a skill if appropriate, and comparing the totals of the cards and the skills. The highest total wins each round and inflicts an injury. Eventually, when the deck is exhausted, the discard pile is reshuffled and becomes the new deck.
The play and thus the journaling of Be Like a Crow is driven by objectives as achieving these will enable a bird to advance through his lifecycle. An objective for the ‘Crowthulhu’ setting, might be for example, “A cult of [characters] has stolen [object] from the museum. They are performing a dark ritual with it near [location]. Attempt to stop them.” The player will also need to draw cards to identify the character, the object, and the location, and then as his bird flies from hex to hex across the map, draw cards for events in flight, and then for events when he lands. The player is free to, and advised to, ignore prompts if they do not fit the story, and this may be necessary if a prompt is drawn again, but ideally, the player should be using the prompts as drawn to tell a story and build the life of his crow.
Crowthulhu: A Cosmic Horror Setting For Be Like A Crow requires the core rules of Be Like a Crow, as well as a standard deck of playing cards. As well as providing the rules, it provides the prompts for events in flight and on land that are standard to each of the roleplaying game’s settings, but what Crowthulhu provides is its own set of tables its objectives, objects, characters, and locations. Two sets of objectives are provided, one for the red suits and one for the black suits, the same again for characters or NPCs, and again for objects and locations for Crowthulhu. Thus locations can be the dreamer’s dimension or the bedsit of an ageing musician, an object could be a scroll of Egyptian hieroglyphics which can be traded with an academic for another object or a miniature flail made tentacles that can be used in an attack, a character a crazed sea captain who talks in riddles or Herbert West, a shamed medical student researching reanimation, and an objective that cats are disappearing from the local area and the crow must find them and prevent further disappearances or a professor at the university has found a dangerous tome and plans to harness its powers, and the crow must go there and destroy it before he can!
Most, if not all of the entries have a Lovecraftian theme, whether that is investigating why a geologist has been acting strangely after he visited a recent meteor crash or encountering Brown Jenkin who will befriend the crow, but his manner is antagonistic and he probably wants you to fail. Many of the encounters involve FEAR, whether that is with a Deep One or a swan high-priest of Crowthulhu. (Crowthulhu itself is not defined in the supplement, being left up to the player’s imagination to describe.) Fear is the new mechanic introduced in Crowthulhu: A Cosmic Horror Setting For Be Like A Crow. As with other roleplaying games of Lovecraftian investigative horror, this measures a character’s—or crow’s—reaction to the cosmic horror of the Mythos and ability to withstand its debilitating effects. It comes into play when the Fear prompt is drawn and is tested much like a standard skill or ability test in the game. However, failure means that the crow is fearful and his player must add a tick to his Fear section on the character sheet. Once a crow has any ticks marked off under his Fear, the number acts as a penalty to all of his actions including other Fear checks, representing the traditional downward spiral of the crow’s sanity typical of the genre, though kept simple for the journaling format and style of play. It is possible for a crow to become less afraid. Either by expending a Joker card, which removes all Fear ticks, or potentially just a single one when exploring a new location.
In terms of locations, Crowthulhu: A Cosmic Horror Setting For Be Like A Crow includes its own setting, the Massachusetts town of Rooksbridge. This is the town in the nineteen twenties, supposedly built on a site where witches were executed in the seventeenth century, but is now best known for its relatively isolated location, along with its asylum and its university, which specialises in American history, and of course, has a library which specialises in the occult. From Blasted Heath and Crowdaw River to Independence Hill and Wytch House, has a decently hinted New England, post-colonial feel to it.
Physically, Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is a slim affair. It is lightly illustrated with images of odd creatures, but the map is nicely done and has a period feel, plus the supplement is decently written. Crowthulhu: A Cosmic Horror Setting For Be Like A Crow flies in and out of the Cthulhu Mythos, veering between it and its own corvidae cosmic horror. It might veer too far into its own avian weirdness for the Mythos purist, but for others it provides a whole new way in which to explore the New England touched upon by Lovecraft and look upon it from a bird’s-eye view.
This is the set-up for In a Deadly Fashion, a murder mystery and mystery scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplay. Like other scenarios published by Lamentations of the Flame Princess it is set in the game’s default early Modern Period. Specifically, in Seville, Spain, so it would work well with several of the other publisher’s titles or equally easily adapted to the retroclone of the Game Master’s choice. Yet by its very nature, the scenario is easily adaptable to other roleplaying games set in the same period, such as Warhammer Fantasy Roleplay, or even a time travel roleplaying game such as Doctor Who: Adventures in Time and Space! The scenario is not without its issues though, primarily due to its historical setting, which means that it involves religious bigotry. The scenario does not involve it directly in its story line, but it is present by implication. Further, the scenario involves a cult and some of the activities its members engage in are both listed and illustrated—the latter not explicitly, but it is clear what is happening. It is entirely up to the Game Master and her players how they want to deal with this aspect in play, but it is easy easy to draw a veil over this if necessary.
Whether hired by Carnivo, the government, a relative of one of the victims, or simply greedy enough to take an interest in some very valuable items of clothing, In a Deadly Fashion is easy to set-up and run. As Carnivo, the Game Master quickly points the Player Characters in the direction of the four avenues of investigation—the homes of Countess Serena de Reya, the two customers who died, and the rival tailor. Each of these has their own section in the book, which detail the locations, NPCs, clues, and so on, to be found there. The investigation itself is detailed, but limited. There are few if any clues beyond these locations, but if the Player Characters do come unstuck and are unable to progress any further, an NPC is provided who can point them in the right direction. There is also the equivalent of the local Catholic police who might be interested too, and could be helpful to the Player Characters, leading to an encounter with a bishop with a laconic and oddly elliptical manner.
Ultimately, the clues should lead back on themselves and point towards Miucci Carnivo as being the culprit—rather his clothes! For reasons unknown, they have taken on a life of their own and conducting a series of murderous acts. The scenario should ideally come to head as the Player Characters return to Carnivo’s mansion with all of its nouveau riche fripperies to confront him, only to find a cult party in full swing and the discovery of the missing dress before it animates and attacks! This is intended to be creepy, even unnerving, and should be a good set-piece with which to end the scenario.
In a Deadly Fashion is not a scenario which needs much in the way of maps. However, its one map, that of Carnivo’s mansion, is oddly placed, nowhere near the descriptions of its locations towards the back of the book. Nor is the actual presented in a fashion that makes it easy to read and use by the Game Master. The finale, or at least the aftermath, of the scenario is underwritten, as is the description of Seville. Of course, that makes the scenario to adapt elsewhere to the city of the Game Master’s choice, but if that is not an option, she will still needed to conduct some research on seventeenth century Spain and Seville. Even a page of information would have been useful, since it is rare for any scenario to be set there, let alone one for Lamentations of the Flame Princess Weird Fantasy Roleplay. There is though, decent advice on running a murder mystery and on running one in which the Player Characters are equipped with magic.
Physically, In a Deadly Fashion is a very presentable, if slim hardback. The writing is clear and easy to grasp, much of it little more than bullet points, such that a Game Master can prepare the scenario quickly and easily. The map is more pretty than serviceable, whilst the artwork is excellent, done in dense, rich palette of colours.
In a Deadly Fashion is easy to read and quick to prepare, and can be run more or less from the page. It is a solid murder mystery which should provide two or three session’s worth of creepy, horrific play