Outsiders & Others

Miskatonic Monday #336: Dead Body Shore

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: Dead Body ShorePublisher: Chaosium, Inc.
Author: Agata Brig

Setting: Scandinavia, 1925Product: One-on-One Scenario
What You Get: Forty-six page, 2.24 MB Full Colour PDF
Elevator Pitch: When your Evil Grandpa is dead, he should stay deadPlot Hook: Go climb a mountainPlot Support: Staging advice, three NPCs, two dogs, seven handouts, one map, two Mythos spells, two Mythos tomes, and three Mythos monsters.Production Values: Decent
Pros# One-on-one scenario, but can be adjusted# More Norse than Mythos# Descent into the depths of Norse myth and betrayal# Necrophobia# Orophobia# Apeirophobia
Cons# Needs an edit# Could be better organised# Underwhelming Investigator hook
# Needs pre-generated Investigator(s)# More Norse than Mythos# The Lockheed Vega is a year out, so why not shift the scenario date?
Conclusion# More Norse than Mythos# Fear of the family is the greatest danger in a linear descent into Norse myth and betrayal

Companion Chronicles #10: Horse Racing Expanded

Reviews from R'lyeh -

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

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What is the Nature of the Quest?
Horse Racing Expanded is a supplement for use with Pendragon, Sixth Edition.

It is a full colour, ten page, 1.45 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?Horse Racing Expanded is suitable to run anywhere where a horse race, whether impromptu or at tourney, might take place.
Who should go on this Quest?
Horse Racing Expanded is suitable for knights of all types, but focuses on the Player-knight with a high Horsemanship skill.
What does the Quest require?
Horse Racing Expanded requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. Graph paper and tokens may also be useful (but a simple grid of squares and pen works just as well).
Where will the Quest take the Knights?Horse Racing Expanded is a supplement that that focuses on the one skill and a specific use of it. This is the Horsemanship skill and its use in races than in battle. The horse race, whether impromptu or taking place at an organised event is handled over the course of between two and four rounds with the players rolling Horsemanship tests for their knights and the Game Master for her NPCs each round. The position in the race for each Player-knight and each NPC is tracked on a grid with the result of the Horsemanship tests determining how many columns they move forward on the grid—two for a critical result, one for an ordinary success, but nothing for a failed roll and back one for a fumble—and thus, potentially, if they change their order in the race. At the end of the race, the Player-knight or NPC who in the furthest column to the right to win the race.

It is simple enough, but there are modifications for the quality of the horses ridden and even the Size of the participants, and of course, a Player-knight or NPC is also free to invoke a Passion to Inspire their Horsemanship skill. At the end of the end of the race, the winner earns a Horsemanship skill check, prizes are awarded if the race is part of a tourney, and there are Glory awards too.

So far, so good, but Horse Racing Expanded does sound just a little perfunctory up until this point—and to be fair, it is. It also sounds as if it favours the Player-knight with the high Horsemanship skill—and to be fair, it does. However, what addresses this imbalance and gives a chance for participants with a lower Horsemanship skill to gain ground on the rider ahead of them are ‘Events’. Horse Racing Expanded includes a table of ten events which can occur during a horse race, the Game Master rolling randomly or picking something suitable to happen during one or more rounds of the race. Each event is given a simple description, the skill or attribute to be tested, and a list of the possible outcomes. For example, with Awareness or Hunting, the entry reads, “Up ahead, the road meets a wood bridge to allow easy crossing of a brook, but the old, neglected ford can still be seen beside it. A rider could gain time by galloping right through the shallows.” The outcome of this test result will grant a modifier to the Horsemanship skill test for the Player-knight or NPC for that round.
Some of the events are more fanciful than others, but they do two things and have one consequence. The events give a chance for Player-knights and NPCs with better skills other than Horsemanship to use them in the race and so give them a better chance against more skilled horsemen, and they make the race exciting. As a result, the race becomes a narrative rather than just a series of rolls.
Should the Knights ride out on this Quest?Although, there is nothing to stop the Game Master from using its rules and events for chases as well as races, with its limited focus, Horse Racing Expanded is more of a solid, serviceable supplement rather than a must buy purchase. If the Game Master has a player whose knight is good on horseback and wants to show off that skill, then Horse Racing Expanded will provide opportunities for that, whilst still allowing the other Player-knights to shine, and potentially, race almost as well.

1984: Conan Unchained!

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth 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. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

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In 1985, TSR, Inc. published the Conan Role-Playing Game, the first of five roleplaying games to be based on the Conan the Barbarian stories of Robert E. Howard. Which means that it is forty years old in 2025, but this was not the first foray into the archetypal Swords & Sorcery genre by the publisher. After all, the Conan the Barbarian stories had always been an influence upon E. Gary Gygax, TSR, Inc., and Dungeon & Dragons, with stats for Conan actually appearing in Supplement IV: Gods, Demi-Gods & Heroes for the original version of Dungeons & Dragons, which was published in 1976. That though, was unofficial, whereas his appearance in two modules for Advanced Dungeons & Dragons, First Edition was official. CB1 Conan Unchained! and CB2 Conan Against the Darkness! were both published in 1984 and both were designed for Player Characters of Tenth to Fourteenth Levels and to be played by the four pre-generated Player Characters included in each module, which of course, included Conan amongst their number.
Behind the eye-catching image of Arnold Schwarzenegger as Conan, CB1 Conan Unchained! provides not only a scenario set within the Hyborian Age, but also an introduction to the setting and the rules to run the scenario using Advanced Dungeons & Dragons, First Edition. Although the image from the cover was taken from Conan the Barbarian, which was only released two years before, CB1 Conan Unchained! does not use any more images from it and it is not based on its story. Rather, CB1 Conan Unchained! takes its cue from the short stories by Robert E. Howard—‘Queen of the Black Coast’, ‘Red Nails’, and the unfinished ‘The Hall of the Dead’. It is from these stories that Conan himself and two of the three other pre-generated Player Characters come from. Besides Conan, they include Nestor the Gunderman and Valeria of the Red Brotherhood, whilst Juma the Warrior is inspired by later comics. All have weapon proficiencies and secondary skills, whilst Conan has a special ability which means he is very rarely surprised. Conan himself is a Thirteenth Level Fighter and a Seventh Level Thief, Valeria a Tenth Level Fighter and a Ninth Level Thief, Juma a Twelfth Level Fighter, and Nestor the Gunderman a Fourteenth Level Fighter.
One notable addition to all four Player Characters is that of Luck Points. This is the first of several new rules in CB1 Conan Unchained! Conan has twelve of these, Nestor and Juma have ten each, and Valeria has sixteen! These are included because, “Conan is sometimes able to do things beyond the range of the AD&D rules. These impossible actions are part of Conan’s special abilities. It is important for characters to be able to do the same things, so they are given Luck Points.” However, they are not spent by the player per se, but by the Dungeon Master. She is told to encourage the players to have their characters perform “…[H]eroic, amazing, or impossible feats…”, with a player expected to describe what his character is trying to do and the Dungeon Master then adjudicate the cost without the player being told how many Luck Points his character has left. For a single Luck Point, a Player Character can make an extra attack in a round, automatically hit an opponent, climb without falling, leap a chasm, and so on; whilst for two Luck Points, he can knock out a person with fist or weapon, spring back from a trap just in time, and climb while carrying another person; and for three Luck Points, do something heroic beyond the scope of the rules. They cannot be spent on a roll that has already been made, on a Saving Throw, or a Fear Check. Some opponents also have their own Luck Points.
To account for the lack of the Cleric Class in the Hyborian Age and thus the lack of healing magic, a Player Character always heals a single Hit Point per day and Hit Points equal to half the Player Character’s Constitution if he rests for a whole day.
The other major addition is the Fear Factor to found in certain creatures and monsters as well as magic effects and reflect Conan’s own instinctive reaction to the unnatural and things that defy explanation. Whenever a Player Character fails a Fear Check, he is struck dumb momentarily or flees for his life, until he overcomes his fear or is hurt again. Sources of Fear include monsters, spellcasters, and unusual magic items or situations and have a Fear Statistic ranging between one and ten. When a Fear Check is required, the Fear Statistic is multiplied by the Player Character’s Wisdom and the resulting value is rolled against on percentile dice. Succeed and the Player Character is unaffected, but fail and he is filled with fear.
There can be no doubt that the inclusion of Luck Points and Fear Checks are radical changes to Advanced Dungeons & Dragons, First Edition, that certainly in the case of Luck Points take the roleplaying game far beyond what it is normally expected to do. In fact, what the inclusion of Luck Points highlights is that as much as Advanced Dungeons & Dragons, First Edition is pitched as a roleplaying game of heroic adventures and fantasy, it is actually not heroic. Arguably, the fantasy of Conan the Barbarian and the Swords & Sorcery genre is pulp fantasy, but if that is case, then given the fact that Dungeons & Dragons is inspired by Swords & Sorcery, what Luck Points show is that Advanced Dungeons & Dragons, First Edition cannot do Conan-style, Swords & Sorcery as written without them. And since they encourage roleplaying in a particular style, they are actually the first roleplaying mechanic to appear in Dungeons & Dragons! (As opposed to Inspiration, which appeared in Dungeons & Dragons, Fifth Edition in 2014!)
In fact, the inclusion of Luck Points in CB1 Conan Unchained! is not only a highly radical design choice for Advanced Dungeons & Dragons, First Edition and TSR, Inc., but also a very modern one. Top Secret: An Espionage Role Playing Game for 3 or more players, ages 12 to adult, published by TSR, Inc. in 1980 included an optional rule for Fame and Fortune Points which enabled a Player Character to overcome a fatal wound. It would be James Bond 007: Role-Playing In Her Majesty’s Secret Service, published in 1983 by Victory Games, that developed the concept fully as Hero Points that could be used to adjust skill rolls, shrug off wounds and even death, and enable the Player Characters to be more heroic. However, in The Adventures of Indiana Jones Role-Playing Game, published by TSR, Inc. in 1984, only offered Player Points, which can only be spent to reduce the severity of a Player Character’s wounds or injuries. It is incongruous that in two roleplaying products from the same publisher and the same designer—David Cook—released in the same year, it is a scenario for Advanced Dungeons & Dragons, First Edition that is given Luck Points.
If the Luck Points are a good addition, Fear Factor, less so. It is not so much a case of CB1 Conan Unchained! not needing a mechanic for handling fear, but rather a question of whether it not it needs a specific new rule for handling fear. Could not the Saving Throw mechanics of Advanced Dungeons & Dragons, First Edition be used instead? That said, the Fear Check mechanic is simple and fast.
One other change that CB1 Conan Unchained! makes is to classify its scenes into several types. These are normal, random, and plot encounters. Normal encounters are those typical of an adventure, such as exploring a ruin or attacking a pirate ship, whilst random encounters are there to spice up the action. Plot encounters are scenes in which the Player Characters have to act through with only a limited number of choices in how they can act. The Dungeon Master is advised that they be handled with care lest the players feel forced in their characters’ actions. Unfortunately, ‘plot encounters’ like this were not well received at the time and are still looked at with some disdain, though more so in the case of DL1 Dragons of Despair—which came out the same year as CB1 Conan Unchained!.
The introduction to the Hyborian Age in CB1 Conan Unchained! is short, but informative. It highlights how the countries and peoples of the Hyborian Age are formed of different individual groups, each easily identified and with different attitudes and behaviours. The latter means that is often possible to identify someone in the Hyborian World just by their actions. Steel weapons are available, but armour is rarely more than chain or scale. Monsters like those of Dungeons & Dragons are very rare, with giant beasts and demons, elementals, giants, and golems being common. Magic in the Hyborian Age is practiced, but rare, confined to summoning, illusions, charms, and death spells, so greatly feared. Magical items are even rarer and invariably dangerous to those who wield them, though this does not stop sorcerers hunting for both them and dusty tomes of magic.
The scenario on both sides of the narrow Sea of Vilayet and opens with the adventurers as mercenaries in the employ of the Khan of Turan, hired to put down a rebellion by Kustafa, the governor of a city who has refused to pay the taxes that are due. However, a strange magical attack by darkness and shadows finds the army they were part of destroyed and the adventurers on the run. This is the first of the scenario’s four Plot Encounters, the second following close on its heels as the Player Characters are captured by the Mongel Horde-like Kozaki nomads who plan sell them to Stygian slavers. The problem with this Plot Encounter is that the Player Characters have to be captured for the scenario to proceed and given that this is at the beginning of the scenario, they have a lot of Luck Points to spend. Now the nomads do use lariats to capture them, but it is possible for the players to burn through an awful lot of their characters’ Luck Points before that happens and this is right at the start of the scenario.
The Player Characters are not expected to escape, but to prove themselves worthy of being one of the Kozaki and then over a series of events make themselves popular, and eventually, challenge the hetman of the group. There is a good mix of events and encounters to throw at the Player Characters throughout this process and they are given plenty of opportunity to prove themselves. There is even an encounter when a rival to the post of hetman attempts to assassinate a Player Character who looks like he is vying for the position. Of course, it also possible for the Player Characters to escape, but it is not nearly as interesting as when the scenario presents. Whether or not the Player Characters escape, or they become part of the Kozaki, they will in the third Plot Encounter of the scenario run into a female NPC. She will reveal herself as Costhiras, the mistress of the Khan of Turan, who was visiting the city that he sent the army that the Player Characters were part of to recapture it after it rose in rebellion and stopped paying taxes. She tells them that Kustafa, the governor of the city did not do this willingly. He has fallen under the influence of Bhir-Vedi, an evil sorcerer who searches for her still—and to enforce that fact, she is attacked by an Invisible Stalker that instant!
Costhiras begs for the Player Characters to help her and offers to guide them to The Citadel of Bhir-Vedi (or they can follow her if she was snatched by the Invisible Stalker). Either way, this leads them to travel with a band of pirates lead by a somewhat tiresome pirate captain (though he does fight with a sword blade attached to the steel cap on the stump of his wrist and if desperate, can fire it on a spring), but eventually the Player Characters will get to the other side the Sea of Vilayet and the entrance to The Citadel of Bhir-Vedi. There is a short maze-like cavern to navigate before coming upon Bhir-Vedi’s tower, a fairly standard sorcerer’s tower by any measure. There are a fair number of traps to avoid, mostly requiring a check to see if the Player Characters are surprising before they can spend Luck Points, and there is the strong possibility of them being captured after being put to sleep and then waking up to find themselves chained atop the tower ready to be sacrificed to some god or other by Bhir-Vedi. Hopefully, they will have retained enough Luck Points to break their chains (or at least make a Bend Bars/Lift Gates roll)! And after that? Enough points to kick Bhir-Vedi off the top of the tower!
Physically, CB1 Conan Unchained! is disappointing. It looks good, with good art and cartography, but the editing is poor with names constantly changing and inconsistent descriptions.
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CB1 Conan Unchained! was reviewed by Steve Hampshire in the ‘Game Reviews’ section of Imagine No. 24 (March, 1985). He said, “The module itself also has some uniquely ‘Conan’ features. Normal AD&D monsters are almost totally replaced by various human opponents and potential opponents. Surprisingly, some of these are good enough to challenge Conan! The plot is simple and rather derivative, but it takes in some interesting settings and encounters. For most part it plays well, despite niggles like a ship that keeps changing its name, and monsters using their useless wings to fly into attack.” He concluded his review by saying, “The mood of this module is different form the normal run of AD&D material, and the players and referee really need to get into the swing of the thing. It helps if one is familiar with the Conan books or film. This scenario is good for introducing the characters, but stronger plotlines will be needed of there is to be series.”
Rick Swan reviewed CB1 Conan Unchained! in the ‘Capsule Reviews’ in The Space Gamer Number 73 (March/April, 1985). Of the new rules—the Fear Factor and Luck Points—he said, “D&D purists may freak, but the rules work and add to the heroic feel of the setting. Fans of R.E. Howard will happy to know that Cook has approached the source material with considerable respect and that Conan Unchained is generally consistent with the Hyborian world we all known and love.” However, he added that, “The basic problem is that Conan isn’t a particularly good choice for the D&D system. Compared to most D&D settings, Conan’s world is pretty barren. There’s no magic or interesting settings to speak off, and the adventure is nothing special (the characters are captured by slavers, negotiate their freedom, and rescue a fair maiden from a nasty castle).” He concluded that, “Conan Unchained can be played as part of a regular D&D campaign without Conan and associates, but what’s the point? There are plenty of better roleplaying modules available from TSR and elsewhere. Conan and D&D go together like peanut butter and tuna fish – it can be done, but you can bet there’s going to be a funny taste.”—oOo—
CB1 Conan Unchained! suffers from several problems. Most obviously, if you going to play it, who plays Conan and why would you want play anyone else? Second, Advanced Dungeons & Dragons, First Edition. Advanced Dungeons & Dragons, First Edition does not feel right for it and is not right for, as evidenced by the inclusion of Luck Points which enables the heroic feats that Conan calls for and which Advanced Dungeons & Dragons, First Edition is not designed to do. In fact, what it highlights is how staid the design to Advanced Dungeons & Dragons, First Edition was by 1984. Third, how poorly plotted it is. The adventure does not really start until the Player Characters get captured, so why does that have to be played out and the players waste their characters’ Luck Points? Then the sequence with the pirate captain is tedious, designed to barb the Player Characters into action. The plot really is most straightforward. Yet there are flashes of excitement to found in CB1 Conan Unchained! The sequence in which the Player Characters free themselves from the nomads and then take over is actually quite fun and the inclusion of Luck Points encourage the players to be a little more inventive than Advanced Dungeons & Dragons, First Edition necessarily might be in normal play.
Ultimately, CB1 Conan Unchained! feels rushed and underdeveloped, an attempt to bring fans of Conan the Barbarian and Conan the Destroyer to Advanced Dungeons & Dragons, First Edition and fans of Advanced Dungeons & Dragons, First Edition to Conan the Barbarian and Conan the Destroyer, that is not really good enough to attract either and satisfies neither.

Mischief & Misadventures

Reviews from R'lyeh -

It is definitely well before tiffin time, but the sun is bright, the day is before you, and your man Mayhew has coffee and kedgeree and bacon and eggs on the table—and if last night’s escapade with ‘Aggie’ Oakeshott, ‘Florrie’ Steggles, Orlando Pendlebury, and Horace Heppenstall were anything to go by, there’s a police constable’s hat with some flowers in it sat in the washstand and a hair of the dog on the beside cabinet. A good man that Mayhew and he will probably know what to do with the poor policeman’s helmet even as he laying out your suit for the day. Refreshed, ready for the off, and full of good ideas, though not necessarily your own, you are ready to motor up to town and see what’s what with your chums at your social club in the heart of Peccadillo! It is the nineteen twenties and as that American writer that everyone seems to like, F. Scott Fitzgerald, said, they are roaring and there is Jazz on the record player, the Great War is over, women have finally got the vote, and there are Bright Young Things abroad! And you want to be one of them and dance and have fun with the other fine fellows of your social club. If that means hijinks and larks and making Hugo Pinker and Wilmot Butt and those other fools at the Spit & Polish, the rival to your social club look like bigger, then so be it! You heard from your cousin Honoria ‘Norrie’ Pinker—Hugo’s much better sister—that Hugo is thinking of entering a club team in the country gala hosted by their parents, Lord and Lady Pinker. So, you are thinking of getting your chums together and making Hugo and his fellows look like stinkers—and if that means your aunt and uncle might stop looking down their collective noses at you, all the better!

This is an episode from Flabbergasted! A Comedy Roleplaying Game inspired by Jeeves and Wooster, Fawlty Towers, and even Downton Abbey, in which the Player Characters—or Protagonists—are members of the same social club and get involved in all manner of scrapes and spots of bother, all in pursuit of keeping both themselves and their club in good standing, all whilst pulling the noses of those confounded arses at the rival club. Published by The Wanderer’s Tome following a successful Kickstarter campaign, Flabbergasted! is a narrative-driven, rules-light and light-hearted storytelling game set in and inspired by the nineteen twenties without being too historically accurate—and certainly not too socially historically accurate. It is designed to be played in episodes, like a television series, with each episode having an opening scene, the episode itself, and the closing credits, though of course there is more to it than that, and that a complete Season is made up of several episodes. Both the players and the Director—as the Game Master is known—are expected and encouraged to improvise during play as much as they use the roleplaying game’s rules.

A Protagonist is one of four Archetypes. The four are Aristocrat, Bohemian, Well-To-Do, or Staff. The Aristocrat comes from a titled family which will give him wealth and comfort; the Bohemian has eschewed materialism in favour of art and performance and a free-spirited life; the Well-To-Do has acquired social standing due to her wealth, whether she inherited it or earned it; and the Staff is a self-reliant and dependable member of the service industry, perhaps in service to an Aristocrat or Well-To-Do. A Protagonist will have a Memento, a Flaw, and a Dilemma. The Memento is an important item that the player can have his Protagonist bring into play, but which will not provide any mechanical benefits; a Flaw is a personality feature or a vice that will get the Protagonist into trouble, such as ‘Persnickety’ or ‘Tippler’; and the Dilemma is an ongoing problem that constantly causes problems, but will probably be resolved over the course of a season.

A Protagonist begins play with four ‘Scene Cues’ which enable a Protagonist to automatically affect a scene without the need to roll dice. However, they can only be used a limited number of times per session. For example, the Aristocrat has ‘Throw A Tantrum’ meaning that he will whinge and wine and kick up a fuss, drawing attention to himself, but eventually getting his way or ‘Virtuous Beyond Reproach’, his moral rectitude being famously strong enough for him to withstand almost any desire or temptation. All four Archetypes have multiple ‘Scene Cues’, allowing a variety of different Protagonist types to be created, and every ‘Scene Cue’ comes with a lovely piece of dialogue to show the reader how it works.

A Protagonist has four Character Traits—bravado & persuasion, culture & etiquette, wit & sharp, and creativity & passion—the nearest that a Protagonist has to attributes in other roleplaying games. Character Traits range in value between one and eight and a Protagonist begins with a point in three of them and two points in the other one, his Archetype’s defining Character Trait, representing his upbringing. The defining Character Trait for the Aristocrat is Culture & Etiquette, Creativity & Passion for the Bohemian, Bravado & Persuasion for the Well-To-Do and Wit & Sharp for the Staff. A Protagonist has access to Readies—the currency in Flabbergasted!—which can be spent to bribe someone, donate to a charity, patronise the arts, and upgrade the Social Club.

Most importantly, a Protagonist has Social Standing. This has its own tracker, which determines if the Protagonist has a Scandalous or a Dignified reputation. Being caught making a bribe—such as paying a policeman to look the other way, will lower a Protagonist’s Social Standing towards a Scandalous reputation, whilst donating to charity or patronising the arts will raised towards a Dignified reputation. Using ‘Scene Cues’ will also affect a Protagonist’s Social Standing. Social Standing starts at zero, neither Scandalous nor Dignified. The benefit to having either a Scandalous or a Dignified reputation is social rather than mechanical. For example, too high a Scandalous reputation and the target of the Protagonist’s ardour might not want to be seen consorting with him, whereas her racy younger sister might! And if a Protagonist’s Scandal or Dignity on his Social Standing Tracker ever reaches ten, he will be invited to join a secret society. Eight of these are detailed in Flabbergasted! and being a member has some interesting, but secret, benefits.

Protagonist creation is really matter of making choices—picking Archetype, Memento, Flaw, and Dilemma, as well as the ‘Scene Cues’ from the Archetype. A player divides five points between the four Character Traits.

Name: Hortense Wiggins

Archetype: Staff
Occupation: Lady’s companion

Memento: My Albert’s war medal
Flaw: Ghastly Gossip
Dilemma: Has fallen in love with the lady’s brother
Social Standing: 0

Readies: 40

CHARACTER TRAITS
Culture & Etiquette 3 Creativity & Passion 2
Bravado & Persuasion 2 Wit & Sharp 3

SCENE CUES
Unflappable, This Way Please, A Stitch in Time, Speciality (Codes & Puzzles)

The Social Club is where the Protagonists get together. There are multiple Social Clubs in the city and each has a theme, name, description, slogan, and an emblem. Each Social Club also has a Rival Club. The players are free choose all of these and create one for their Protagonists or the Director can create one, but several example Social Clubs and Rival Clubs are included, such as the ‘Good Socie-Tea’ and its rival, ‘Java Jivers’, ‘The After Party’ and its rival, ‘The Cap And Gown Club’. Every Social Club begins play with a ‘Public Challenge’, often issued by a Rival Club, and will together with its members face more during the course of play. It might be to get the name of the Social Club into the newspaper before that of the Rival Club or last longer in a haunted house than the members of the Rival Club. Successfully overcoming a Public Challenge garners a Social Club Renown, which is initially set at zero and can rise as high as fifteen. Higher Renown enables a Social Club to spend its Readies to improve its facilities. It will out as a single room, can go on to add a Trophy Room, Cabaret Hall, and even a Printing Press. Renown and membership numbers can go down as well as up, especially if a Social Club fails to deal with whatever Big Trouble is besetting it, but unless the Social Club suffers a series scandal, the primary consequences are more social in nature.

Mechanically, to have his Protagonist undertake an action in Flabbergasted!, a player rolls a number of six-sided dice equal to the Character Trait he wants his Protagonist to use. If the player can persuade the Director that the Character Trait and the way his Protagonist wants to use it is appropriate, there is nothing to stop from doing so. Every result on the dice that is a five or six counts as a Success. A Moderate Challenge requires one Success, Hard Challenge requires two Successes, and a Daunting Challenge requires two Successes. If the roll is a failure or the Protagonist requires more Successes and the Protagonist has earned one or more Lucky Coins—awarded by the Director for creative or helpful play, good roleplaying, and so on—he can flip these, call heads or tails, and hope to generate the needed Successes.

In terms of setting, Flabbergasted! not only details serval Social Clubs and Rival Clubs, but provides a good description of the city of Peccadillo, complete with notable landmarks like the world famous Pender’s Cricket Pitch or the city’s biggest dance hall, Revelry Hall, and a discussion of the things that the Protagonists can up to in the city and outside it. For the Director, Flabbergasted! includes seventy story hooks, two complete Seasons and a sandbox setting. Both Seasons come with a premade Social Club and a set of Protagonists, as well as the outline of nine Episodes. ‘The Sleuth Society’ focuses on solving crime better than its rival Gumshoe Society, whilst ‘The Best Buds’ is about growing and showing the best plants over its rival, ‘The Garden Grandmas’. In both cases, the Director will want to develop the outlines a bit more, whilst the sandbox setting, ‘Welcome to Brabble Manor’ presents the means to do location-focused, either as one-off mini-campaign or an addition to an existing campaign. Lastly, the appendices to Flabbergasted! provide a guide to the phrases and words common to the period, what to wear, what to eat and drink, and tables to generate names, and more, to extra detail and flavour to a campaign.

If the support for the Director is good, the advice for player is very good, and the advice for the Director is excellent. For the player this covers tone and failing forward as well as how to improve his improvisational skill, whilst the Director there is advice on the structure of the roleplaying game and her role in it, and how to adjudicate ‘Scene Cues’, Social Standing, Club Renown, and so on. In particular, the structure of play breaks down the individual episode into its three acts and what each should or could entail. For example, Act One or ‘The Opening’ should ideally include a recap of the last episode, some downtime scenes where each Protagonist is given solo time in the spotlight, and then the conflict for the episode is introduced. Whilst Act Two is the meat of the episode, Act Three, or the ‘Closing Credits’ is more a wrap up for the game just played rather part of the actual story of the episode. Here Renown is awarded to the Social Club, Readies are paid out, both Social Club and the Protagonists can be improved, so on. It is during this act that Nicknames can be awarded—as much as the Director as the players—depending on the actions of the Protagonists during play. A Nickname may change later, but if a Protagonist has one, it can be used as ‘Scene Cue’ once per session, although unlike a ‘Scene Cue’, the consequences of using a Nickname may not have the desired outcome. Overall, the advice is really very good and will help both player and Director get into the swing of Flabbergasted!’s play, whilst the combination example Seasons, the sandbox setting, and numerous examples, combined with refereeing advice really make learning to ‘direct’ Flabbergasted! such an easy task. There are some suggestions too, that Flabbergasted! can encompass other genres, like the murder mysteries of Agatha Christie or the occult, but neither are explored in Flabbergasted! That said, Flabbergasted! need not strictly adhere to the Jazz Age either as it could easily work in the nineteen thirties or nineteen fifties as much as the nineteen twenties, though again, that is outside the scope of the core rulebook.

If there is an issue with Flabbergasted!, it is that as presented as a large hardback, it looks like a bigger and more complex game than it actually is. Really though, Flabbergasted! is a simple storytelling game, actually easy to pick up and grasp once you get past its glad rags. In fact, mechanically, it is so easy to pick up, it is really easy to teach and that, combined with the familiarity of the setting and the comedic tone, means Flabbergasted! can be used as an introductory roleplaying game for new players. In that, it helps that it looks so good and that the Director has a lot of support.

Physically, Flabbergasted! A Comedy Roleplaying Game looks amazing. The artwork is joyously diverse whilst capturing the fun and frolics that lie at the heart of the game. The writing is excellent and a pleasure to read and supported with innumerable examples that capture and reinforce the tone and style of the roleplaying game.

Flabbergasted! A Comedy Roleplaying Game is an ever so hotsy-totsy duck soup. This is a ritzy, swanky roleplaying game that sets everything up for hijinks and hokum and then supports it with all of the accoutrements you should ever want. Flabbergasted! A Comedy Roleplaying Game is the bees knees and it should be everyone’s cup of tea.

Web Watch

Reviews from R'lyeh -

Webworld is a disc-shaped planet spinning through the cosmos tethered to the web of the great spider, An’Ansee. It is a world of fantasy and magic, of dragons and dungeons and trolls and tunnels and orcs and oubliettes, where all manner of creatures and peoples can be found, but there is no better place to the start than the heart of the realm, the city that welcomes all visitors from next next door and the next universe, which dangles at the centre of the web spun by An’Ansee, who hangs below. This is Heq Moreveg, whose inhabitants can look up to the fantastic disc from they descended and out into the night sky of the universe from they came. Just as the disc dwellers have the pleasure of looking down on the Heq Morevegians! It is a raucous city of dwellers from hither and thither, who rub along at the best of times, brawl with each at other times, and riot at the worst of times. Under the shadow of the disc above, it is the dubious duty of the Dusk Watch to keep the peace, whether through hard graft, honest graft, or dishonest graft—and if that fails, through serendipity and stupidity. And sometimes, if a dusk’s patrol goes very, very badly, the members of the Watch have to descend into the Underweb… Unfortunately, on their very watch, some new members of the Dusk Watch are not only going to find themselves voluntarily being led into the Underweb, but they are also going to find themselves very involuntarily being thrown into it! And with the future of Heq Moreveg at stake, they are going to have to find their way back out again. This is the set-up for Beam Me Up, a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, where previous entries in the series have tended to be one-shot, film night specials, here the given scenario (or scenarios) is more expansive.
Orcs & Oubliettes is actually very slightly more than a scenario and mini-supplement for ACE! In fact, it is actually a roleplaying game all of its very own within the various worlds of ACE! There are numerous points within the adventures set in these worlds when the Player Characters can relax, take time out of their own adventures, to play out fantasy adventures with characters of their own. (Even to point as in thirties-set Montana Drones and the Raiders of the Cutty Sark where roleplaying games would have been an anachronism.) The genre for Orcs & Oubliettes is, of course, fantasy, and in particular, as its ‘noun-ampersand-noun’ name suggests, the roleplaying game fantasy of Dungeons & Dragons. Yet, Orcs & Oubliettes is not fully a parody of Dungeons & Dragons, for it is also by inspired by another fantasy, that of Terry Pratchett’s Discworld series of novels. It is not set on a disc-shaped world per se, but rather Heq Moreveg is suspended in the webs spun by An’Ansee below it.
Heq Moreveg is described in broad detail, noting that although ruled by a king, but that the role is not hereditary, chosen from the members of the ‘Brazen Yeopersons of the Elective Council of Keepers’—or ‘BY’ECK’, whose are themselves elected representatives from amongst the city’s many and varied trade bodies. The city is built on stone slabs suspended in the web and subject to the strange cycle of light and dark from a sun that loops around the disc above casting regular periods of day and night. The three main districts of the city swirl out from the city centre—the Monarch’s Spiral, which contains the government buildings, guild headquarters, and houses of the rich; the Residents’ Spiral where most Heq Morevegians live; and the Traders’ Spiral, where most of the city’s trade and business is conducted.
In terms of characters, Orcs & Oubliettes provides four pre-generated members of the Dusk Watch. One is an experienced Watch Captain, a silver-plated mechanoid with a heart, but the other three are totally inexperienced. They include a larcenous faerie Sprite, a teenage wizard, and an inattentive Troll, but details of the Sprite and the Troll are included for the players to create their own using the ACE! rules. There is also a list of equipment and gear to buy and find, all the way up to magical items like a Climbing Potion and a Riveted Rod that always stays in place, Bag of Storing and Lidded Eye lantern whose light reveals anything invisible, Bracers of Giant Strength and even a Lamp of Wishes!
More than half of Orcs & Oubliettes consists of the eponymous scenario. On their very first shift, the Dusk Watch’s newest patrol is caught up in a diplomatic incident. An emissary from a warlike and carnivorous plant species has been kidnapped and dragged into the Underweb, so they have to rescue the diplomat before war breaks out! Despite their efforts, the newest members of the Dusk Watch find themselves ex-members after the rescue attempt goes awry, the emissary turns on them in a murderous rage, and they are not only blamed for his death, but put on trial and found guilty too! Their sentence is to be thrown into the Orphic Oubliette, an interdimensional pocket where the city’s most notorious criminals and darkest secrets are dumped and forgotten. The Orphic Oubliette actually turns out not be quite as dangerous as its reputation suggests, and the Player Characters will find some help coming from unexpected quarters—at least in traditional fantasy roleplaying terms—a tribe of helpful Orcs, and be able to get back out with relative ease. They will also have found the means to clear their names, but that still leaves the question as to what is actually going on and who is responsible.
‘Orcs & Oubliettes’ clips along at a handy pace, a classic fantasy tale, slightly tongue in cheek in tone, of despicable plans and unbridled ambition. Along the way, the Player Characters will bargain with a demon, gain a mighty forgotten weapon, and uncover a grand conspiracy hidden within a grand conspiracy, all before facing a dragon, stopping the city from going up in flames, and so saving the day! The scenario itself should take a secession or two, to play through, three at most.
Physically, Orcs & Oubliettes is well presented with decent, if dark artwork.
Although Orcs & Oubliettes does indeed involve orcs and oubliettes, and does descend into dungeons—or oubliettes—not once, but twice, yet this supplement for ACE! is not the parody of Dungeons & Dragons that the title suggests it to be. Instead, this is more about the weird mélange of city hung in strange circumstances above the oubliettes and the schemes and shenanigans going on there. The obvious inspiration and its familiarity may result in some players finding it too familiar and some finding that it is not familiar enough, so Orcs & Oubliettes is not going to sit—like Heq Moreveg, hang—in everyone’s sweet spot. Nevertheless, Orcs & Oubliettes is an entertaining scenario that will provide a couple of fun sessions’ worth of play.

Friday Fantasy: Hidden Hand of the Horla

Reviews from R'lyeh -

In ages past there stood on the edge of the kingdom the dwelling of a great wizard. He was known as the Hand Mage, for the tower in which he experimented and hoarded his magics and his treasures was purportedly shaped like an open hand. After standing at the edge of the kingdom for many years, the Hand Mage’s Tower disappeared without reason and without a trace. Of course, the Hand Mage being a wizard meant that there were rumours that he had offended the gods and cast into hell or that the pact he had made with a demon for his powers had run its course and he was paying his due, likely having also been cast into hell. It has been so long since the disappearance of the Hand Mage’s Tower that it has passed into legend, a mere footnote in the history of the kingdom and some sage’s dusty notes. Now though, the Hand Mage’s Tower has reappeared exactly where it once stood. Where has it been? Is the Hand Mage still inside? If not, what has happened to him, let alone the tower itself? And can his secrets and treasures be found within its walls?

This is the set-up for Module T1 – Hidden Hand of the Horla, a short, but detailed scenario for use with Old School Essentials, Necrotic Gnome’s interpretation and redesign of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steven M. Marsh. It is published by Appendix N Entertainment and is part of the publisher’s ‘Gateway to Adventure’ series of supplements. What this means is that adheres to an ‘Old School’ ethos in terms of its design. So, there will be encounters and threats in the adventure that will be too challenging to defeat or overcome for the Player Characters of the Level that it was written for, although there is nothing to prevent players using lateral thought or cunning; traps and puzzles rely on the players solving them rather than a mere roll of the dice; player creativity is encouraged; and adventures are designed as toolkits with scope for the game Master to develop details during play. Certainly, this applies to Module T1 – Hidden Hand of the Horla, as there is one threat which will be difficult for the Player Characters to defeat.

Module T1 – Hidden Hand of the Horla is designed for Player Characters of First to Third Level, and can be easily slotted into a campaign and played through in a session or two. It uses Dyson Logos’ ‘The Stone Sinister’ as the map of the Hand Mage’s Tower and includes new monsters and new spells. What brings the Player Characters to the Hand Mage’s Tower is essentially treasure, which feels rather drab. The adventure includes a table of rumours, but most of them are not very interesting either. What is interesting is that the Player Characters are not the only ones with an interest in the tower. A tribe of Chaotic Goat Folk, led by the shaman, Sha’aazra’aak, are set on looting the tower for its magical treasures and will already have been in the tower for a number of days before the Player Characters and barricaded the most obvious entrance. The scenario includes a table of options for what the Goat Folk have done and what they are up to. This is to make the scenario replayable, but it is debatable as to how replayable the scenario actually is, given the fact that the whole scenario consists of a tower with thirteen locations and four options in terms of Goat Folk actions. Plus, the tower is shaped like a hand, so it is highly memorable and if the Game Master really has to give a good reason why the characters would want to return to the Hand Mage’s Tower, let alone the players play through it again.

In fact, there is a reason why the Player Characters might want to return to the Hand Mage’s Tower, but it requires a magical item which enables control of the tower and which the scenario only mentions, but does not detail, and finding that magical item lies very much outside the scope of the adventure. Of course, in the event that the Player Characters obtain this item, by the time they return to the Hand Mage’s Tower, it will have changed as the Goat Folk will no longer there and the Player Characters will have looted all of its valuables previously. Now perhaps a table of motivations and hooks beyond simply looking for treasure could have supported the scenario actually being replayable, but again, as written, highly debatable.

Once the Game Master has decided upon what the Goat Folk are doing, the Hand Mage’s Tower is nicely detailed with particular attention paid to the Hand Mage’s working areas. Careful investigation of these will reveal some of what happened to the Hand Mage before he disappeared and thorough searches will uncover plenty of treasure to take away if the Player Characters came equipped for haulage! In fact, the Hand Mage’s Tower is a treasure in its own right. Claiming it though means facing the true danger that lies hidden in the tower and then the Game Master developing the means to take control outside of the adventure itself. This danger lies behind the scenario’s big puzzle—depicted very nicely in the scenario’s on handout—and is insidiously nasty. This is the Horla, based on the short story ‘Le Horla’, published in 1887 by the French author, Guy de Maupassant. An invisible creature, it will attempt to possess a Player Character and then proceed, in the long term, to betray and kill the rest of the party. This then, is the threat that the Player Characters are unlikely to be able to overcome at their Level, merely be lucky enough to make a successful Saving Throw to avoid being possessed. That said, destroying the Horla may be a good reason for the Player Characters to return to the Hand Mage’s Tower. Of course, handling the possession and roleplaying the betrayal requires careful play upon the part of both Game Master and players.

In addition to the scenario, Module T1 – Hidden Hand of the Horla includes three appendices. In turn, these detail the various monsters in the adventure, such as Animated Books and Winged Vipers as well as the Goat Folk and the Horla; a selection of spells with a hand-theme, like Mage Hand, Forceful Hand, and Crushing Hand, with a guide to spells beyond Sixth Level (and thus outside the scope of Old School Essentials); and a list of Inspirational Media. The latter does include ‘Le Horla’ alongside Twin Peaks and Diary of a Madman.

Physically, Module T1 – Hidden Hand of the Horla is very nicely presented. The layout is clean and tidy, and the artwork is good as well. Naturally, the cartography is excellent. The adventure does need an edit in places.

Module T1 – Hidden Hand of the Horla is a toolkit in that it will need working into a campaign given that it has consequences beyond the limits of the Hand Mage’s Tower and it really does need a hook or three to get the Player Characters involved beyond mere treasure hunting. Further, its claims of replayability are dubious at best as written and so again, will require some development upon the part of the Game Master. Module T1 – Hidden Hand of the Horla is a decent mini-scenario, an easy to run introductory adventure, though one which does have a sting in its tale that needs careful handling.

Character Creation Challenge: Rhiannon

The Other Side -

Rhiannon the WitchWell, here we are at the end of another Character Creation Challenge, and I found a little treat. And I just counted and this will be my 40th character this month. Not too bad really.

Grenda and I shared a love of computers, bad horror and fantasy movies, Dungeons & Dragons, and music. ALL my D&D games had a lot of music associated with them, something my oldest has also picked up. Now, I don't play a lot of music while gaming these days (I get distracted) I used to. So it is no surprise really that we all had characters based on songs or bands (looking at you, "Molley Hachit").  Today's character is no exception.

I have one rule for witch characters in my games. If you play a witch, you are allowed one "Rhiannon." I did mine, this one is Grenda's. 

I know very little about this character. I think she was pre-gen for some game. There are a dozen characters just like her on notebook paper. 

She is AD&D 1st Ee. I do not recognize her god or land, but others I do as his big "rebuild" of all of his lands and gods to divorce them from Greyhawk, Greek and Norse gods. She has "Spell Points" so I am going to say this puts her between the time of 1988 and 1994 or so. Another character in this group is a Dwarven Wayfinder, which was an AD&D 2nd Ed kit, but the character is also an AD&D 1st ed character.

Rhiannon the WitchRhiannon

Class: Witch
Level: 8
Species: Human
Alignment: Evil Twilight
Background: Scholar

Abilities
Strength: 11 (+0) 
Agility: 16 (+2) 
Toughness: 15 (+1) 
Intelligence: 17 (+2) A
Wits: 17 (+2) N
Persona: 14 (+1) N

Fate Points: 1d10
Defense Value: 1
Vitality: 36
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +5 vs spells and magical effects (witch and scholar)

Arcane Abilities
Beguile, Precognition, Shadow Walking

Heroic (Divine) Archetype: Magic

Spells
First Level (4): Black Flames, Chill Ray, Mystical Senses, Read Languages
Second Level (3): Eternal Flame, Invisibility, See Invisible
Third Level (3): Clairvoyance, Dark Lightning, Globe of Darkness
Fourth Level (2): Black Tentacles, Kiss of the Succubus

Gear
Bracers of defense, dagger of venom

If my Rhiannon is based on Stevie Nicks (and maybe then Arnell is my Lindsey Buckingham), then this Rhiannon is someone different. 

I have to admit, I kinda want her as a rival to Larina. They had the same spiritual mentor, my original Rhiannon. When she died, this Rhiannon took her mentor's name. 

I like it and unlike my other characters, Larina never really had a proper antagonist, and Grenda LOVED creating antagonists for my characters. I still can't say the name "Kirkroy" without saying "Fucking Kirkroy!" all the time. 

Wow. That is it. 

I still have another 100 or so more characters in his stack here. I might pull some out for a special occasion or if I need a quick NPC.  I also think I am going to come back to Rhiannon here more often. I think it is a good thing to do more with her. It would have been fun to have had some input on her from Grenda himself.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

The Other OSR: Summer’s End and Other One-Page Adventures

Reviews from R'lyeh -

A mountain infested with rival bandits, a tomb to a saint and a tree of swords on which hangs the saint’s sword, and a giant with stolen horn that can cause avalanches. A lake whose goddess gives swords to high kings, yet there has been no high king in an age, on whose shores stands a fortress commanded by a corrupt captain and manned by a soldiery whose swords have been stolen and who are preparing for mutiny, whilst a Gelatinous King lurks in the nearby forest. A patch of sea shrouded in fog and marked by four islands, one a ships’ graveyard, the second a pirate port, the third home to a sea serpent, and the fourth a tower of friendly and inquisitive liches, and three pirate crews each with three parts of a treasure map! A desert ruled from a city drawn on skids by a giant across the sands hunted by a Crawling Citadel which slides forward one black monolith at a time. A swamp dotted with shipwrecks and infested with swamp zombies, and home to six witches feuding over which one of them should be ‘The Swamp Witch’. These are just some of the entries in Summer’s End and Other One-Page Adventures, an anthology of adventures for Knave, Second Edition, the Old School Renaissance-style microclone published by Questing Beast.

Summer’s End and Other One-Page Adventures contains a total of twelve different adventures, or rather adventure sites. In fact, technically, they are not one-page adventures, since each one encompasses two pages rather than one. They consist of six wilderness adventures and six dungeons, all independent of each other and each easily dropped into a Game Master’s own setting or just run as is. This applies to the six wilderness adventures especially, since each is a self-contained six-mile-wide hex, which means that if the Game Master has an appropriate spot on her campaign map and the surrounding terrain matches, she can simply drop one of the wilderness adventures onto that map. After that, as with the dungeons, all that Game Master has to do is sow some links and rumours into her wider setting and any one of the dozen entries is ready to be visited by the Player Characters.

All twelve entries in the anthology are written in the same style and laid out in the same fashion. The map—whether hex or dungeon—is placed at the centre. Then individual location descriptions are threaded around the map like a border with arrows to mark the particular locations. Sometimes there is an overview of the dungeon or hex, sometimes not. Those with summaries are easier to grasp than those without, but to be fair, none of the entries in the anthology are difficult to prepare. This is, of course, intentional, since Knave, Second Edition is intended to be played from off the page with a minimum of preparation. And really, a two-page spread does require all that much in the way of preparation anyway.

Summer’s End and Other One-Page Adventures opens with a fairly basic wilderness hex. The eponymous ‘Summer’s End’ presents a mountain on which the tomb of a saint stands, whilst the sword he wielded is stuck into the nearby Tree of Swords. Rangers hunt the wilds for a group of bandits, which has split into two groups—one of warriors and one of alchemists, and a giant lurks in a ruined tower coveting the great horn he has discovered, which if he ever blew into, would cause an avalanche! It is simple and straightforward, with the Game Master only needing to add hooks such as bounties on the bandits’ heads, a pilgrimage to the saint’s tomb, and so on. Turn the page and the hexes get a lot more sophisticated. For example, ‘The Raiders of Wolfsea’ details a fog-shrouded archipelago of pirate infested islands, a ships’ graveyard strewn with gold watched over by screeching harpies, an island containing a tower of very happy and inquisitive liches, and a pirate port riven by the rivalry between three pirate collectives, each of whom possesses one part of treasure map. The waters are the Wolfsea are dangerous enough with just the pirates, but they are also hunted by Fog Wolves which prey on any ship and Tempest the sea serpent, who likes to disrupt the doings of pirates and harpies (and Player Characters) for his own amusement. ‘The Wizards of Sparrowkeep’ would have a bucolic feel to it, were it not for the fact that the area is home to four wizard’s towers, whose occupants all vie for the affection of the local witch who lives in the woods nearby. What each wizard does each day and what spells he learns each day is randomly determined, but it is all in pursuit of the witch and stopping the pursuit of his rivals and it is all disrupting life and work in the nearby town. The noble in charge of the area wants the petty feud to stop, each of the wizards wants to prove that his love is worthy of the witch, and the witch…? It is a great little set-up that lends itself to some fun portrayals of the NPCs by the Game Master and some good player-driven action.
‘The Alchemist’s Repose’ is the first of the dungeons in Summer’s End and Other One-Page Adventures and needs a little more preparation upon the part of the Game Master as the complex is patrolled and worked by a series of constructs which are programmed by simple punch cards. This gives it a slight Steampunk feel, but also a puzzle element as the Player Characters discover the punchcards and begin to work out how they are used. ‘The Lair of the Keymaster’ also has a puzzle element, this time consisting of locks and keys behind secret doors that the Player Characters need to find and open if they are to open a vault containing the Keymaster’s greatest secret, the schematics to the ‘Lock Absolute’. Which of course, any king or thief would be willing to pay handsomely to obtain (or steal) these plans. ‘Drums in the Deep’ is a mini-sewer crawl, home to a spider so high on hallucinogenic fungus his skin ripples in mesmerising colour, a mini-cult whose members paint themselves as skeletons, and want to summon the King of Nails, whilst a blind sewer squid lurks in the murky effluence that flows through the sewers. There are also three missing teenagers, which is why the Player Characters have descended into the sewer. This is a much simpler affair, easy to slip under any big town or city.

Some of the dungeons do defy description, such as ‘The Hollow Prince’, a temple complex dedicated to something named the ‘Hollow Prince’. Although there is a lot of lovely detail to the various rooms and consequences of the Player Characters’ actions, quite what is going on in the complex is never explained. Whilst it is fine to mystify the players and their characters, it is arguably not so fine as to leave the Game Master also mystified. Without some kind of hook—obvious or not, ‘The Hollow Prince’ is just that much harder to add to a game.

Physically, Summer’s End and Other One-Page Adventures is a good-looking book. The layout is clean and simple, the big bold maps for each of the adventures dominating every two-page spread and working like artwork as much as they do maps. The cartography varies in style throughout, but in general is very good, although the wilderness hexes are the better of maps.

Summer’s End and Other One-Page Adventures is great collection of adventures and locations, really stripped down to fit neatly into two pages, but still offering a lot of good game play and adventure right off those pages without needing to refer to anything else. In general, the wilderness hexes are better than the dungeons, offering more plot and story, and whilst they are written for use with Knave, Second Edition, the minimal nature of the stats and the minimal number of stats, means that there is hardly another retroclone or Dungeons & Dragons-style roleplaying game that Summer’s End and Other One-Page Adventures would not work with and work well with.

Character Creation Challenge: KRONA the Caped Killer

The Other Side -

KRONA the Caped KillerOk. There is no good reason to do this character. He isn't part of the current Forgotten Realms characters. He isn't odd in sort of way. He doesn't help test my Dungeons & Dragons translations to Wasted Lands.

He is just kinda cool really.

So, I know nothing about this character at all. He predates the time I was gaming with Grenda and he looks really old. The date on the sheet is 4/4/82. Again, nothing special about him, but I do dig the art. He has a solid Grey Mouser look about him.

In Wasted Lands species and races are largely just flavor. But our classic ones do get some benefits. Dwarves are one of those.

Oh. And it is important (to me) that his name is in all caps. 

KRONA (the Caped Killer)

Class: Renegade (from Wasted Lands)
Level: 12
Species: Dwarf
Alignment: Twilight Neutral
Background: Dwarf (Wasted Lands) 

Abilities
Strength: 17 (+2) N
Agility: 18 (+3) A
Toughness: 18 (+3) N
Intelligence: 18 (+3) 
Wits: 17 (+2) 
Persona: 16 (+2) 

Fate Points: 1d10
Defense Value: 2
Vitality: 67 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Death effects

Dwarf Abilities
Night Shighted, detect construction

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-4 d6), Perception, Vital Strike x4, Read Languages, Stealth Skills

Divine Touchstones
First Level: Psychic Power, Bio-feedback
Third Level: Supernatural Power, Mesmerize

Heroic (Divine) Archetype: Thief/Thug

Gear
Rapier, hand axe, battle axe, arrows, darts, hammer

These have been a lot of fun really. I am going to miss doing them and remembering my friend. I hostly have another 100 or so characters to go. I am going to have to hand pick something special for the last one.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Character Creation Challenge: Voyages of the USS Challenger

The Other Side -

 I have mentioned a few times this Character Creation Challenge that there are a few characters in Grenda's stack here that are homages to or inspired by my own characters. That was a two-way street. I already talked about how I used his Yoln as the Big Bad in my Buffy games. Today, I wanted to talk about a character that wasn't lifted but was certainly inspired. That would be John Adnerg, Captain of the USS Challenger. 

These are the Voyages of the Starship Challenger

I figured then that today, the anniversary of the loss of the Space Shuttle Challenger, would make for a good time to talk about it. And of course a nod to the Character Creation Challenge's founder, Carl Stark the TARDIS Captain himself. 

My original USS Challenger was a Galaxy-class starship for FASA's Star Trek game using the Next Generation Officer's Manual. I gave it the registry NCC-62901, placing it a couple of years after the launch of the USS Galaxy and USS Enterprise-D.  The registry comes from the zip code of the city where I went to university.

In these games, John Adnerg had been promoted from Captain to Admiral and was handing the ship over to his former first officer, Johan Werner. That is until disaster struck and sent the ship to the Andromeda Galaxy (2.5 mly away). Yeah, a little like Voyager, but I had this idea in 1989.  Of these games, I only ran "The Ship on the Edge of Forever" and "Ghost Ship." These games obviously informed me of what I wanted out of Thirteen Parsecs

USS Challenger

I don't know if the USS Challenger ever got home. I might need to revisit that someday. 

Adm. John "The Wizard" Adnerg

Class: Diplomat
Level: 14
Species: Human
Alignment: Light Good
Background: Scholar 

Abilities
Strength: 14 (+1) 
Agility: 15 (+1) N
Toughness: 16 (+2) 
Intelligence: 14 (+1) N
Wits: 15 (+0)
Persona: 17 (+2) A

Fate Points: 1d
Defense Value: 1
Vitality: 7
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +4 (base) 
Ranged Bonus: +4 (base)
Saves: +9 to Mental (Diplomat and Scholar background)

Diplomat Abilities
Contacts, Languages, Lore, Mesmerize Others, Suggestion, Slicer Skills (Sneak, Open Locks, Bypass Traps, Sleight of Hand, Fast Talk, Disguise), Read Languages.

John Adnerg was the Captain of the Galaxy Class Starship Challenger until he was promoted to Admiral. Nick named "The Wizard" for his ability to find ways out of nearly impossible situations and come out on top.

Yeah. I like this version of him.

NX-03 ChallengerNX-03 Challenger

This is not the only USS Challenger I have in my collection. I also finished building an NX refit from the 2150s that I am calling NX-03 Challenger. Though when the Federation formed in 2161, the NX-refit was renamed the Explorer Class, and the Challenger became NCC-099, the retroactive "first" of the class of Explorer class scientific research ships with the USS Beagle NCC-100, USS Endurance NCC-101, USS Roebuck NCC-102, and the USS Victoria NCC 103, all named for ships of exploration in Earth's past. 

My other Challenger, NCC 2032, is an Excelsior-class ship I am working on. That one was in service from 2278 on.


You can get the Thirteen Parsecs RPG, the  Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Character Creation Challenge: Corvell "Ice" Multane

The Other Side -

Corvell "Ice" MultaneHeading into the home stretch and have a stack of Forgotten Realms characters here. I am certainly going to use them in my own games in the Realms. 

"Corvell Multane" is a quintessential Grenda character name.  He comes from the same time period as does the HIVE. And much like the HIVE was influenced by my Spyder Society, this Ice seems (on the surface) to have been influenced by my "Ice" from three years prior. Was he trying to recreate some of my characters for his own game? I don't think so. I have found character sheets of some of my characters in his collection. If he wanted them in his game, he just used them. These characters are inspired by, but not the same as. 

Since I am translating these characters to the Wasted Lands, I think I am going to try to keep them as "Realms accurate" as I can. So that means classes RAW and little to no Heroic Touchstones. 

Corvell "Ice" Multane

Class: Warrior
Level: 1
Species: Human
Alignment: Light Neutral
Background: Warrior 

Abilities
Strength: 15 (+1) A
Agility: 16 (+2)
Toughness: 16 (+2) 
Intelligence: 16 (+2) N
Wits: 9 (+0)
Persona: 17 (+2) N

Fate Points: 1d8
Defense Value: 1
Vitality: 7
Degeneracy: 0*
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +1 to all Saves, +2 to Toughness (Warrior background)

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Ranged Combat, Supernatural Attacks (Melee), Spell Resistance, Tracking

Wow. Ok, I like that. I mean, there are no surprises here, but that is a clean-cut character and would do well in the Wasted Lands or Forgotten Realms. 

I will likely drop Degeneracy and Corruption if I continue these for the Forgotten Realms. Though, one could argue that Szass Tam is the model for both of these. 

This is going to be fun.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Mail Call: Even More Mayhem from Dark Wizard Games

The Other Side -

 Ok. I totally forgot I backed these. Two new adventures (#10 and #11) from Mark Taormino's Maximum Mayhem adventures from Dark Wizard Games.

Adventures Fantastic Quest of Whimsical One (#10) & Lost Tomb of Mummy Lich (#11)

Fantastic Quest of Whimsical One (#10) & Lost Tomb of Mummy Lich (#11) are his two newest adventures and they fit into that nice sweet spot that Old-School Essentials covers so well. Though Legend of the Seven Golden Demons (#9) goes to the 18th level.

I have been doing so much with Wasted Lands lately, maybe I could try these out with that system!

Maximum Mayhem Adventures

Regardless of the system I choose to use, I am running out of room in my box!

Character Creation Challenge: Amok Silvertyne

The Other Side -

Amok Silvertyne, the Cheysuli Beastmaster Amok Silvertyne is another Cheysuli Beastmaster. I know that needs translating. I have mentioned Cheysuli here before with Finn DanisVale Warmark, and my own Absom Sark. They are a race of shape-shifting warriors with animal companions known as Lyr (or Lir, I forget).  I have also talked about Beastmasters before. Beastmasters were one of the "Riddlemaster" classes that Grenda created along with Starmasters, Shadowmasters, and Riddlemasters proper. 

In this month of character postings I have found good substitutes for these classes in the Wasted Lands rules, or by dipping into the other O.G.R.E.S. classes. This has not been the case yet for Beastmasters. This is no fault of the Wasted Lands rules, more akin to the nature of the classes Grenda created. For my own Absom Sark I used the Beastmaster from the Complete B/X Adventurer. It works, but Amok here feels closer to the Riddlemasters than he does to the Beastmasters.

In Wasted Lands I think the best way to do this guy is make him a Psychic Warrior (Class from Thirteen Parsecs), give him the Animistic Background, make his species Supernatural (Lycanthrope), and round out the edges with some Heroic Touchstones. Granted, the Beastmaster, like all the Riddlemaster classes, are grossly overpowered, so I am not going to match him up power for power. But I want to get close to his concept.

Amok Silvertyne

Class: Mystic Warrior (from Thirteen Parsecs)
Level: 6
Species: Supernatural, Lycanthrope (from NIGHT SHIFT)
Alignment: Twilight Good
Background: Animistic 

Abilities
Strength: 16 (+2) N
Agility: 19 (+3) N
Toughness: 19 (+3) 
Intelligence: 19 (+3)  
Wits: 17 (+2) A
Persona: 17 (+2) 

Fate Points: 1d8
Defense Value: 0
Vitality: 45 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base) 
Number of Attacks: 2
Saves: +1 vs saves

Mystic Warrior Abilities
Combat Mastery, Impossibly Agile, Mysticism, Lightning Fast, Survivor Skills, Free Running, Favored Weapon: Sword

Mystic Powers
Enhanced Senese, Danger Sense, Supernatural Attacks

Lycanthrope Powers
Shapechange into a wolf.

Heroic Touchstones
Level 1: Psychic Ability: Telepathy (animals)
Level 3: Spirit Guide: Direwolf ("Lorn")
Level 5: +1 to melee attacks

Heroic (Divine) Archetype: Nature

Gear
Longsword, Dagger, Mace, Spear, Bow

This is rather good, to be honest. I was worried I would not be able to capture what this character was in Wasted Lands, but I never should have doubted. 

You can get the Wasted Lands RPG, the NIGHT SHIFT RPG, and Thirteen Parsecs RPG at Elf Lair Games.

Character Creation Challenge

Miskatonic Monday #335: Ectoplasmorphia

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: EctoplasmorphiaPublisher: Chaosium, Inc.
Author: Hyacinth

Setting: USA, 1926Product: One-shot
What You Get: Twenty page, 3.22 MB Full Colour PDF
Elevator Pitch: Two houses, one plot, never the twainPlot Hook: Lost outside two lonely houses, which do they enter?Plot Support: Staging advice, four pre-generated Investigators, three handouts, and one map.Production Values: Plain
Pros# Haunted house mystery# Easy to adjust to other eras for Call of Cthulhu# Taxidermiphobia# Zoophobia# Dysergia
Cons# Why are the pre-generated Investigators together?
# More haunted house mystery than a Mythos one# Two locations for the same scenario, once a location is chosen, the other cannot be reached, so does it actually matter?
Conclusion# Decently done haunted house horror# Sadly, no Hoots Mon There’s A Moose Loose Aboot This Hoose

Miskatonic Monday #334: The Bristol Train Robbery

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: The Bristol Train RobberyPublisher: Chaosium, Inc.
Author: Chicho ‘Arkashka’ OCARIZ

Setting: London and Reading, 1843Product: Scenario
What You Get: Thirty-four page, 8.12 MB Full Colour PDF
Elevator Pitch: The great mummy robberyPlot Hook: One of our mummies is missing!Plot Support: Staging advice, four pre-generated Investigators, eight handouts, one map, five NPCs, one Mythos tome, and one Mythos monster.Production Values: Decent
Pros# Scenario for Cthulhu by Gaslight# Decent transport-based investigation# Easy to adjust to other ‘Mummy mania’ eras for Call of Cthulhu# Inspired by The Great Train Robbery by Michael Crichton# Pharaohphobia# Siderodromophobia# Kinemortophobia
Cons# Needs an edit
# More an occult scenario than a Mythos one# Inspired by The Great Train Robbery by Michael Crichton, but no train action!
Conclusion# Investigation into a train robbery, but without any train action# Decently detailed investigation that is more Mummy than Mythos

Character Creation Challenge: Enter the HIVE!

The Other Side -

 I wanted to spend a week doing evil characters, but my week got away from me. I was supposed to do these yesterday. Plus I also have another reason for doing these. My oldest is building a bunch of NPC adventuring parties. In his current game these adventuring guilds are akin to the social media celebrities of his world. They are all ranked, with the ones with the highest ranks getting the best sponsorship deals and merchandising deals. Groups with signature-named weapons do better since the weapons can be sold separately for their action figures.  

The Hive here are not highly ranked. But that is fine since he needs a few of them.

The HIVE

I am not 100% sure about the origin of these guys, but the timing and the names of the characters remind me of my own "Spyder Society" I had made a couple years before them.  I don't think they were made to be NPCs, these look like characters he was going to play at some point. Plus a few have what look like "play notes" on them.

What REALLY stands out about these characters though is they were made for the Forgotten Realms. This is interesting because I didn't even know Grenda, a hard core Greyhawk guy, was doing anything at all with the Realms. But they all worship evil gods from the Realms. He also has his city, Rivendell (not the Tolkien one), placed in the Realms somewhere. If I use them, I'll change that to Waterdeep. Though I would have liked to have known where he put his city on Faerûn.

There is a nice variety here, but all are 1st level (or so) and all are fairly standard AD&D classes. So translating them into Wasted Lands is pretty easy.

CobraCobra

Class: Renegade
Level: 1
Species: Human
Alignment: Dark Evil
Background: Warrior

Abilities
Strength: 18 (+3) N
Agility: 18 (+3) A
Toughness: 18 (+3) N 
Intelligence: 15 (+1) 
Wits: 16 (+1)
Persona: 18 (+3) 

Fate Points: 1d6
Defense Value: 1
Vitality: 10
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: +1 to melee attacks

Heroic (Divine) Archetype: Thug

Gear
Longsword, dagger, crossbow

WidowWidow

Class: Renegade
Level: 1
Species: Dökkálfar
Alignment: Dark Evil
Background: Warrior

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 17 (+2) N 
Intelligence: 18 (+3) N
Wits: 15 (+1)
Persona: 16 (+2) 

Fate Points: 1d6
Defense Value: 3
Vitality: 6
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: 1 Level of Sorcerer

Heroic (Divine) Archetype: Trickster

Gear
Longsword, dagger, dart

PiPi

Class: Renegade/Necromancer
Level: 1/1
Species: Half-Ljósálfar
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 16 (+2)  
Intelligence: 16 (+2) N
Wits: 17 (+2) N
Persona: 15 (+2) 

Fate Points: 1d6
Defense Value: 1
Vitality: 7
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from the Dead

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: Psychic Power: Telekinesis 

Heroic (Divine) Archetype: Speaker to the Dead

Gear
Shortsword, mace, dagger

WaspWasp

Class: Renegade/Sorcerer
Level: 3/3
Species: Deep Gnome
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 16 (+2)  
Intelligence: 17 (+2) A
Wits: 16 (+2) N
Persona: 15 (+2) 

Fate Points: 1d6
Defense Value: 4
Vitality: 13
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6), Vital Strike

Sorcerer Abilities
Spell casting, Aracna (Enhanced Senses, Psychic Power Suggestion)

Sorcerer Spells
First Level: Chill Ray, Extinguish Light
Second Level: Invisibility

Heroic/Divine Touchstones
1st Level: Psychic Power: Bio-feedback 
3rd Level: Luck Benefit

Heroic (Divine) Archetype: Trickster

Gear
Shortsword, mace, dagger

CottonmouthCottonmouth

Class: Renegade/Necromancer
Level: 1/1
Species: Half-orc
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 17 (+2)  
Intelligence: 16 (+2) N
Wits: 17 (+2) N
Persona: 10 (+0) 

Fate Points: 1d6
Defense Value: 1
Vitality: 8
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from the Dead

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: +1 to melee attacks

Heroic (Divine) Archetype: Assassin

Gear
Bastardsword, morningstar, dagger

"The Shadow"

No idea who this is. "He" appears to be their boss or handler.  His name appears on all their sheets under Patron. It is likely that one of his own characters relocated to the Realms.

I must admit. I am tempted to reuse these characters for my own Forgotten Realms expropriations. A great set of antagonists for my Sinéad.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Hope Reborn

Reviews from R'lyeh -

Back in 1991, R. Talsorian Games, Inc. published Tales From The Forlorn Hope. This was not one, but three things. First, it was a special edition of the in-game magazine, Solo of Fortune, detailing a bar in Night City founded by veterans of the Central American Wars that provided a hangout, a sanctuary, and a refuge for themselves, other Solos, and Cops from 2011 onwards. Second, it was a setting supplement for Cyberpunk 2.0.2.0., one which the Edgerunners can turn into a base of operations for themselves. Third, it was an anthology of missions for Cyberpunk 2.0.2.0. suitable for Edgerunners who visit the bar often or even find a home there, enabling them to interact with the regulars, many of whom are featured in the Solo of Fortune Special Edition. That though was in 2011 and a lot has happened in the decades since. What of The Forlorn Hope in 2045, in the Time of the Red?

Tales of the RED: Hope Reborn is a supplement for Cyberpunk Red: The Roleplaying Game of the Dark Future that brings the history of The Forlorn Hope up to date before presenting a whole new chapter that will involve the Edgerunners in first losing and then restoring hope and happiness. This is in the form of a six-part campaign which does two things. One is provide the means for the Edgerunners to effect change, if only at a small scale, and the other is to provide a street level campaign.

The six parts of the campaign are organised as is standard for scenarios for Cyberpunk RED. Each opens with a plot flowchart and then with a ‘Rumours’ table, which as the campaign progresses, begins to work in events that occurred previously and the Edgerunners will have been involved in, as well as hinting at what is to come. It is followed by the ‘Background’ to the scenario, which can be read out to the players, and ‘The Rest of the Story’ for the Game Master’s eyes only, as is ‘The Setting’ and ‘The Opposition’. ‘The Hook’ describes how the Edgerunners get involved, ‘Developments’ and ‘Climax’ detail the individual beats, whilst ‘Resolution’ provides options on how the scenario comes to end depending on whether or not the Edgerunners succeed or fail. ‘Downtime’ covers what the Edgerunners can do between missions and even prepare for the next one. In addition, there is general advice on running the campaign, which suggests that the Game Master uses look for possible hooks in the Edgerunners’ Lifepaths, created during character generation, to tie one or more of them into The Forlorn Hope. Despite both of this explanation and advice, what Tales of the RED: Hope Reborn does lack is an overview of the campaign and an explanation of what is going on. What this means is that the Game Master does not really learn who the antagonists of the campaign are until she reads about them in the campaign itself, which makes it just a little bit more difficult to prepare. All six chapters include an indication of their running time.

What Tales of the RED: Hope Reborn does include is ‘A Tale Of Hope’ by William Moss. Told through the eyes of Aurora ‘Rory’ O’Reilly, livecasting journalist and daughter of C.J. O’Reilly, the famed Solo of Fortune journalist who wrote the original special edition, this introduces The Forlorn Hope and gives its history from its founding in 2011 to 2045 as well as its notable staff and clientele. Now only part of The Forlorn Hope is mapped at this point—and it is the only part that the campaign itself requires—so if the Game Master does want to connect the Edgerunners to the bar before the campaign itself begins, then she will need access to a copy of Tales From The Forlorn Hope.

The campaign itself opens with ‘The Angel’s Share’ by Eddy Webb. Co-owner of The Forlorn Hope, Marianne Freeman, asks the Edgerunners to help with an ‘XBD’, or ‘Extreme Brain Dance’ Dealer, who is threatening her staff and family after she kicked out of the bar for attempting to sell his wares to her customers. She wants them to put him out of business, rather than killed. It is a simple straightforward job, but when the Egderunners return, the action and the campaign switches up a gear. What they hear—and find—when they get back is that The Forlorn Hope has blown up! The Egderunners have another fight on their hands, this time to rescue those still trapped in the rubble of The Forlorn Hope. This is literally handled as a fight, which does feel odd, but it is actually topped off by an actual fight as allies of the ‘XBD’ dealer take their revenge. The rescue attempt is against the clock so the first part of campaign has a frantic feel and pace.

Although The Forlorn Hope is no more, the owners decide they will rebuild and this is the thrust of the campaign proper and asks the Edgerunners to help. This leads into a couple of fun chapters in which the Edgerunners first find a new location and then conduct a long-term reconnaissance of the neighbourhood. In ‘Real Estate Rumble’ by Paris Arrowsmith and Tracie Hearne, the Edgerunners get to work for a property dealer by the name of Jack Skorkowsky as he tries to find Marianne Freeman a suitable new site. Skorkowsky’s properties have been beset by a series of pranks and odd occurrences which are impeding work on them. If the players and their Edgerunners have played scenarios from Tales of the RED: Street Stories and Cyberpunk RED Data Pack, they will likely recognise the threat here. By the end, Jack Skorkowsky will have found a property, enabling the Edgerunners to move into the area in Linda Evans’ ‘Welcome to the Neighbourhood’ and check it out. There are some really fun little encounters here, such as having to rescue a drunken student trapped in the giant leaves of a carnivorous plant being grown as an experiment by the Biotechnica and having to be an emergency replacement team to play the local Roller Derby team. All of these embody the street level nature of the campaign and do so very well.

The preparation for the opening of The Forlorn Hope anew, begins with Melissa Wong’s ‘The Devil’s Cut’. This is a classic heist style scenario in which the Edgerunners go to work for a veteran conman in an attempt to recover some bottles of genuine alcohol, which she believes have been stolen by a special operation run by the local office of a corporation and are being auctioned off. The Edgerunners have to investigate the operation and its staff, plan the heist, infiltrate the launch party—because of course, there is a launch party—and make off with the bottles of alcohol. Lastly—or rather penultimately—‘Hope’s Calling!!!’ by Chris Spivey takes the Edgerunners through the preparation proper for the reopening of The Forlorn Hope. They are taken on by the bar as combination roadies, techies, gophers, and security going through a checklist of things that Marianne wants addressing. This includes getting the right cocktail ingredients, technical checks, and more. As they work on checking these, the Edgerunners discover that someone is actually attempting to sabotage the opening night, so it becomes a race to both undo the efforts of the saboteurs and identify who they are. As soon as they manage that, it is time for the opening night. The Edgerunners’ efforts to undo the sabotage will play an unexpectedly big role in this as the bad guys make a direct assault on The Forlorn Hope. This plays out as a cross between a massive brawl and firefight, which is essentially a make-or-break night for The Forlorn Hope. It has its own mechanic for handling this mass combat, which is kept fairly simple, with plenty of room for player input and room for them to sway the fight.

Although ‘Hope’s Calling!!!’ feels very much like the end of the campaign, it actually is not. In Frances Stewart’s ‘Ripping the Ripper’, the Edgerunners are asked to take revenge on the people who actually blew up the original The Forlorn Hope. This requires them to sneak into ‘The Hot Zone’, the geographical centre of Night City where the tactical nuclear device was detonated almost atop Arasaka Towers and triggered the events of the Time of the Red, and either set the perpetrator up or gun him down! How the Edgerunners go about it is up to the players, but they need to do it without The Forlorn Hope itself being blamed for it. It is a solid ending to the campaign.

One consequence of Tales of the RED: Hope Reborn being a street level campaign, is that the Edgerunners are kept away from the wider plot. That is, who targeted The Forlorn Hope for destruction and who wants the new bar to fail? Neither are connected and neither become apparent until the last chapters of the campaign. How much of an issue this is, really depends on the players, and how much umbrage they might feel at being sidelined from what would be the main plots—or plots—in any other campaign. Essentially, what is really going on is that Edgerunners who are better and more experienced than those of the players are dealing with them. However, the players being players are likely to want answers to those questions and so the Game Master might want to have some answers and some updates as to what is going on and the owners and staff of The Forlorn Hope have learned.
Tales of the RED: Hope Reborn comes to a close with an Appendix of new rules. They include rules for ‘Hacking Agents’, ‘Vehicle Chases’, ‘Roller Derby’, ‘Flash of Luck’, and ‘Headquarters’. The majority of these are fairly general in their application and thus have life beyond the pages of the campaign. ‘Hacking Agents’ enables Netrunners and Techs to remotely hack the devices that everyone carries in the Time of the Red, so opening up options in accessing security and information and so on as well as increasing the versatility of both Roles. ‘Vehicle Chases’ are quick and dirty rules for handling chases and complement the rules for vehicle combat in Cyberpunk RED, relying primarily on Edgerunner Drive skill. The rules cover standard manoeuvres as well as ramming and passenger actions that can help the person behind the wheel. ‘Flash of Luck’ brings a narrative element into play, letting a player spend his Edgerunner’s Luck Points to retroactively bring items and events into play to provide an advantage when the unexpected occurs and so prevent heists, infiltration, and con jobs from becoming extended planning sessions rather than actually playing them through. Playing them out as flashbacks is optional, of course, but whilst ‘Flash of Luck’ is designed to work with the heist of ‘The Devil’s Cut’, it will also work in other situations too.

Other new rules are designed to work with the various Jobs in the campaign and are thus quite specific. ‘Headquarters’ is designed for the long term. It enables the Edgerunners to build their own base of operation, spending Improvement Points earned as a group to add things like an Evidence Wall, Medbay, or Server Room. There is advice too on how to use The Forlorn Hope as a base of operations, Improvement Points being spent to buy ready access to the bar’s facilities rather than actually build them. The oddest rules are for ‘Roller Derby’. They detail how to play the sport which takes centre stage in the ‘Wheels on Fire’ Job from the ‘Welcome To The Neighbourhood’ chapter of the campaign. These allow the Game Master and her players to play out their Edgerunners’ participation in that Job, but they could be useful in other ways. They could be used to handle street battles or chases on skates, but they could also be used as the basis for a campaign in which the Edgerunners actually form their own Roller Derby team!

Physically, Tales of the RED: Hope Reborn is well presented and organised, although it does lack an index. For the most part, the artwork is excellent and the cartography is good.

Although it does feel a little clumsy in places in terms of its mechanics, Tales of the RED: Hope Reborn provides a really fun street level campaign that offers a good mix of roleplaying, combat, and technical challenges, a variety of really different missions and jobs that will keep the players on their toes, and ultimately the opportunity for the players and their Edgerunners to really make a difference. Tales of the RED: Hope Reborn is an impressive first campaign for Cyberpunk RED that delivers on what it promises to do.

Character Creation Challenge: Eno Nosrep

The Other Side -

Eno Nosrep I don't know who this character is ("One Person"), but I do know what he is supposed to be. His class is Adept of the Spirit, which was our attempts to bring the Riddlemaster back down to a reasonable class, and use a name that wasn't going to get us into trouble if we had ever decided to publish it. 

We never got it to that point. I had bugged Grenda about it over the years and then again when the OSR scene first started going strong, but he was not interested in doing it then. It was always, "Yeah, I should do that soon." Well. That "soon" never came. I do admit some hesitation in releasing it now; I really don't, to be honest. But intellectually, I wonder how it would work for, say, Old School Essentials or one of the AD&D 1st clones.

For Wasted Lands, though, this is a perfect time for me to try him out as a Mystic Warrior from Thirteen Parsecs.

Eno Nosrep

Class: Mystic Warrior (from Thirteen Parsecs)
Level: 13
Species: Human
Alignment: Neutral
Background: Scholar

Abilities
Strength: 18 (+3) A
Agility: 17 (+2) 
Toughness: 18 (+3) N 
Intelligence: 17 (+2) 
Wits: 14 (+1)
Persona: 16 (+2) N

Fate Points: 1d10
Defense Value: 1
Vitality: 104
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base), +3 (STR)
Ranged Bonus: +5 (base)
Saves: +5 to all Toughness Saves
Number of Attacks: 3

Mystic Warrior Abilities
Combat Mastery, Impossibly Agile, Mysticism, Lightning Fast, Survivor Skills, Free Running, Iron Will, Favored Weapon (+1 damage die), Mind over Body, Instant Kill

Powers
Danger Sense, Enhanced Senses, Supernatural Attacks

Heroic/Divine Touchstones
1st Level: +1 to melee attacks
3rd Level: +1 to Wits Saves
5th Level:  Luck Benefit
7th Level: Psychic Ability: Telepathy
9th Level: +1 level of Sorcerer
11th Level: +1 level of Sorcerer
13th Level: +1 level of Sorcerer

Heroic (Divine) Archetype: Mental Discipline

Gear
Longsword, dagger, short bow

Yes. This works quite nicely, to be honest. Mystic Warriors do make for a good stand-in for Riddlemasters. I am just sad that Grenda didn't get a chance to see this.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


RuneQuest Classics: Sun County

Reviews from R'lyeh -

Although Avalon Hill published RuneQuest III in 1984 and would work with Chaosium, Inc. for another four, the publisher, best known for its wargames rather than its roleplaying games, would not release any new material for the setting of Glorantha for seven years. The combination of a new company head and a new line editor would change this. Under the aegis of roleplaying game designer Ken Rolston, Avalon Hill published Sun County: RuneQuest Adventures in the Land of the Sun in 1992. It was well received by the fans of the setting and in the next three years, Sun County would be followed by River of Cradles, Shadows on the Borderlands, Strangers in Prax, Dorastor: Land of Doom, and Lords of Terror. All together, these six supplements for RuneQuest III set in Glorantha explored new areas of Dragon Pass and became known as the ‘RuneQuest Renaissance’, rekindling interest in Glorantha that continues to this day. Notably, some of the titles that formed the ‘RuneQuest Renaissance’ have inspired community-created content on the Jonstown Compendium. For example, Sun County is the setting for the ‘Tales of the Sun County Militia’ series and Dorastor: Land of Doom is the setting for Secrets of Dorastor.

—oOo—
Originally published in 1992, Sun County: RuneQuest Adventures in the Land of the Sun is once again available in print. It is a remastered edition, rather than an updated edition. What this means is that it is still rewritten for use with RuneQuest III, rather than RuneQuest: Roleplaying in Glorantha, the most recent edition of the roleplaying game. It also means that it has been tidied up and is now available in colour rather than just being in black and white. Plus, it includes a foreword by Shannon Appelcline, author of the Dungeons & Designers series of books about the history of the roleplaying hobby, which explores the origins and consequences of the ‘RuneQuest Renaissance’. This is nicely detailed, but it does not extend that foreword to 2024 and the publication of this new edition of Sun County. This is a missed opportunity. One issue with Sun County is that it is not fully compatible with RuneQuest: Roleplaying in Glorantha, so some adjustments are necessary and the various NPC and monster stats will need adapting. Fortunately, there is a conversion guide in the appendix of RuneQuest: Roleplaying in Glorantha, which also includes the details necessary to play a member of the Cult of Yelmalio, which dominates religious and cultural life and outlook in Sun County. Further information is available in the forthcoming Cults of RuneQuest: The Gods of Fire and Sky.

Sun County: RuneQuest Adventures in the Land of the Sun can be divided into two halves. The first half describes the small, isolated province on the Zola Fel River in the River of Cradles valley, between Prax and Vulture Country, and just south of the city of Pavis. Since 877 S.T., the province has been settled by light-worshipping farmer-soldiers, known for their devout worship of Yelmalio, their extreme conservatism and prudishness, their sometimes-extreme distrust of outsiders, and their skill with the pike and the spear, with many of the county’s young men serving in militias and troops work as mercenary phalanxes far beyond the borders of Sun County. Since 1610 S.T., with the capture of Pavis, the biggest city in the region, by the Lunar Empire, Solanthos Ironpike, Honoured Count of Sun County, has owed begrudging fealty to Sor-eel the Short, Lunar Count of Prax and Governor of Pavis, effectively ensuring a relatively easy peace between the city and the county. Sun County: RuneQuest Adventures in the Land of the Sun is not a gazetteer of the province, but it does give a geographical overview, as well as describing how it is governed, how its deals with and trades with outsiders, and its problem with hazia, the additive euphoric herb, whose cultivation is profitable, but technically, banned.

Full stats are provided for Solanthos Ironpike, as well as his leading captains, Invictus, Light Captain of Sun County, commander of the Templars and the county’s military and Vega Goldbreath, Guardian of Sun County, an exception to the rule in being a Light lady of Yelmalio. Another exception is Belvani, Lieutenant of the Light Captain Light Son and Light Servant of Yelmalio, whose duties actually require him to deal with outsiders and who is accompanied by The Gamon, a crested dragonewt who never speaks, but who Belvani treats as his dogbody! Although the leading members of the priesthood of the Cult of Yelmalio are described, they are not given stats. The cult itself is fully detailed, including its mythos, history, place in the world, and more. How to become an initiate and then a Light Son or Light Priest, as well as a Light Servant who acts as their special servant. Along with the subcults of Monrogh, the cult’s spirit of reprisal, Kuschile the horse archer, and Togtuvei, the cartographer and geographer, plus a list of Yelmalio’s Gifts and Geases, this is an excellent write-up of the Cult of Yelmalio.

One pleasing addition to the write-up of the cult is the map of the Sun County Temple, renowned of course, like all temples to Yelmalio, for its gold dome that catches the light, which is taken from the Pavis: Threshold to Danger boxed set. Besides detailing the temple and its powerful defences—both magical and mundane, the temple description also details terms by which it offers sanctuary, now strictly enforced lest Solanthos Ironpike, irk Sor-eel the Short in Pavis. Which effectively means that if the Player Characters annoy the Lunars in Pavis, they may not have as much luck hiding out in Sun County as they might hope! There is also terrific write-up of an annual ceremony and heroquest, ‘The River Ritual of the Sun People’, which the current count performs to reforge Sun County’s alliance with a daughter of Zola Fel, god of the River of Cradles. (It is a pity that none of the adventures in Sun County deal with this, but that does mean that the Game Master has scope to develop something herself.) Lastly, the Sun County militia is detailed as is ‘Shield Push’, a Sun Domer game that can be best be described as Rugby or Australian Rules Football scrum or ruck played with shields!

Another notable inclusion in Sun County is that of ‘Jaxarte’s Journal’. This is the account of Jaxarte Whyded, a minor relative of Sor-eel the Short given the make-work role of ‘Commissioner of the Imperial Census for Prax’ recounts of his visit to Sun County. It gives a very enjoyable counter to the description of Sun County and a more immediate outsider’s point of view. It also comes with footnotes from a Lhankor Mhy sage which add further commentary, and all together, his account echoes that of the travelogue of Biturian Varosh, the merchant prince of the Issaries cult in Cults of Prax.

In addition to a set of encounter tables with some potentially entertaining entries for Sun County, the other half of Sun County: RuneQuest Adventures in the Land of the Sun is dedicated to four scenarios. Two of these, ‘Melisande’s Hand’ and ‘Rabbit Hat Farm’, are designed for relatively inexperienced Player Characters, whilst the other two, ‘Solinthor’s Tower’ and ‘Old Sun Dome’ require more experienced Player Characters. Most of the scenarios are flexible in who they are run, whether that is with Sun Domer Player Characters or outsiders. The eight provided Player Characters include a good mix of both, though they do come with notes for use with ‘Rabbit Hat Farm’.

The first scenario, ‘Melisande’s Hand’ is a classic festival adventure whose events and intrigues the Player Characters can embroil themselves. It details a harvest festival dedicated to Ernalda—and gives the winner the right to wed a local Ernalda initiate for a year as well as a fair bit of renown—which takes place each year in Garhound, a town on the other side of the river from Sun County. It is a busy affair with lots going on between the various contestants and plenty of opportunities for the Player Characters to shine, whether in the individual events or in between. There are prizes too for each of the individual events, there is the opportunity for everyone to win something. Whilst the scenario is designed for beginning Player Characters, its busyness does mean it is better run by a more experienced Game Master.

‘Rabbit Hat Farm’ is the RuneQuest equivalent of a ‘village-in-peril-that-nobody has heard from lately’-style scenario. Its location, Rabbit Hat Farm has been abandoned following an attack by Praxian nomads and then Broo, and so far, the militia already sent to investigate have not been heard from. The farm is fully detailed, as is what the Player Characters will find below—the remnants of a nasty Chaos nest! This is the scenario that the pre-generated Player Characters are written to play and there are really good hooks to get them involved in the investigation and exploration of the farm. Thankfully, the caves have been partially abandoned as otherwise it would be a very tough adventure. As it is, this is a challenging adventure against some tough opponents for inexperienced players and their characters, as it is effectively, a mini ‘Snake Pipe Hollow’! Nevertheless, clearing the remains out of the caves will be a major achievement.

The Sun County Ruins are site of the Old Sun Dome Temple—abandoned after an earthquake—and the location for the third scenario, ‘The Old Sun Dome’. Lots of hooks are given as to why the Player Characters might want to explore it, including looking for certain artefacts and even mapping it out for architecture-obsessed Jaxarte Whyded, and it makes use of the map of the current Sun Dome Temple (because why would a religiously orthodox society build anything different?) to create what is effectively a haunted house. There are guards outside to prevent anyone from going in, but the real threat lies inside in form of undead who have occupied the otherwise empty complex. There are some interesting secrets to be discovered, no matter whether you are a Sun Domer or an outsiders. The latter especially, as they are unlikely ever to get that far into a functioning Sun Dome Temple!

Lastly, in ‘Solinthor’s Tower’ is more of an encounter than a full scenario. A Lhankor Mhy sage is writing a thesis which collects all five hundred hymns and poems written by Solinthor, a priest of Yelmalio who ‘died’ in 1375 S.T. except that she cannot find the last seven. She thinks they might have been interred with him in his ‘retirement tower’ (which is where all priests of Yelmalio spend their last days) and so wants help in locating the right tower and getting inside. This is challenging since the penalties for looting—and this applies to ‘The Old Sun Dome’ scenario too—are death by ritual combat if they are caught! This sets up a bit of a dilemma because Solinthor is possession of treasures that the count will be pleased to have in his possession, but then where did the Player Characters find them? Getting hold of them though means getting past some tough magical defences which will challenge most Player Characters, especially given the tight space of Solinthor’s Tower. One thing it does share with ‘The Old Sun Dome’ is potential access to Yelm’s realm on the Hero plane, neither of which is actually designed to lead to any Heroquesting, given that at the time of publication for Sun County there were no rules for such activity! (Oh, how times change.) The outcome though of that access is actually better and better handled than it is in ‘The Old Sun Dome’. ‘Solinthor’s Tower’ is by no means a bad scenario, but it feels all too short.

One issue with Sun County is what you play. The core characters are the Sun Domers of Sun County and they are to man, xenophobic, misogynistic, repressive, and strict. This represents a roleplaying challenge because although not necessarily nasty, they are not nice people and they have a dislike of anyone who is different to them. In particular, female Player Characters will struggle in a society that would ideally restrict women to certain roles. Sun County does acknowledge this by suggesting that the Player Characters be outsiders for many of its scenarios, though of course, that has its own challenges. Alternatively, they could be misfits, as per Tales of the Sun County Militia: Sandheart Volume 1. This does not mean that players cannot roleplay Sun Domers, but both the Game Master and her players need to be aware of their cultural attitudes and present them with care.

Physically, the Sun County: RuneQuest Adventures in the Land of the Sun is decently presented. Behind the excellent front cover, the layout has been tidied up whilst still retaining the look and style of a RuneQuest III book, the internal artwork is good, and colour has been judiciously applied to make various elements stand out. This includes a new map of Sun County that now includes the settlement of Sandheart and the various documents done as scrolls, such as ‘The Light List: The Honoured Counts of Sun County’ and ‘Jaxarte’s Journal’.

In terms of a setting, Sun County: RuneQuest Adventures in the Land of the Sun does could have done with a gazetteer and more on the ordinary lives of the Sun Domers, as both would have been useful, especially if running the book’s four scenarios for Sun Domers. That said, the scenarios are easier to run for outsiders than they are for Sun Domers, as the Sun County parochial attitudes do set up tensions that a Game Master and her players might not want to deal with. However, Sun County: RuneQuest Adventures in the Land of the Sun is still a great book with a balanced mix of background and overall decent scenarios, ultimately providing what was a great introduction to the Yemalio-worshipping Sun County in 1992 and still is a good introduction over thirty years later.

The Other OSR: Teenage Oddyssey

Reviews from R'lyeh -

The nineties was a decade of Grunge, Britney Spears, and Hip-Hop, of growing up without the Soviet Union and Communism being the traditional bogeyman, of television sensations like Twin Peaks, Buffy: The Vampire Slayer, and Friends, and the rise of easy communication and information with the widespread adoption of mobile phones and the Internet. This is the decade in which Teenage Oddyssey is also set, a decade which was in its own way just as odd and crazy as the previous decade when many ‘Player Characters as Teens’ roleplaying games are set—though of course, without the existential dread and paranoia given that the end of the world was imminent. Published by Cannon Otter Studio, as its title suggests, Teenage Oddyssey uses Into the Odd, the Old School Renaissance-style rules light microclone published by Free League Publishing as the basis for its mechanics. The result is a fast-playing, fast set-up, sometimes brutal roleplaying game.

A Teenager in Teenage Oddyssey will be aged between twelve and fourteen and have three stats—Body, Mind, and Charm—and Luck, Hit Points, a Background, and some starting Gear as well as some cash. The stats range in value between eight and eighteen, but can go up and down. Body will go down because of injury and Mind because of fear, but all can be improved through experience. Luck ranges in value between one and five and Hit Points between one and six, but can go higher. Background might be Arcade Champion, Farmer’s Kid, Drama Club Kid, or even TTRPG Nerd and grants one or two items of Background Gear. Teenage Oddyssey uses an inventory system, so there are limitations on how many items a Teenager can carry, depending on whether they are Big Items or Small Items, carried in the hand or the backpack. High stats means that a Teenager begins play with one piece of Background Gear, whilst low stats mean he starts with two. Creating a Teenager is simply a matter of rolling for all of these and then cross-referencing Luck and Hit Points to determine Background, all of which can be done in a matter of minutes.

Michaela Puckett
Age: 13
Background: Photog
Body 13 Mind 15 Charm 11
Luck: 3
Hit Points: 3
Cash: $8
Gear: Camera, bicycle, backpack, notebook, pencil, House keys

Mechanically, Teenage Oddyssey is simple and straightforward. To have his Teenager undertake an action, a player makes a standard Test, rolling a twenty-sided die, the aim being to roll equal to, or less than, an appropriate stat. Standard rules for Advantage and Disadvantage apply. A Luck Test is rolled against a Teenager’s Luck, but Luck can also be spent to reroll a standard Test or to increase the damage rolled on a damage die to its maximum. The Game Master can reward Luck for good roleplaying or even out of pity! Depending on the situation, a Teenager’s Background can grant an Advantage or even an automatic success on an action.

Combat, in line with Into the Odd, is brutal in Teenage Oddyssey. Initiative is handled in narrative fashion, with combatants acting in order according to what fits the story and then when one participant has acted, he gets to choose who acts next, including the Game Master. Attacks always hit and inflict damage and the only time an Attack Test is rolled is when a Called Shot is desired. Weapons inflict damage according to their size, that is, whether they are Big Items or Small Items. A Small Item that will fit in pocket inflicts less damage than a Big Item carried in the backpack. The damage die can explode, so that it is possible to inflict a lot of damage with a lucky series of rolls. Damage is deducted from a target’s Hit Points and then his Body Stat. Armour—which can be Big or Small (Small Armour is not as easy to spot, whereas Big Armour is obvious to spot)—reduces damage, as does a shield. Once a Teenager starts suffering damage to his Body stat, his player has to roll to avoid Injury. The number of dice rolled for this depends on the Teenager’s current Luck. If it is very low, the maximum number of dice are rolled and there is a slight possibility that the Teenager will be killed straight off. A Teenager will die if his Body is reduced to zero.

In addition, weapons can have Tags, such as ‘Flammable’, ‘Nauseating’, or ‘Shrinking’. Although a combatant targeted by such a weapon cannot avoid the raw damage, he can make a standard Test to avoid the effects of the weapon’s Tags. Some Tags have ongoing effects and some allow further standard Tests to avoid their effects.

Fear is treated as an attack that inflicts damage to the Teenager’s Mind stat. A Mind Test is allowed to resist its effects, but if failed, a roll is made on the Fear Table. This works like Injuries, the player rolling more dice if his Teenager’s Luck is low. If the Teenager’s Mind stat is reduced to zero, a roll is made on the Madness Table, which can result in a permanent loss of Mind. Having a Snack will restore points of Body and Mind, whilst Going to Bed will restore both completely. When a Teenager goes up a Level, he gains more Hit Points and can either increase his stats or choose a Perk. Perk is typically based on the adventure just played, but can include being given a car, getting a job, building a treehouse, getting a companion pet, finding a Freeze Gun in the secret lab of the deranged scientist, or finding an Arcane Spell.

For the Game Master there is some advice, including not being afraid to make it up or keep it weird, and try not to kill the characters (but let it happen if they bring it on themselves). That said, Teenage Oddyssey is brutal in terms of its combat system and a big feature of its rules are combat-related. Enemies and NPCs are provided as templates to which the Game Master can add Tags to individualise them and so create interesting monsters and NPCs.

Almost half of Teenage Oddyssey is devoted to the single scenario, ‘Bad Times at Pazuzu Pizza’. Designed to be played by four to six First Level Teenagers in roughly a session or two, it begins after school with the Teenagers going to their favourite hangout, Pazuzu Pizza, a small hole-in-the-wall pizza shop. Here they can shoot the breeze, watch cartoons, eat greasy pizza, and play arcade videos. Something happens though, and when they wake up, the Teenagers find their hometown and its residents transformed into a hellscape and threatened by madness and monsters and demons. In order to save the town and its inhabitants, at the insistence of the ghost of one of the Teenagers’ crushes, they must destroy the demon responsible, hiding out at a farm on the outskirts of town. Except none of this is actually true. It turns out that the proprietor happens to be a Soviet sleeper agent and has spiked the Teenagers’ pizza with powerful experimental hallucinogens, and when they wake up, the Teenagers are not in a town fill with wrecked cars and broken buildings under roiling purple clouds and spiking red lightning, but suffering from a shared hallucination. In the course of the quest, the Teenagers will fight a Snake Priest at the church and take the Holy Sword, essentially play Frogger with huge insect-like monstrosities skittering along the highway, fight their Science Teacher wearing an exo-suit of hamsters, and so on. Finally, they will face the Demon in the Field.

So ‘Bad Times at Pazuzu Pizza’ is weird and gonzo and over the top. It is also entertaining, but its pay-off is incredibly shocking and downbeat. Essentially, because the Teenagers are on powerful experimental hallucinogens, nothing that they see is true. So, whilst they may think that they are attacking monsters and demons that have infested the town, what they are actually doing is attacking the townsfolk and going on a rampage. A drug-induced rampage true, but a swathe of actual bloody murder all the same. And whilst they are doing that, the scenario never lets them know that this might be the case, that what they are seeing is not real and what they are doing is having tragic consequences.

As an introductory scenario for a roleplaying game, ‘Bad Times at Pazuzu Pizza’ is a very bad choice. It is a one-shot scenario since the players are unlikely to want to roleplay their Teenagers again as they are now mass-murderers. It is shockingly violent—both in play and in hindsight after the reveal—which runs counter to the advice for the Game Master that she should avoid trying to kill the Teenagers. Most of the encounters in the scenario are about combat. It showcases the roleplaying game poorly. ‘Bad Times at Pazuzu Pizza’ could instead have been offered as a one-shot separate from the core rules and that would have been fine. The scenario also does not have warnings and it really does need them.

None of this is helped by the lack of advice for Game Master on what the nineties were like. There is no background, no bibliography, and no suggestions as to what a scenario for Teenagers set in the nineties would be like. The question is, what makes scenarios with Teenagers in the nineties different from scenarios with Teenagers in the eighties? Teenage Oddyssey does not tell you…

Physically, Teenage Oddyssey is well presented and the artwork has a suitably scrappy look to it.

In terms of rules and play, Teenage Oddyssey is a solid adaptation of Into the Odd. The Game Master can take these rules and run a fun game, based on her own knowledge of the nineties and that of her players. However, the lack of advice and historical background is disappointing and the included scenario is horrifyingly shocking for a roleplaying game that is pitched as one of wild and crazy adventures rather than one of unwitting murderous rampage.

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