Reviews from R'lyeh 
Friday Fantasy: Creep, Skrag, Creep!
Something is really, really wrong. Your last memory was of the dinner to celebrate your good fortune, being selected to leave your isolated island home of Alviz and travel to the coastal town of Lys where you have been promised work in the copper mines and a chance of a better future. Then it was waving goodbye to friend and family aboard the sailing ship the Star of Nostro, captained by Kristene de Keradel. Now you are awake with a headache, a stiff back, and a tongue like the bark of a tree, in the low light and stench of the ship’s hold, your wrist shackled to a pole by a rusty chain. You are not alone. There are other villagers chained to the same pole as you are and then more chained to other poles scattered around the hold, some alive, but others dead and bloated, the source of the stench that is lodged in your nostrils. Then one of your fellow prisoners screams. There is movement coming out of the darkness, black dragons scuttling between those bound to the poles, and then one of them snaps at a prisoner who shrieks in pain as with a crunch the thing bites off his hand!This is the startling set-up to Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep!, a scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. It is both a horror and a ‘Character Funnel’. A ‘Character Funnel’ is a signature feature of Dungeon Crawl Classics Role Playing Game which takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities, spells, combat acumen, and Hit Points that a Class and even First Level would grant them, the Player Characters must instead rely upon their previous occupation and whatever equipment that granted them, the few Hit Points they possess, their wits, whatever they can find or scavenge, and above all, luck. The ‘Character Funnel’ has proven to be popular feature Dungeon Crawl Classics, not just to play, but also to design, because each has to present the right mix of death and danger which makes a total party kill a high probability, yet still allow for some of the Player Characters to survive and so ascend to First Level. Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! is the second Horror ‘Character Funnel’ for Dungeon Crawl Classics after Dungeon Crawl Classics Horror #1: They Served Brandolyn Red.The opening scene of the scene drops the Player Characters into the middle of the action, desperately trying to break free of their chains as they fend off the black dragons that want to chomp down on them and their fellow prisoners. Survival is their priority, but they are also going to want answers to questions like ‘Where are the crew?’ and ‘What are those creatures?’ The Player Characters will find an answer to the first question, but finding an answer to the second will take longer. The crew are dead, and whatever those creatures are, they are going to stalk and attack the Player Characters—and worse, there is something much worse somewhere on the ship. The mother! It will attack the Player Characters—wherever they are aboard the vessel—again and again for it wants something from each and every one of them! Can the Player Characters survive long enough to work out what is going on and even longer to find a way out of the horrifying situation they are in?By now though, the players should have worked out what is going on. The dead and gutted crew, the monsters that scuttle to attack again and again, and a ship adrift… If those clues are not enough for them to work it out, then the name of the ship that the Player Characters marooned aboard should. In fact, the name of ship, the Star of Nostro, should be a dead giveaway. For Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! is effectively an adaptation of the film Alien for Dungeon Crawl Classics, if not in deep space where no one can hear you scream, then on the high seas where everyone can!Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! is as much an investigative scenario as it is a horror scenario. It is also very self-contained, limited to the Star of Nostro and its cargo holds, cabins and quarters, rigging, and its three decks. There are plenty of clues to be found as what has happened, but not necessarily enough time to find them all as the creatures and its offspring return to strike again and again. However, determining what has happened aboard the Star of Nostro is only half of the scenario. The second half is all about getting off the ship, because much like the film that inspired it, ultimately, there is no way for the Player Characters to stop the predations of the creature. There are clues on and about the ship that suggest a way for the Player Characters to escape the horrors that they are suffering, and if the scenario does not end in a Total Party Kill, they will have their chance in a big showdown.There is plenty of advice for the Judge on running the scenario as well as making adjustments to tone down its lethality. Its default lethality works well for a one-shot or convention game, but if run as part of a campaign, the Judge may want to adjust it down a little. In addition, there are tables for ‘Rumors and Personality Quirks’ which add flavour and detail and help bring the Player Characters to life—at least for as long as that lasts—and ‘Sailor Tattoos’, the patterns for which can be found aboard the ship. If applied correctly, these can provide a benefit similar to the star signs that a player rolls for during character creation, working as temporary magical items. Further support is provided in the appendices, which list people, places, and things, full details of the creature, and a means of tracking it movement timing throughout the scenario, all of which makes the scenario easier to run.Physically, Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! is as well presented as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The writing, the artwork, the cover in particular, and the cartography are all excellent.Probably the very last thing that anyone was screaming for is a scenario for Dungeon Crawl Classics or any old School Renaissance retroclone that does Alien on the high seas. Yet Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! is going to make the players scream in the opening scene, groan once they work out what is going on, and then scream and scream again as the creature keeps coming back for more. By its very nature and by its very inspiration, Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! demands more engagement than the average scenario for Dungeon Crawl Classics. If the players do buy into the survival horror of Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! and if any of their characters live to tell the tale and make First Level, then they really will have survived a horrifying ordeal!—oOo—Dungeon Crawl Classics Horror: The Corpse That Love Built – 2018 Halloween Module was the previous scenario in the series •The next scenario is Dungeon Crawl Classics Horror #6: The Web of All-Torment.
It is the height the Victorian era and tragedy has struck the village of Haxbury on the border between Wales and England. There has been a spate of attacks upon local farm animals, but now the attacks have escalated with the death of Geraint Thomas. The local farmer has been found mauled to death and partially eaten and the all the villagers fear that it will not be long before there is another attack and another one of their number is killed. Local doctor, Gregory Harcourt, has turned to friends and asked them to come to Haxbury to help him uncover the truth of the situation. What kind of beast is stalking the good farming folk of Haxbury? A wild dog? A big cat? Or something worse as many of the ignorant and superstitious inhabitants of Haxbury fear? This is the set-up for A Wolf in the Fold, a scenario published by Funny Shaped Dice Productions. It is is a short, one or two-session horror scenario, the third in the publisher’s ‘Frightshow Classics’ line. As with other titles in the line, it is ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.A Wolf in the Fold starts with the mystery behind the attacks in Haxbury, but the simple fact is that the answer to the mystery is obvious. The villagers and their livestock are being predated upon by a werewolf. The title of the scenario heavily hints that this is the case and there is a picture of a giant wolf-like creature on the front cover. If the situation is obvious, what then is the point of A Wolf in the Fold? The point is playing a classic, if familiar situation, one that we have likely seen in roleplaying scenarios and on the silver screen and engaging in its milieu. That milieu is the Victorian era, the 1860s, familiar and easily grasped. Further, A Wolf in the Fold is plotted much like a film. This is no surprise, since the scenario is inspired by the Hammer Horror film, The Curse of the Werewolf, and the ‘Children of the Full Moon’ episode of Hammer House of Horror television series, as well as horror classics like The Wolf-Man and An American Werewolf in London. The point is that whilst the players know that a werewolf is involved, their characters do not, and so they have to play to that and engage with the scenario’s plot. The point is not knowing that a werewolf is involved in the scenario, but finding out who the werewolf is—and ultimately, this and the final reveal at the climax at the end of the scenario is what will keep the players on their toes as much as their characters. Now, this is not a new set up for the ‘Frightshow Classics’ line. Carmilla, the Victorian-era novella by Joseph Sheridan Le Fanu, is the basis for the scenario of the same name. Fortunately, A Wolf in the Fold is not obvious in its plotting as Carmilla and leaves its reveal as to the identity of the werewolf right until the end in a big confrontational climax!The plot to A Wolf in the Fold proceeds at pace over the course of a few days. The Player Characters arrive in Haxbury and learn about the situation. They have a chance to interact with the suspicious villagers, hopefully earn their trust, and learn about the victims of the attacks. Their first opportunity to face the creature comes in the village’s church graveyard as they stand watch with other men of the village, and suddenly faced with more men than it expected the creature runs off. The chase will lead the Player Characters out of the village and to the confrontation. At which point, the scenario will identify the monster of the scenario. Is it the lord of the manor, the oblivious, if slightly arrogant Sir Henry Castaigne? Is it Mister Slater, his attentive, if gloomy manservant? Is it the Reverend Daniel Thorpe, who sees the attacks upon the village and villagers as God’s judgement? Is it Mrs Davies, dour innkeeper with a distrust of visitors?The Fear Master is supported with a full write up of the Werewolf which appears in the scenario and can, of course, be used in her own scenarios. There is a map of Haxbury as well as two handouts and eight pre-generated Player Characters. They consist of a sturdy big game hunter and gambler, his Sikh companion, a trained nurse and social reformer, a foolhardy, but ambitious journalist, an Oxford University professor with an interest in mythology and folklore, an ex-burglar turned inquiry agent, a mentalist with the ability to speak to the dead, and a surgeon who studied under Doctor Joseph Bell and has an interest in forensic pathology. There is a potentially creepy moment when the mentalist does have a chance to use her ability to talk to the dead, which the Fear Master should play up for its worth, especially as it takes place in an ice house. There is a little advice for the Fear Master, basically adding a little diversion here and there, but otherwise, A Wolf in the Fold is very straightforward in its plotting.Physically, A Wolf in the Fold is ably presented. The cover echoes the classic look of scenarios for Chill, while the internal artwork and the cartography are both very good. The art includes the best strategic use of a three candle candelabra in an autopsy in any scenario for any roleplaying game in the past half century.From the start, it is patently clear what is going on in A Wolf in the Fold. It is not so much a case of finding out what is going on as finding out who is responsible. The scenario does do the unexpected here and is all the more welcome for it. However, it could have done with a little misdirection. Perhaps Sir Henry Castaigne slipping out at night to see a certain young widow a la Sir Arthur Conan Doyle’s The Hound of the Baskervilles or a big dog being hunted down and shot and everyone thinking that the threat is over. The scenario will work without these, but could be better with them. Lastly, A Wolf in the Fold is going make demands of the players in terms of their roleplaying, that is, roleplaying characters who have no idea what is going when they themselves very much do! So, it calls for the players to really engage with story and if not fully overplay it, at least ham it up a bit in keeping with its inspiration. Ultimately, A Wolf in the Fold might be obvious, but it is also likeable, engaging, and easy to run in a single session.
Escape to England!
Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…Achtung! Chtulhu 2d20: Rendezvous at Rouen is a scenario that takes Achtung! Cthulhu 2d20 almost all of the way back to to the start of the Secret War. It opens in early June, 1940. The Nazi war machine is has driven into France with its radical Blitzkrieg tactics and the British Expeditionary Force, along with elements of the French, Belgian, and Dutch armies already having successfully completed Operation Dynamo and evacuated from the beaches of Dunkirk. Also operating in Northern France are agents from Section M, conducting Operation Ultimatum in an effort to find and evacuate as much occult-related material as they can—tomes, artefacts, and more—before it falls into the hands of either Black Sun or Nachtwölfe. The agents may have evacuated along with the troops from Dunkirk or Section M may have asked them to stay in France to see what other occult artefacts and tomes they can find and possibly monitor who or what Black Sun or Nachtwölfe are targeting as the occupation of France by Germany continues apace. Either way, they will learn of the activities of Black Sun Jans Stöller in the village of Saint Sulac, southwest of the city of Rouen in Normandy. Perhaps if the agents can stop him, they will at last be ready to be evacuated to England.Achtung! Chtulhu 2d20: Rendezvous at Rouen is written to be run following from the events in ‘Mission: A Quick Trip to France’ from the Achtung! Cthulhu Quick-Start. It is also actually designed to be run from the rules given in the Achtung! Cthulhu Quick-Start, though of course, it can be run using the full rules too. Further, both the Achtung! Cthulhu Quick-Start and Achtung! Chtulhu 2d20: Rendezvous at Rouen can be combined with the demonstration scenario, Achtung! Chtulhu 2d20: Operation Ultimatum, which takes place during the late stages of the German invasion of France, so before the events of the other two parts. Together, they can form an exciting little storyline. It should be noted that Achtung! Chtulhu 2d20: Rendezvous at Rouen is not an official scenario for Achtung! Chtulhu 2d20, but published as part of the ‘Modiphius World Builders’ community content programme.Essentially, Achtung! Chtulhu 2d20: Rendezvous at Rouen is one big chase scenario which starts with the Player Characters on the outskirts of the city, needing to get in and find the home of their contact who can provide with the details of what they need to do next. Which is to get into Rouen Cathedral and find a way into the catacombs. From here they can follow an escape route once used by the Bishops of Rouen in centuries past and get to meeting point beside the River Seine which runs under the city. Unfortunately, Black Sun has got there before the Player Characters and is not only investigating what lies beneath the cathedral, but conducting some sort of ritual. They will chase the Player Characters to their rendezvous where they can make the connection that enable them to get back to England.The scenario is a tense affair, either involving a lot of stealth to avoid the patrols in the streets of Rouen or attempting to get away from the Black Sun units in the catacombs and tunnels beneath the city. How well the Player Characters do in getting away from the Black Sun units chasing them determines the end of the scenario and when they actually have to confront the creature that Black Sun was summoning. This is with a giant eel with two arms, imprisoned long ago by Saint Romanus, the Bishop of Rouen in the seventh century CE. The ideal battle should take place at the mouth of the River Seine with the Player Characters aboard the fishing trawler taking them to England as the monster slices through the water to attack them and the boat again and again in true Jaws style.The plot is thus straightforward and simple, but mechanically detailed. This includes getting across Rouen, but more importantly, the chase through the catacombs under the city. This makes use of an extended test, which is both fully explained and supported by an example. Further support comes in the form of a chase worksheet, as well as stats for all of the NPCs and Mythos monsters and the boat(s) that the Player Characters might end up using in their escape from France.Physically, Achtung! Chtulhu 2d20: Rendezvous at Rouen is well presented. The maps of Rouen—one for the players, one for the Game Master—are very nice, and the artwork is good too.Achtung! Chtulhu 2d20: Rendezvous at Rouen is simplistic in its plotting and is really one long chase scenario with a big confrontation at the end. However, it provides a big ending for the events of Achtung! Cthulhu Quick-Start, one that is a bit more exciting than a cliff-hanger and definitely gets the Player Characters home in time for tea, biscuits, and their next mission in the SecretWar.
Miskatonic Monday #455: Whiteout
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: WhiteoutPublisher: Chaosium, Inc.Authors: Macabre Margin GamesSetting: British Columbia, Canada, Modern DayProduct: One-shotWhat You Get: Six page, 1.73 MB Full Colour PDFElevator Pitch: “Colder by the hour, more dead with every breath.”― John GreenPlot Hook: Trapped in a breath Plot Support: Staging advice, four (five) pre-generated Investigators, three NPCs, two handouts, and eleven Mythos monsters.Production Values: CharmingPros# Two-hour/one-session horror scenario # Creepy, night-time ‘zombie-like’ nightmare in the rising snow# Easily adapted to other snowy climes# Easy to prepare# Chionophobia# Cryophobia# SomniphobiaCons# No clean map# No map of the chaletConclusion# Rising snow, rising horror horror one-shot# Weird, creepy interpretation of hypothermia
Your Advanced Player’s Handbook
Depending upon your point of view, when it comes to roleplaying games, we live in an age blessed or cursed by choice. There are too many to choose from, too many genres, and of course, not enough time to them all. This situation is not really different when it comes to playing the big roleplaying games of the hobby’s first and premier genre to this day—fantasy. For some, roleplaying is synonymous with Dungeons & Dragons and thus synonymous with fantasy. That was true in the early days of the hobby with Dungeon & Dragons in 1974 and it remains true today with Dungeons & Dragons, Fifth Edition. Yet not everyone is happy with Dungeons & Dragons, Fifth Edition and this has led to an ever expanding array of options in terms of Dungeons & Dragons fantasy. Many of the alternatives, from Old School Essentials to Labyrinth Lord, from OSRIC and Lamentations of the Flame Princess Weird Fantasy Roleplaying, draw from previous iterations of Dungeons & Dragons. However, there are also modern variations of Dungeons & Dragons that offer choices in terms of options and complexity, most notably the Pathfinder Roleplaying Game and Tales of the Valiant. Then there is Level Up: Advanced 5th Edition.Level Up: Advanced 5th Edition is a Dungeons & Dragons, Fifth Edition compatible roleplaying game that offers Dungeons & Dragons-style play with more options and with it greater complexity. Not necessarily a huge amount of complexity, but enough that switching from another Dungeons & Dragons-style roleplaying game to Level Up: Advanced 5th Edition requires some adjustment. As with Dungeons & Dragons, there are three core rulebooks. These are Level Up: Advanced 5th Edition – Adventurer’s Guide, Level Up: Advanced 5th Edition – Monstrous Menagerie, and Level Up: Advanced 5th Edition – Trials & Treasures. Of these, the player will only need access to the first, whilst the second two are definitely for the Narrator, who will of course need all three books.The Level Up: Advanced 5th Edition – Adventurer’s Guide is the book for player. It covers Player Character creation and details what a player can roleplay; combat and adventuring; numerous spells, combat manoeuvres, and exploration knacks; and lots of adventuring equipment, weapons, armour, vehicles, and strongholds. It comes as a fat slab of a book, but fortunately, a player does not to read everything in it. He needs to know how to create a character and what his character can do, how both adventuring and combat works, and what the expectations of play are. So, he can pick the parts that he needs to play right now and if he changes a character, he simply needs to read the description of the things that the new character can do. What it means is that the player just needs to read the bits that are pertinent and read the other bits latter.Starting with the Player Character, he will have Hit Points, Abilities and Ability Modifiers, and a Proficiency Bonus in Level Up: Advanced 5th Edition just as he does in Dungeon & Dragons, Fifth Edition. Otherwise, a Player Character is defined by his Heritage, Culture, Background, Destiny, and Class. Heritage represents a Player Character’s parentage, what might be called ‘Species’ or ‘Race’ in other fantasy roleplaying games; ‘Culture’ is the environment in which the Player Grew up in; ‘Background’ his occupation; ‘Destiny’ his story, both what has happened in the past and then could happen in the future; and ‘Class’ what his abilities are. The Heritage, whether it is Dragonborn, Dwarf, Elf, Gnome, Halfling, Human, Orc, Planetouched (either Aasimar or Tielfling), or Mixed Heritage sets age, size, and speed for the Player Character, but also grants certain gifts and a paragon gift at Tenth level. For example, an Elf has ‘Darkvision’, ‘Fey Ancestry’, and ‘Trance’, but can have the gift of either ‘Mystic Rapport’, ‘Prescient Vision’, or ‘Preternatural Awareness’, and when the Player Character reaches Tenth Level, can have ‘Elfsight’, ‘Inexorable Insight’, or ‘Spiritual Awareness’. The traditional Half-Elf or Half-Orc found in other similar fantasy roleplaying games can be represented by using the Mixed Heritage option.Humans in Level Up: Advanced 5th Edition have the traits of ‘Fast Learner’ and ‘Intrepid’. The first means that a Human Player Character gains knowledge or skill faster, but not necessarily the wisdom to use it, reflected by an extra skill Proficiency and requiring less time to train in armour, tools, armour. The second means that in a pinch, a Human player Character can make an ability check, attack roll, or saving throw with Expertise, and then again after a short or long rest. The Human Player Character also has the choice of the Gifts of ‘Diehard Survivor’, ‘Ingenious Focus’, and ‘Spirited Traveller’, with the Paragon Gifts of ‘Determined’, ‘Wind at Your Back’, and ‘Voracious Learner’. Altogether, this covers some of the character of humanity and makes a Human Player Character that little bit more dynamic.A Player Character’s ‘Culture’ can be Caravanner, Circusfolk, Collegiate, Cosmopolitan, Dragonbound, Dragoncult, Forsaken, Godbound, Imperial, Itinerant, Lone Wanderer, Nomad, Settler, Steamforged, Stoneworthy, Tyrannised, Villager, Warhordling, Wildling, Deep Dwarf, Deep Gnome, Eladrin, Forest Gnome, Forgotten Folx, High Elf, Hill Dwarf, Kithbáin Halfling, Mountain Dwarf, Mustbairn Halfling, Shadow Elf, Stoic Orc, Stout Halfling, Tinker Gnome, Tunnel Halfling, or Wood Elf. What each provides a range of different traits, skill proficiencies, languages, and more. For example, Cosmopolitan means that the Player Character knows how to be ‘Discretely Armed’, has ‘Fashion Sense’ and can thus read others through their bearing and what they wear, ‘Skill Versatility’ grants Proficiency in Culture and another skill, ‘Urban Denizen’ means he knows his way around a city, is ‘Well-Connected’ and knows someone from another culture or heritage, and is literate in Common and two other languages.What is interesting about some of these Cultures is that ordinarily, they would actually be represented by the equivalent of Heritage in other roleplaying games. So, for example, the Elf Heritage represents a base line, but if a player wants an Elf from the Dreaming or Fey Wild, he chooses the ‘Eladrin’ Culture, and then more traditional Elf types are represented by the ‘High Elf’ or ‘Wood Elf’ Cultures, whilst the ‘Shadow Elf’ Culture does the ‘Dark’ Elf or ‘Drow’ of other fantasy roleplaying games. Level Up: Advanced 5th Edition does this in turn for the Dwarf, Gnome, and Halfling Heritages and is much easier way of handling the differentiation.‘Background’ is what a Player Character did before he became an adventurer. This can be Acolyte, Artisan, Charlatan, Criminal, Cultist, Entertainer, Exile, Farmer, Folk Hero, Gambler, Guard, Guildmember, Hermit, Marauder, Noble, Outlander, Sage, Sailor, Soldier, Trader, or Urchin. This grants the first of the Player Character’s two Ability bonuses, Proficiency in two skills as well as tools and languages, a connection, a memento, and feature which shows how the Player Character interacts with the world. For example, The Cultist Background grants +1 to Intelligence and another ability; Proficiencies in Religion and either Arcana or Deception; a language; a holy symbol, common clothes, and five torches; and the ‘Forbidden Lore’ Feature which allows the Player Character to research a topic and knows in what book if he fails an Arcana or Religion check. Of course, members of the cult that the former cultist belonged to, might be looking for him.‘Destiny’ gives a Player Character with Motivation and Inspiration and a means of fulfilling this Destiny. The given Destinies are Chaos, Coming of Age, Devotion, Dominion, Excellence, Knowledge, Metamorphosis, Revenge, Underdog, and Wealth. For example, the Motivation for ‘Knowledge’ might be ‘Meaning, ‘Superiority, or ‘A Cure’; the Source of inspiration is ‘Learning’, which grants a Player Character Inspiration after studying for eight hours or more or making a discovery; the Inspiration Feature is ‘Critical Evaluation’ which enables the Player Character to use that Inspiration to assess a creature or item and learn one thing about it; and the Fulfilment Feature is ‘Converging Theories’ which happens when the Player Character brings together scientific and spiritual theories in a single hypothesis. It grants bonuses to the Player Character’s Intelligence, Wisdom, and Charisma, as well as increasing their maximums. Essentially, a Player Character’s Destiny is a roleplaying incentive. In other words, roleplay the Motivation and desire behind the Destiny and the Player Character will be rewarded with a mechanical benefit in the form of Inspiration. It is also an indication from the player to the Narrator what sort of story arc he wants his character to have in addition whatever stories and plots the Narrator has planned.The Level Up: Advanced 5th Edition – Adventurer’s Guide details thirteen Classes. These are Adept, Bard, Berserker, Cleric, Druid, Fighter, Herald, Marshal, Ranger, Rogue, Sorcerer, Warlock, and Wizard. Of these, the Adept is the equivalent of the Monk in Dungeons & Dragons, Fifth Edition, the Berserker of the Barbarian, and the Herald of the Paladin. The Marshal is a new Class, war leaders and motivators, providing support on and off the battlefield. Every Class opens up three or more Archetypes at Third Level, which grants more specialised abilities over the course of a Player Character’s progress. For the Cleric, this includes ‘Healer’, ‘Oracle’, ‘Sun Priest’, and ‘War Priest’, whilst for the Marshall, this is ‘Gambling General’, ‘Swift Strategist’, and ‘Talented Tactician’. For the most part, there will be a lot that is familiar with these Classes in comparison to similar fantasy roleplaying games, but there are a lot of changes too, for example, allowing the Warlock to have Intelligence and Wisdom as a primary ability, rather than just Charisma.One of the biggest changes is to the Fighter Class. It still gets Fighting Styles, such as ‘Duelling’, ‘Protection’, and ‘Two-Weapon Fighting’, and then adheres to a Fighter Archetype such as ‘Brute’, ‘Duellist’, ‘Gladiator’, ‘Knight’, and ‘Sharpshooter’. The Fighter, as well as the other martial Classes—the Berserker, the Herald, the Marshal, and the Ranger—also has access to Combat Manoeuvres. To use a Combat Manoeuvre, the Player Character expends Exertion, the cost varying from Combat Manoeuvre to Combat Manoeuvre. A basic Combat Manoeuvre, like ‘Disarm’ or ‘Knockdown’, does not cost anything and inflicts basic damage, whereas, ‘Missile Volley’ costs two Exertion and enables the Player Character to attack a number of opponents equal to his Proficiency value and ‘Iron Will’ costs a single point, but grants Advantage on a Saving Throw to resist being charmed or frightened. There are roughly one-hundred-and-fifty Combat Manoeuvres, and what they enable a player to do is really design a Martial character and have him fight how he wants and how he wants him to be cool.All of the character and Class information is followed by the equipment chapter. This covers everything you would expect—arms, armour, adventuring gear, mounts, and more. The more includes rare weapons, different materials, and spellcasting foci, but also services, hospitable donations, and even building strongholds. The latter includes numerous example buildings. Then there is a chapter on multi-classing and Feats which a player can choose instead of improving an Ability when prompted when the character gains a new Level. Another addition to the range of Feats is Synergy Feats, which enable a Player Character to enhance a Feat he already has. In addition, some Synergy Feats require multi-classing as well. For example, ‘Bladechanter’ enables the Player Character to treat dual-wielded weapons as a combination of spell components and focus, grants him an Armour Class bonus equal to his Intelligence if he is not wearing armour, and the capacity to cast a spell through a weapon that has been used to strike an opponent. This requires the Player Character to be at least a Third Level Fighter, a Third Level Wizard, and posses the Two-Weapon Fighting style. Later on, the Player Character can then take the ‘Whirling Incantor’ and ‘Eldritch Whirlwind Master’ Feats at later Levels.To create a character, a player first rolls his Ability values. This is done on four six-sided dice and the lowest value discarded. (Other methods are also provided.) He then chooses his character’s Heritage, Culture, Background, Destiny, and Class, followed by equipment. Every Class description includes lists of possible starting equipment and the equipment section includes equipment per Class past First Level. This does include some magical items. The creation process is not challenging, but it does involve multiple choices and it takes a while. Of course, with multiple players, it means that the set-up time for a campaign is a little more involved and replacing a Player Character mid-play is not quick either.Mechanically, Level Up: Advanced 5th Edition, as with other modern iterations of Dungeons & Dragons is a d20 System roleplaying game. Like Dungeons & Dragons, Fifth Edition, whenever a player wants his character to undertake an action, he rolls a twenty-sided die and attempts to equal to, or greater than, a difficulty value. This can be the Armour Class of an opponent, the Difficulty Class of an Ability or Skill check, a Saving Throw, and so on. A natural roll of twenty will always succeed and is counted as a Critical Success, whilst a roll of a natural one is counted as a Critical Failure. In either case, there will be extra effects. It uses the rules for Advantage and Disadvantage introduced with Dungeons & Dragons, Fifth Edition and now prevalent in a great many other roleplaying games. Lastly, it includes Expertise. This represents greater knowledge or skill about a situation and whether from a Class feature or trait, grants a Player Character an extra die to roll when attempting an action. This is a four-sided die, but if Player Character is granted more than one Expertise die, the size of the die to be rolled is increased rather than multiple dice being rolled. The Level Up: Advanced 5th Edition – Adventurer’s Guide goes into some detail about how and when Ability and Skill rolls might be made, the Difficulty Classes, the outcomes situation by situation, including both Critical Success and Critical Failure, and so on, and all of which is illustratively helpful. It adds two new skills, Culture and Engineering, and a host of Specialities that grant a Player Character Expertise. All Player Characters have Specialities at First Level and gain more as their Proficiency Bonus increases.Adventuring covers everything from time, movement, and travelling to what a Player Character does during downtime, when he is not adventuring, and then also his Prestige, his reputation, and optionally, calling in favours, based on Prestige. The rules for both adventuring and combat work as you would expect. Three additions in combat include the actions ‘Press the Attack’, ‘Fall Back’, and ‘Sprint’. ‘Press the Attack’ enables a Player Character to focus on an opponent and attack with Expertise, but the defender can ‘Fall Back’ as Reaction to move back and negate the attacker’s use of Expertise. ‘Sprint’ is when a Player Character does nothing but run and this will quadruple or triple the Player Character’s Speed depending upon armour worn. Two other additions are ‘World Actions’ and ‘Countdowns’. ‘World Actions’ make environments dynamic and potentially dangerous. For example, ‘Frigid’ gives an environment that can have ‘Frostbitten Surface’, ‘Icy Patch’, and ‘Snow’, meaning that the touching cold surfaces can inflict cold damage, changing direction when moving can be difficult, and the area is obscured. The ‘World Action’ is ‘Cold Chill’ which forces the Player Character to make a Saving Throw versus Constitution or suffer cold damage. ‘Countdowns’ covers situations when a Player Character is racing against time, for example, can a cliff be scaled before it crumbles or will a thief pick a lock before the guards complete their rounds? This is handled by pool of six sided-dice rolled at the beginning of every round. Each roll of six means that a die is removed from the pool and when there are no more dice to roll, the potential danger is triggered. It adds lots of randomness to situations such as this.One fifth of the Level Up: Advanced 5th Edition – Adventurer’s Guide is dedicated to spells and spellcasting, most of which lists all of the spells for the various spellcasting Classes. There are lots of tweaks throughout the spell list, so anyone coming to Level Up: Advanced 5th Edition from a similar roleplaying game will need to give each spell description a closer examination than they might otherwise think. Some spells are absent, such as Arcane Gate and Aura of Life, but there are new additions such as Soulwrought Fists and Searing Equation. Perhaps the biggest addition are rare versions of spells. There are lots of spells named for famous wizards in Dungeons & Dragons, such as Bigby’s Arcane Hand, Mordenkainen’s Faithful Hound, and Tenser’s Floating Disk. In fact, many of the changes to the spells in the Level Up: Advanced 5th Edition – Adventurer’s Guide have been made so that they no longer contain such names for obvious reasons. In Level Up: Advanced 5th Edition, rare spells are variants of existing spells that spellcasters have reworked and made their own. For example, Magic Missile is a ubiquitous spell, which launches a trio of glowing bolts at one or more targets, but Kreven’s Ruinous Magic Missile is a version which causes targets hit by this spell’s missiles to suffer the Rattled condition unless they make a Saving Throw versus Strength.Lastly, the appendices in the Level Up: Advanced 5th Edition – Adventurer’s Guide covers conditions, including tracked conditions such as fatigue and strife, and mental stress effects; gods, faith, and beliefs, including Domains for the Cleric Class; a small selection of beasts and creatures; and notes on compatibility. The latter is not an extensive list, more a starting point. However, it still means that a lot of the content for Dungeons & Dragons, Fifth Edition can be imported into Level Up: Advanced 5th Edition.Physically, the Level Up: Advanced 5th Edition – Adventurer’s Guide is very well presented. The book is well written and the artwork is decent throughout.Level Up: Advanced 5th Edition and thus the Level Up: Advanced 5th Edition – Adventurer’s Guide is a choice and all about choice. It is an alternative to Dungeon & Dragons, Fifth Edition, one that the Narrator and her players are likely to choose because they want more choice and detail in their fantasy roleplaying. There can be no doubt that the Level Up: Advanced 5th Edition – Adventurer’s Guide delivers that, whether that is the options for Heritage, Culture, and Background in particular, follow by Destiny and Class, or the addition of Combat Manoeuvres which empower the martial Classes and make their combat options more exciting and dynamic. There are lots of useful details which help player and Narrator alike, such as the detailed examples of skill and Ability checks and Critical Successes and Failures which give an idea of how and when they work (or not). Of course, with all these extra elements and the greater choice and detail comes greater complexity and more involved play mechanically. This will suit some players and not others, but there plenty of other, similar roleplaying games offering a similar style of play if Level Up: Advanced 5th Edition is too much. That is one of the benefits of having so much choice.One issue with Level Up: Advanced 5th Edition and in particular, the Level Up: Advanced 5th Edition – Adventurer’s Guide is its accessibility. A player or Narrator coming to Level Up: Advanced 5th Edition from Dungeons & Dragons, Fifth Edition will have less of a problem making the switch than someone new to the hobby picking up the Level Up: Advanced 5th Edition – Adventurer’s Guide for the first time. For either, but especially the player new to the hobby, the Level Up: Advanced 5th Edition – Adventurer’s Guide really could have been improved with some examples of character creation and play and combat, to see the rules in action. That would have made it choices easier to grasp and better displayed the designers’ intent, more so given just how daunting the Level Up: Advanced 5th Edition – Adventurer’s Guide is as a book.As an alternative to Dungeons & Dragons, Fifth Edition, what Level Up: Advanced 5th Edition offers is more choice and more detail, and with it, more complexity. That is what some players and some Narrators want and the Level Up: Advanced 5th Edition – Adventurer’s Guide delivers that and for the most part, delivers and explains that very well.
Dark Tales of the Dark Wine Sea
What if everything that Homer wrote of the greatest journey across the ancient world was false? What if its hero, the greatest general of the forces arrayed before the walls of Troy led by Agamemnon, renowned for guile and his cunning, was a liar? A bully and a freebooter, a reaver and a ravager, a slaver and a pirate. What if Odysseus and his men sailed the dark wine sea, from one end of the Mediterranean to the other—and beyond, not in search of a way home denied to them by the gods, but in search of plunder as recompense for the ten years before the walls of Troy? And what if you sailed with him? Roleplaying games and supplements, such as the island-hopping campaign of Agon from One Seven and Trojan War from Green Ronin Publishing, cast the Player Characters as the heroes, serving their kings and adventuring in the name of their gods. Not in Odyssey: Black Tales. This is a roleplaying game which casts the Player Characters not as ancient Greek heroes, but as the marauders and the pirates under the command of the wily Odysseus. Yet as the lost King of Ithaca commits them to darker and darker deeds in search of plunder, there are some who suffer pangs of conscience. Will they follow the commands of Odysseus and remain Marauders or will they answer the call of conscience and morality and reject his orders, instead becoming Saviours who protect the peoples that Odysseus targets?Odyssey: Black Tales is a ‘Class and Level’-style roleplaying game from Italian publisher, Officina Meningi. Published via a successful Kickstarter campaign, it is one-part comic book, three-parts roleplaying game and has a mature, if not quite adult, tone. The artwork, primarily consisting of two-page spreads, is very good, but whilst not explicit, does depict scenes of both torture and sexual acts. These are not illustrative of Odyssey: Black Tales’ game play, but rather of what monsters Odysseus and his crew have become and what the Player Characters revolt against—at least if they follow the Saviour path in an attempt to redeem themselves.Odyssey: Black Tales presents its core game and associated game play first, interspersed between the comic book style scenes of the monstrousness of Odysseus and his crew. Six acts, from ‘The Sacking of Ismarus’ to ‘Seizing the Sirens’, take the crew across the Mediterranean, including partaking of the forbidden delights of the Lotus Eaters, battling the Cyclops, and selling souls on the shores of Hades, before the journey ends for the crew—if not, famously, Odysseus—as the Sirens take their revenge and the fate of the Player Characters is decided. Structurally, each act consists of three phases: ‘The Encounter’, ‘The Pact’, and ‘The Pillaging’. ‘The Encounter’ is when the crew come upon more People of the Sea and Odysseus gives orders as to how he wants to deal with them and the temperament of the People of the Sea, whether or not they are hostile, is determined. Away from the ship, the Player Characters together make ‘The Pact’ and forge a secret alliance that will raise Odysseus’ ire should he find out. This pact will vary according to whether the Player Characters act as Marauders, still in service to Odysseus, or as Saviours attempting to undermine Odysseus’ efforts to plunder the peoples of the Mediterranean. The reward will differ depending upon the role that the Player Characters decide to adopt. In general, the Saviours’ reward is narrative in nature, whereas the Marauders will receive material and materiel rewards. As the King of Lies, Odysseus will come to suspect the Player Characters if they act as Saviours and they may be forced to act otherwise against the People of the Sea to hide their intent, which will certainly not endear the Player Characters to the People of the Sea, who will come to regard them as Marauders anyway they are trying to avoid this. Consequently, this forces the Player Characters to tread a fine line, but this may not be enough to escape Odysseus’ wrath.The core play of Odyssey: Black Tales is built around the six acts of Odysseus’ anger and avarice with his path to redemption and the repairing of his reputation taking place after he has confronted the Player Characters and escaped the revenge of the Sirens. The Cantor—as the Game Master is known in Odyssey: Black Tales—and her players can play through the six acts and finale, and be done. However, there is scope for the Cantor to expand her campaign by adding Quests, whether of her own creation—perhaps inspired by the maps in the Odyssey: Black Tales Map Pack—or adapted from other adventures. To that end, there are notes for the Cantor for handling roving monsters, doors and chests, secret paths, traps, and looting, as well as a bestiary, so that she can run a dungeon. The bestiary gives stats for ordinary men and women as well as classic creatures from Greek mythology, such as Cerberus, Chimera, Cyclops, Harpy, and so on. However, there is no advice as to what a typical quest for Odyssey: Black Tales might look like and how it might play. This leaves the Cantor with a lot of work to do unaided.In terms of what the players roleplay, there are five Classes. The Spartan is a peerless warrior; the Athenian is a cultured warrior, able to read and write and well versed in the arts and philosophy; the Achaean is diplomatic and cunning; the Healer is a highly disciplined aesthete who harnesses spiritual energy to enhance his perception and change the laws of physics; and the Oracle instinctively understands the laws of sorcery to cast spells. Each Player Character has three abilities—Valour, Intelligence, and Cunning—which range between one and twelve. Each is primarily determined by the Player Character’s Class, but may be adjusted according to the difficulty that the Cantor wants to set her campaign at. The Player Character has Endurance Points, the equivalent of his Hit Points, whilst Strike Points represent the amount of damage that the Player Character can inflict, whether from a weapon or other source (but it can come from external sources). Protection is the equivalent of Armour Points, whether from actual armour or another source.Creating a Player Character is simple. The player selects a Class and rolls the character’s Abilities. The Player Character receives some basic equipment and some money to buy more. The player also chooses a name (though there is no list included) and can add a background if he wants. The Player Character is Level 1 and has the Rank of Novice. The process is fast and simple.TheokleiaClass: OracleLevel: 1 Rank: NoviceValour: 5 Intelligence: 7 Cunning: 4Endurance Points: 5Abilities: SorceryEquipment: Dagger, Burlap SackMechanically, Odyssey: Black Tales is relatively simple. To have his character undertake an action, a player rolls six-sided dice and attempts to roll under the appropriate Ability. The difficulty determines the number of the dice the player rolls and the method of determining the outcome. For example, for an Easy task, the player rolls three dice and adds the two lowest results; rolls two dice and adds them together for a Normal task; and three dice and adds the two highest results for a Difficult task. A roll of two ones is always a success, but if two sixes are rolled on any dice, it is a critical failure. Overall, it feels inconsistent and it is not easy to grasp.Combat uses similar mechanics. Initiative is determined by a six-sided die being rolled and the result deducted from the combatant’s Cunning. Combatants act in order, highest to lowest. In a round, a combatant, whether creature, NPC, or Player Character, can move or move and then act. Movement is intended to be handled using maps and figures, in particular the Odyssey: Black Tales Map Pack, but does not have to be. A combatant’s Valour determines the number of squares that can be moved. A combat action can be a Melee Attack, Ranged Attack, Defence, Manoeuvre, Retreat, Mental Power Activation, Recalling a Spell, or Casting a Spell. Of these, Defence increases the difficulty to successfully hit the defender; Manoeuvre covers any other action from changing a weapon and standing up from a prone position to picking a lock and drinking a potion; Retreat means moving towards or getting to an Escape Square on the map (or the equivalent if not using a map); Mental Power Activation is required to use the powers of the Healer; Recalling a Spell is needed to ready a spell to be cast; and Casting a Spell can be of any spell that an Oracle holds in his memory. An Oracle can hold as many spells as he likes in his memory, but there is a penalty to successfully cast a spell in combat if the Oracle holds multiple spells in his memory.In order to successfully attack, a Player Character must make a successful Valour check. The Difficulty is Normal, meaning that two dice are rolled and added together. To determine the Strike Points—or damage—the player rolls a number of dice determined by the size of the weapon. One six-sided die for a light weapon, two for a medium weapon, and three for a heavy weapon. At higher experience Levels, a player adds more dice to this roll. The defender rolls dice equal to the Protection rating of any armour, natural or worn, and this is subtracted from the total number of Strike Points. If the Strike Points are reduced to zero, the attack inflicts no damage, but if not, the remainder are subtracted from the defender’s Endurance Points.One oddity is the possible ‘Additional Effects’ for any attack, ranged or melee. If twelve is rolled on any attack, an Additional Effect is potentially triggered. This occurs whether the attack is successful or not. It can result in the attacker getting another attack, knocking the defender or his weapon to the ground, or even the defender striking back! Since most attacks are at Normal Difficulty and two dice have to be rolled, this means rolling double six. It is possible for a Player Character to have a Valour of twelve, the maximum value allowed by the gods, whether by increasing it through experience or setting the overall difficulty of the game to high at the start of the campaign. However, the Additional Effect is not based on skill, or rather on Ability. It is simply a lucky roll, and for almost every situation will occur when the attacker fails.The casting of magic requires an Oracle to recall a spell to his memory, and he can hold as many spells in his memory as he wants, although this imposes a penalty to cast any spell during combat. The Oracle starts play knowing a wide range of destructive, psychic, and special spells, and will learn rituals at each experience Level gained. To successfully cast a spell, an Oracle’s player must succeed at an Intelligence check at Normal difficulty, minus the Complexity of the spell, which ranges from one to four. For example, Harmonious Lament is a Psychic spell that makes it harder for an attacker to successfully strike an opponent and has a Complexity of one, whereas Curse inflicts five six-sided dice’s worth of Strike Points and has a Complexity of four. If the attempt fails, the Oracle does not forget the spell, but can attempt to cast again, but with a bonus to the roll that reduces the Complexity penalty. This can be done again and again until the Complexity value is reduced to zero or the spell is cast.Also included in Odyssey: Black Tales are rules for group checks and challenges, and the setting is supported by a decent equipment list and a lengthy loot section. The latter better supports long term play since the campaign itself gives out specific loot in each act. There is advice too on playing Odyssey: Black Tales solo or with two players, and these are workable enough.One of the claims about Odyssey: Black Tales is that the rules are compatible with Dungeons & Dragons, Fifth Edition, Old School Essentials, and Mörk Borg. This is both true and untrue. It would be challenging to adapt it straight from the core rulebook, whereas what the Game Master will actually need to facilitate the process with ease is the expansion supplement, Black Tales – Adventures in the Mediterranean and Conversion Kit.Physically, Odyssey: Black Tales is stark jet black throughout with white text and great art. The book is slightly overwritten in places, especially when trying to explain the rules, but a careful read-through is enough for them to be clear.Odyssey: Black Tales wants to be two things and it succeeds at one and does not succeed at the other. In the first, it wants to be a storytelling game, telling the unrevealed epic of Odysseus before he retold it, not as an anti-hero, but as a villain, and the fall of the Player Characters who stood by him and the redemption of the Player Characters who stood against him, in secret at first, and then openly in the final act. Across the six acts and the finale, Odyssey: Black Tales gives the structure for the players and their characters to tell that tale. In the second, Odyssey: Black Tales wants to take the players and their characters beyond that epic. This could be after the end of the campaign and its confrontation between Odysseus, the Player Characters, and the Sirens, but it could be an entirely different campaign in the Ancient Greek world. To support that, Odyssey: Black Tales includes rules for Player Character advancement, monsters, loot, and various different situations, particularly if a dungeon-like environment is involved. What Odyssey: Black Tales does not provide is background to the Ancient Greek world or its gods and mythology or any advice for the Cantor, whether that is really on running Odyssey: Black Tales or on creating content of her own. In fact, the Cantor is left to her own devices and experience to that end. This is where Odyssey: Black Tales fails.Odyssey: Black Tales is the basis for a solid, Old School Renaissance-style roleplaying game set in the Ancient Greek world that ably supports its retelling of Homer’s Odyssey with Odysseus as the villain and the path to his own rehabilitation as a hero. There can be no doubt that Odyssey: Black Tales has scope for play beyond this arc, but the support for that is simply not present. In the hands of an experienced Cantor, this is not an issue, but for anyone else, it makes the wider roleplaying and storytelling possibilities of Odyssey: Black Tales a challenge.
Solitaire: All Night Breakfast at the Midnight Owl
There are secrets to discovered and mysteries to be resolved in the Pacific Northwest under the Douglas firs. They are what brought you to this town, a hotbed of the peculiar and the unexplained, with a windfall to tide you over and time to investigate, staying in a small, rented trailer, and setting up office in a booth at the back of the town’s diner, the Midnight Owl. From there, you plan to scour the town’s surrounds for answers amongst its worn out factories, fading trailer parks, and abandoned railway yard, and beyond under the deep pine forest that runs over hilly and valley as far as you can see between the sky and mist. What you will find you do not know, but whatever it is, you plan to make a podcast from it, and so reveal the secrets and mysteries to the wider world. Every day you will go out and investigate and interact and interview and every night you will return for ‘All Night Breakfast at the Midnight Owl’, perhaps for a damned fine cup of coffee and a slice of cherry pie that could you kill you, but also to collate your notes and write the script for your podcast! This is the set-up for All Night Breakfast at the Midnight Owl: A solo investigative podcast RPG inspired by television series including Twin Peaks, The X-Files, and True Detective. Published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG. To play, a player needs a set of polyhedral dice and a deck of ordinary playing cards with the Jokers as well as a journal in which record his investigation. The roleplaying game suggests additional items, including the means to add photographs to the players’ journal, a smartphone or audio equipment on which to record the player’s podcast, and an atmospheric soundtrack, but these are optional and the player is under no duress to produce podcast. (Indeed, the author admits to not being an on podcasting and suggests writing a script in bullet points instead if the player does not want to proceed as far as making a podcast.)A Player Character in All Night Breakfast at the Midnight Owl is simply defined. He has three Skill Ratings—Investigation, Physical, and Social—and a source of his current income. To create a character, the player assigns a ‘d8’, ‘d10’, and ‘d12’ to the three Skill Ratings and draws a card from the deck to determine his source of income. The player also gets to name his character and give him as much or as little background as he wants.Madison MortonInvestigation d12 Physical d8 Social d10Where Your Money Came FromWire Fraud: You skimmed a bit of money off your former employer’s transactions without getting noticed. No one knows… right? And, even if they did, how would they ever find you?Mechanically, when a player wants his character to act or as prompted, he rolls the die for the Skill Rating appropriate to the situation. A result of one is a failure with consequences; two to five, a failure without consequences; six to nine a success; and ten or more, an outstanding success. There is also a table for resolving other certainties, whilst the style of game suggests that the Player Character avoid combat. However, if it does arise, the Physical Skill Rating is checked as normal. Unfortunately, if the result is a failure the Player Character is injured and left for dead, and has to go to hospital. This means that they lose a turn also. If this happens a third time, then the Player Character is dead!All Night Breakfast at the Midnight Owl is played in three acts— ‘Act One: The Lead’, ‘Act Two: The Investigation’, and ‘Act Three; The Podcast’. In ‘Act One: The Lead’, the player draws cards to determine the source of the lead and its information. For example, ‘A local detective whose leads have gone cold’ or ‘An anonymous e-mail has landed in your inbox’ and ‘1d4 hiker(s) went to missing two weeks ago. The FBI are poking around and angry families are looking for answers’ or ‘A human-sized winged creature has been reported flying over the outskirts of the town.’In ‘Act Two: The Investigation’, the Player Character takes it in turn to visit different locations in and around the town, between six and twelve depending on how long the player wants the game to be. These are generated by drawing cards and there is a chance of an event happening at the location as well. If a successful Investigation Skill Rating check is made, then the player can draw a card to determine a clue which if related to the investigation.For example, Madison Morton is in Eden Junction investigating incidences of townsfolk falling sick and being hospitalised, but after miraculously recovering, are no longer communicative, which she learns about from listening a caller to a talk radio show. On her first day, she goes into a grocery store in the town to talk to people. She talks to Seth Wilson, an impatient, if jovial Paramedic about the situation. Madison’s player rolls her Investigation Skill Rating and gets a ten. This is an outstanding success, and instead of giving her brush off because he is in a hurry, Seth promises to meet her later, perhaps at the Midnight Owl or a nearby bar, when he will have an actual medical report that she can look at! Madison’s player counts this as clue pertinent to her investigation and increases the Clue Count by one.‘Act Three; The Podcast’ begins once the player has played through the number of turns he set for himself at the start. He scripts the podcast (or notes everything down in his journal) and rolls not necessarily to determine if he has solved a mystery, but to what degree the podcast finds engagement and builds an audience. The outcome is rolled on the ‘Engagement Die’, the size of which is determined by the number pertinent clues gathered. The better the roll, the more followers the Player Character gains who will continue listening should he decide to return to the town and investigate another strange case. There is certainly scope for this with a total of twenty-six leads given in the book.Physically, All Night Breakfast at the Midnight Owl is nicely put together. It is well written, but what grabs the attention is the artwork, particularly the cover. It is all done by Simon J. Curd and captures the type of Pacific Northwest mystery stories that the solo roleplaying game is asking the player to explore, even right down to depicting the damned fine cup of coffee and slice of cherry pie. If there is an issue, it is that there is not enough of it to enjoy.All Night Breakfast at the Midnight Owl: A solo investigative podcast RPG is about solving a mystery with a definitive answer as it is telling the story of that investigation and making it compelling enough for people to want to listen to it and engage with it, and ultimately to make them want to come part for the next season. There are plenty of extra leads to make that possible. The investigative process is gentle in style, but does have some sharp edges as the Player Character closes in on a solution. All Night Breakfast at the Midnight Owl: A solo investigative podcast RPG is engaging and atmospheric, underplayed in comparison to other solo journalling roleplaying games, under the trees where most never see.
Friday Fantasy: Desperate Measures
Desperate Measures is a scenario for Shadow of the Weird Wizard, the roleplaying game from Schwalb Entertainment set on the world of Erth in the Borderlands between the remnants of once great empires and the realm of the Weird Wizard greatly changed by his magics. The unexplained disappearance of the Weird Wizard allowed all manner of creatures and strangeness to flood into the empires and kingdoms causing strife and civil war, as refugees fled into the borderlands and adventurers ventured into the Weird Wizard’s lands into explore its strangeness, hopefully stop any dangerous threats, and perhaps return with treasures both magical and mundane. Player Characters progress from Level One to Level Ten, their progress divided between three Paths—Novice, Expert, and Master, gaining greater ability, skill, and specialisation. A Novice Path begins at Level One, an Expert path at Level Three, and a Master Path at Level Seven. Adventures for Shadow of the Weird Wizard are tailored to these three Paths. Desperate Measures is designed for Novice Heroes and can be run as a beginning scenario for Shadow of the Weird Wizard. It confronts the players and their Heroes with one of the consequences in Shadow of the Weird Wizard of pushing too far from civilisation and into the unknown.Desperate Measures takes place far beyond the reaches of civilisation, across the Salt Barrens and the western territory of the borderlands in the ruins of an old abandoned village on the grassy plain between the Mudwaters and the Sentinel Wood. A band of Milenites has decided to make the village their home far from the old country in order to escape religious persecution (though some would call them dissenters, or worse, heretics). Although not necessary to actually run the scenario, the supplement Glory to the High One will provide the background to the ‘heresy’. When the Player Characters come across the village, the settlers are tired and barely beginning to make the repairs to make it properly liveable. Yet there are signs if the Player Characters look for them that is not all is well in the village and there remains the question of where the previous occupants of the village are.Then out of the night monsters steal into the village and abduct several of the settlers! This is when the scenario kicks up a gear and turns into a rescue mission. It also takes a darker turn as the trail leads to a charnel house in a small cave network. The Player Characters need to move quickly to save the abducted settlers, but the caves are quite tight and in places, they will have to squeeze through potentially leaving them open to attack by the voracious abductors. This should be a really quite scary, desperate encounter in the caves.The scenario can end here with the Player Characters hopefully having rescued the settlers and returning them to the village, but Desperate Measures suggests an optional threat as well. This is the Blue Raiders, a group of raiders that has been robbing and plundering settlements along the frontier. The raiders might even be the reason why the Player Characters are in the area when they come across the village and its new settlers. Of course, as with other scenarios for Shadow of the Weird Wizard, the Sage will need to supply the necessary stats from Secrets of the Weird Wizard for the scenario’s named monsters and may want to draw a map of the village if the Blue Raiders attack or occupy the village. Otherwise, the scenario is straightforward and easy to run, playable in a single session without the appearance of the Blue Raiders, two if they make an appearance.Physically, Desperate Measures is cleanly and tidily laid out. It is well written, but the map of the tombs below the temple could have been easier to read.Desperate Measures offers a good mix of action and interaction, as well as some scary moments that feel just a little Lovecraftian. (In fact, Desperate Measures could easily be adapted to any frontier setting, whether that is the weird west of Down Darker Trails: Terrors of the Mythos in the Old West or the mysteries of the frontier in Colonial Gothic.) Overall, Desperate Measures is a solid starting scenario for Shadow of the Weird Wizard.
Cyber-Dungeon Classics II: Do Cybernauts Dream of Electric Goblins?
Deep inside the Dark Web, a notorious programmer called the Electric Goblin has set himself up with a kingdom. Called ‘Uniqorn’, it is a classic fantasy world with a dungeon with traps, monsters, and NPCs. Only some of the NPCs are not digital NPCs, but the avatars who have received an innocent-looking invite to a fantasy-based video game called ‘Warriors of Uniqorn’ which when clicked on and accepted, delivers a technobio-virus direct to their frontal lobe. It causes encephalitis and puts them into coma, which when the Electric Goblin strikes, opening a back door in his victims’ brains and abducting their consciousnesses and using them to populate his personal fiefdom as more ‘life-like’ NPCs. In the real world, the victims’ symptoms have been identified as Aether Blight. The Player Characters are hired by a Fixer to traverse the WorldNet and descend below into the UnderNet to try and stop the Electric Goblin before Aether Blight spreads and becomes an even bigger problem. This is the set-up for Do Cybernauts Dream of Electric Goblins?, a scenario for Netcrawl, the cyberspace setting and supplement for use with the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both published by Goodman Games. Published by Horse Shark Games, it works with other third-party settings such as Cyber Sprawl Classics, Crawljammer, Umerica, Terror of the Stratosfiend, and Star Crawl Classics.Do Cybernauts Dream of Electric Goblins? is a scenario for four to six First Level Avatars—as Player Characters are known in Netcrawl—and should take roughly two sessions to complete. The Player Characters, whoever they before they jack into the WorldNet, are hired by a Fixer to stop the Electric Goblin who then gives them the grid co-ordinates for the entrance to ‘Uniqorn’. Upfront , the virtual world is described as looking like “… [B]adly-rendered ‘90s website mixed with some early 16-bit polygon 3D graphics.” As soon they arrive, they are given an introduction to ‘Uniqorn’ by a goblin wizard, effectively meaning that the Player Characters get an introduction and then their Avatars do too. Then they are step straight into Starterton, described as “You are now in a quintessential fantasy village, simultaneously familiar and unsettling due to a retro low-resolution aesthetic. Imagine a town built out of oversized brightly coloured LEGO bricks, rendered with the limited colour palette of a ‘’90s computer game.” This very much sets the tone the scenario, short of quest-givers with exclamation points above their heads! The Electric Goblin is firmly ensconced in his dungeon at the end of the virtual dungeon and scenario, but the Avatars need to find a way in. This involves picking up and completing various mini-quests in order to find the ‘Golden Dungeon Key’ that will unlock its entrance as well as following up clues dropped by various NPCs in their rather limited dialogue.Outside of Starterton, the Avatars can explore haunted woods, a giant spider’s lair, a hangman’s tree, and a cemetery before being ready for ‘The Goblin’s Dungeon’. The dungeon is a decent mix of semi-random traps and puzzles, backed up with a decent set of random encounters or events. Individual locations are quite detailed and there are several puzzles that the Avatars will need to solve, echoing the text computer adventures of the previous era as much the ones from the nineties that Do Cybernauts Dream of Electric Goblins? are inspired by. The dungeon design is not linear, but it is not extensive and there are chokepoints where particular items are required if the Avatars want to progress. The worst of these is a deathtrap. Fortunately, if the Avatars have been thorough earlier, they may have a device which will resurrect one of them if he is killed by the deathtrap.‘The Goblin’s Dungeon’ is the main part of Do Cybernauts Dream of Electric Goblins? and it does feel oddly anachronistic. Now part of this is intentional, it is meant to replicate the feel of a computer game dungeon from the nineties. Unfortunately, if ‘The Goblin’s Dungeon’ feels anachronistic, the scenario as a whole feels anachronistic and dissonant. The problem is that there are multiple levels of reality to Do Cybernauts Dream of Electric Goblins? First of the Player Characters in some unspecified future in which computer games like ‘Warriors of Uniqorn’ were played in the nineties; second of their Avatars entering a virtual world; and third, that virtual world not being a modern contemporary fantasy adventure or dungeon, but one that is decades old in terms of its design; and fourth, that they playing this virtual world/dungeon not as fantasy characters, but as computer avatars. This means that the Avatars are using their abilities, effectively highly advanced software, to overcome the problems of a faux fantasy world. The conceit at the heart of Do Cybernauts Dream of Electric Goblins? just feels belaboured.Physically, Do Cybernauts Dream of Electric Goblins? is decently presented. The artwork, cartography, and writing are all good.By no means is Do Cybernauts Dream of Electric Goblins? a bad scenario, either in terms of design or story. It is just that the conceit at the heart of the scenario is layered and the associated levels of unreality demand equal levels of buy-in by the players, their characters, and their Avatars.
Jonstown Jottings #108: The Tax Collector’s Oxen
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.—oOo—What is it?The Tax Collector’s Oxen is a scenario for RuneQuest: Roleplaying in Glorantha. It is a twenty-two page, full colour, 1.44 MB PDF.The layout is tidy, but there are no illustrations and the text does need an edit in places. The maps are representational rather than exact.Where is it set?The Tax Collector’s Oxen is set in Lunar Tarsh in an area known as Three Hills. (Alternatively, it could be set in any Lunar province on the edge of the Lunar Empire.)Who do you play?The Tax Collector’s Oxen is designed to be used with any Player Characters who might find employment in a mercenary company in Lunar Tarsh. There is no advice as to who that might be and the Game Master may want to conduct further research herself.What do you need?The Tax Collector’s Oxen requires RuneQuest: Roleplaying in Glorantha.However, if the Game Master wishes to develop the NPCs further, then Cults of RuneQuest: The Lightbringers, Cults of RuneQuest: The Earth Goddesses, and Cults of RuneQuest: The Lunar Way may all be useful.What do you get?The set-up in The Tax Collector’s Oxen is very simple. When forty-seven head of cattle go missing from trading post of Garan in the Three Hills region, Derenos Varro, the Lunar field administrator, hires a mercenary company to recover them. As it appears to be a simple matter of theft, the most inexperienced members of the company, that is, the Player Characters, are assigned to deal with the issue. Derenos Varro wants the matter to be solved as peacefully or with as little bloodshed as is possible, and the cattle returned. The trail quickly points to the east to the village of Orvandor and when the Player Characters arrive, it is clear that that the missing cattle are in the village. However, as the village’s spokesman, Harmast Baranson, explains, Orvandor is actually owed a debt by Garan. The nature of the debt and how it might be settled lies at the heart of the scenario.The Tax Collector’s Oxen is designed to test young warriors by placing them in a social situation and have them conduct some kind of negotiation. There is potentially scope for combat in the scenario, but approaching any situation with weapons brandished and being too willing to use sword rather than speech will land the Player Characters in trouble. There are NPCs who accompany the Player Characters who will likely make this clear.Although The Tax Collector’s Oxen is set in Lunar Tarsh, the Three Hills region is the creation of the author. That is not necessarily a bad thing, but there is not a lot of detail about Lunar Tarsh that is readily available, so the Game Master may have difficulty researching the setting and making it feel different to other regions in Dragon Pass. Also, none of the NPCs are given cult affiliations, so they feel slightly flat. This is not helped by the writing which tends to be succinct and not as easy to grasp as it should be. That said, the situation itself is easy understand and a Game Master will have no problems in actually running the pleasingly low key scenario once they get a feel for the writer’s style.Is it worth your time?Yes—The Tax Collector’s Oxen is a solid enough scenario that can be run as is, but will be better with some development to add detail and/or move it to another location.No—The Tax Collector’s Oxen requires too much development in terms of the NPC details and the setting to be really useful.Maybe—The Tax Collector’s Oxen is a solid enough scenario, but how useful it is depends on the amount of development that the Game Master wants to undertake.
Miskatonic Monday #454: John Witch
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: John WitchPublisher: Chaosium, Inc.Authors: Michał PietrzakSetting: TodayProduct: One-on-One One-shotWhat You Get: Eleven page, 422.29 MB Full Colour PDFElevator Pitch: John Wick, WizardPlot Hook: “Revenge is sweet and not fattening.” – Alfred HitchcockPlot Support: Staging advice, three NPCs and lots of Henchmen, three Mythos artefacts, and one Mythos entity.Production Values: PlainPros# One ‘Revenger’, one Keeper scenario# Mythos as martial arts# Straightforward to runCons# A Rat Thing is a terrible substitute for a beagle puppy# Obvious plot# Needs a slight edit# No pre-generated ‘Revenger’Conclusion# Ridiculous cult assassin action flick# No pre-generated ‘Revenger’, really?
Xanthophobia II
Call of Cthulhu is big in Japan. Bigger than Dungeons & Dragons and the Japanese devotees of Call of Cthulhu have their official campaign from Chaosium, Inc., that enables them and devotees around the world to explore a significant period in recent Japanese history. In doing so, they find a country at the height of its economic dominance at the end of the electronic era, unknowingly threatened by insidious memetic virus that finds vectors in prayer books and manga and dreams, mapping on its pattern onto the psyches of its victims who then will seek to spread it wider. It wraps itself around faith and culture and hope, but is utterly alien. That threat is the King in Yellow, drawn from the short story collection by R.C. Chambers, The King in Yellow, and re-interpreted for the ‘Bubble Economy’ period in The Sutra of Pale Leaves – Carcosa Manifest as the Prince of Pale Leaves. This is not the first time that Call of Cthulhu and Chaosium, Inc. have visited Japan, the supplement, Secrets of Japan being published in 2005. In more recent years, the Miskatonic Repository has become an outlet for titles written by Japanese authors, such as Japonism 2024. Similarly, it is two decades since Chaosium, Inc. explored Hastur and the mythos of the King in Yellow with the campaign, Tatters of the King, published in 2006.The Sutra of Pale Leaves – Carcosa Manifest: Encountering the King in Yellow in 1980s Japan is a published by Chaosium, Inc. for use with Call of Cthulhu, Seventh Edition and notable for a number of factors. One is that it is a modular campaign, one that can be expanded with The Sutra of Pale Leaves – Twin Suns Rising: Encountering the King in Yellow in 1980s Japan, simply ran as is, or run as sperate, standalone scenarios. In fact, the two are companion volumes. The second is that the supplement is co-written by residents of Japan, including the Sons of Singularity—responsible for The Sassoon Files: A Sourcebook for the Call of Cthulhu and GUMSHOE Role Playing Games and Journal d’Indochine—and Chaosium, Inc. Which gives it an authenticity and a strong sense of place. Third, almost like a meme itself, the scenarios in The Sutra of Pale Leaves – Carcosa Manifest can be played over and over again, as the players and their (new?) Investigators search for an alternate ending. Of course, the Prince of Pale Leaves can twist and change and learn, so that what might have worked in a previous playthrough (alternate timeline?) is not guaranteed to work in the current one.As with its sister volume, what The Sutra of Pale Leaves – Carcosa Manifest is not, is a sourcebook for Call of Cthulhu in Japan in the late eighties. It does contain a glossary of terms in the appendix and it does contain source material and useful they are too. The source material covers Japan and its work-orientated culture during the period, examines the life of the working adult and the student, the divide between the generations and its consequences, organised crime, transportation, and more. That more focuses on the technology available, noting that personal computers and pagers are widely available, the Internet has yet to appear, mobile phones are rare, and weapons even rarer! So, no firearms, and despite what some might think, no swords—and definitely no Ninja! The downside to The Sutra of Pale Leaves – Carcosa Manifest not being a sourcebook book for Call of Cthulhu in Japan in the late eighties is that there is little in the way of advice for creating Investigators for the period. Even then, it only extends as far as telling the Keeper that Investigator should be able to speak Japanese and players to avoid the discriminatory cultural biases endemic to the period, though that was beginning to change. This leaves the Keeper and her players to be inventive should they want to create their own Investigators or have to create replacements in the event of Investigator death. Unlike in The Sutra of Pale Leaves – Twin Suns Rising, no pre-generated Investigators are provided in The Sutra of Pale Leaves – Carcosa Manifest and the Keeper will likely want to refer to The Sutra of Pale Leaves – Twin Suns Rising for those if needed.There are two notable additions in terms of the mechanics specific to the campaign. The first is Exposure Points gained through exposure to the Sutra of Pale Leaves, whether through glancing at it, reading it, hearing it being read, and so on. As they are gained—whether by an Investigator or NPC—those exposed begin to fixate on Sutra of Pale Leaves, suffer dreams and altered perception, gain creative inspiration, and even begin to see the Prince of Pale Leaves. These are the very least of the effects of continued exposure, whilst The Sutra of Pale Leaves – Carcosa Manifest suggests that Sanity loss and severe orders suffered are ‘side effects’. Surprisingly, being exposed can have its rewards such as unexplained luck and being immune to Sanity loss, though these come at the cost of more Exposure Points. All this reflects the effects of the memetic virus rewriting the code in the sufferer’s brain. Exposure Points are kept secret from the players and count up in contrast to Sanity points counting down. The second addition is more distinctly defined and numbered ‘Endings’. Running from ‘0: Party Wipe (Failure)’ and up, these categorise player success in a scenario and are a common feature of scenarios in Japan where they enable players to simply communicate how well they did in a scenario. Strangely, this number gives a scenario what are effectively ‘winning conditions’, which is at odds with almost any description of how roleplaying works. However, they explicitly support the replay value of the scenarios and campaign since having achieved an Ending and a value in one playthrough, the players can playthrough the scenario with the aim of achieving a different Ending and ideally a higher value.In addition to being different in how it spreads its influence, the ‘Mythos’ threat and its associated cult are also different in The Sutra of Pale Leaves – Carcosa Manifest. The cult—the Association of Pale Leaves—is mad and dangerous, but it is not murderous. In other words, no sacrifices before altars at the dead of night at propitious times of the year. It can resort to violence when protecting its interests and its assets, but in the main, what it wants to do is proselytise. To that end, the Sutra of Pale Leaves and its different versions play a bigger role in the campaign than the cult itself, and although the cult is detailed, the focus of the scenarios in The Sutra of Pale Leaves – Carcosa Manifest is not on the cult itself, but rather on the twistings of the memetic transmission of its master’s message. Where this means that in The Sutra of Pale Leaves – Twin Suns Rising there is no real beginning or no real ending, that is not the case in The Sutra of Pale Leaves – Carcosa Manifest. It has a definite ending in which the Investigators the vents that its subtitle suggests from coming to fuitition.Similarly, the Prince of Pale Leaves is surprisingly human in its form and face even if it is alien. It is also calm, calculating, and confident, never angry, never Machiavellian, but it is manipulative and several of the scenarios revolve around the Prince of Pale Leaves’ manipulation of the Investigators. In other words, it has none of the sardonic and manipulative qualities of Nyarlathotep, and so perhaps requires much more subtle roleplaying upon the part of the Keeper.Narratively, the campaign adds ‘Confidants’. These are inspired by Jackson Elias of Masks of Nyarlathotep fame and are designed to serve as hooks, facilitating the involvement of the Investigators in the plots. Several are given, both general and scenario-specific, but the main one is a special agent of the Public Security Intelligence Agency, the equivalent of Japan’s FBI, but the others include a Buddhist monk and abbot, and heiress-turned anti-occult crusader. Their use is not mandatory, but they will flavour and influence how the Investigators are introduced to each scenario and potentially grant them access to various resources. Both The Sutra of Pale Leaves – Twin Suns Rising and The Sutra of Pale Leaves – Carcosa Manifest share the set of Confidants, but some of them are only available if the Investigators have played through the scenarios in The Sutra of Pale Leaves – Twin Suns Rising where they initially appear rather than at the start of either campaign. For the players, the campaign includes Lore Sheets which provide them with information about Japan and its culture that their Investigators would ordinarily know.Although there are four scenarios in The Sutra of Pale Leaves – Carcosa Manifest, only three of them make up the campaign proper. The three-part campaign consists of a two-part, set a year apart with a scenario in between. This provides it with a structure into which the Keeper can slot the other scenarios from The Sutra of Pale Leaves – Twin Suns Rising. This sets up a campaign that balances the drive of the Prince of Pale Leaves and his cultists in the Association of Pale Leaves to bring their plans to fruition at the climax in The Sutra of Pale Leaves – Carcosa Manifest versus exploring the transmission of their message and its effects upon various parts of Japanese society. The campaign overall is not a long one, and if the extra scenarios in The Sutra of Pale Leaves – Twin Suns Rising are not used, it is an even shorter mini-campaign.The campaign opens with ‘The Bridge Maiden – Part One’, set in 1987. The Investigators are hired or asked to look for a missing person, Umezono Minoru, ostensibly by his sister, Kaho, it may be by others. A small-time businessman with big dreams, as the investigators look into his history and activities, including interviewing his family—his sister in particular, co-workers, employees, and even a local Yakuza representative, it quickly becomes apparent that he is not the golden boy that his parents think he is. However, as bad as his apparent reputation is, he is still a victim here, having been severely affected by The Mandela of the Divine Eye, an artefact that the Association of Pale Leaves has installed in a local payphone! Ultimately, the scenario switches from the Investigators tracking down a missing person to tracking down a monster not quite hiding in the sewers. The scenario also lays the tracks for ‘The Bridge Maiden – Part Two’, which leaves a few plot points hanging that will not pay off until that second part and it is disappointing to literally make Umezono Minoru a monster before and after his transformation without leaving room to get a glimpse of humanity. Potentially though, there may be some emotional payoff come ‘The Bridge Maiden – Part Two’. Otherwise, ‘The Bridge Maiden – Part One’ is a direct, relatively easy investigation.The middle scenario, ‘Wonderland’ is not. A horrific crime in a school seems inexplicable at first, but is somehow linked to the fascination that some students have for a MUD—a ‘Multi-User Dungeon’—called ‘Wonderland’. Inspired by Alice in Wonderland and promising to be highly immersive, it sets up an interesting roleplaying situation where only the older players are really going to know what a MUD was and how it worked. Consequently, there will be players who know as much about them as their Investigators do, given that in 1988, a MUD would have been at the cutting edge of computer technology, and thus both will be encountering them for the first time. ‘Wonderland’ leans in part to the ‘Hikikomori’ or ‘shut-in’ culture of Japan’s youth, promising its users the opportunity to be greater than themselves, but secretly acting as another vector for the influence of the King in Yellow. This includes the Investigators when they log on—and long on again, as it will take multiple attempts to discover the nature of the threat that it represents, potentially leading to them being hollowed out much like the student users. This will earn the Investigators more Exposure Points and bring them into direct contact with the Prince of Pale Leaves, not as the Yellow King, but White King in keeping with the mythology of Alice in Wonderland. Ultimately, the Investigators need to find a way to stop the unsurprisingly creepy developer from distributing Wonderland across the country. ‘Wonderland’ is creepily, horribly modern interpretation of then modern eighties technologyWeirdly, the scenario presents a wholly different set-up with the teachers at the school as the Investigators looking into the horrific incident triggering the scenario rather than being NPCs to be interviewed as in the default set-up. This would be fine for a one-shot, but it would take some adjustment to use this cast of pre-generated Investigators with the other scenarios in both The Sutra of Pale Leaves – Twin Suns Rising and The Sutra of Pale Leaves – Carcosa Manifest.‘The Bridge Maiden – Part Two’ brings the campaign to a close, but starts in slightly underwhelming fashion. Part of the issue is that the primary clues are contained in The Mandela of the Divine Eye which the Investigators will have first encountered in ‘The Bridge Maiden – Part One’, but have to wait until now to fully examine. It also ties back to Kaho, the sister of the missing Umezono Minoru, who at the end of ‘The Bridge Maiden – Part One’ simply ignored the Investigators instead of paying them or even thanking them. She is a fashion designer suddenly with a successful line of clothing which seems to have strange effects as the Investigators discover in the pedestrian paradise of Harajuku when a group of young dancers in the street suddenly begin dancing in concert and attack another girl. All of them, it turns out, are wearing clothing designed by Umezono Kaho. Was she actually part of the cult along or simply does her fashion brand have the backing of the Association of Pale Leaves? Unlike other scenarios in the campaign, this actually gives the Investigators a chance to interact with the cult leader on a formal—and above all, civilised basis. He proves to be articulate and amenable, though of course, still insane. He even invites the Investigators to a grand fashion launch down by the bay. This is the setting for the grand finale as the Association of Pale Leaves creates a rainbow bridge—the bridge of light—out over the bay directly to Carcosa that will enable the Prince of Pale Leaves to descend to the Earth. It is a startlingly majestic, if off kilter, manifestation, effectively a summoning quite unlike that seen in any campaign for Call of Cthulhu. Its staging is enjoyably cinematic too, set on a radiant bridge over Tokyo Bay as helicopters buzz about and the Prince of Pale Leaves travels down from Carcosa in a driverless Cadillac!Thematically, both The Sutra of Pale Leaves – Twin Suns Rising and The Sutra of Pale Leaves – Carcosa Manifest have both been exploring some of the consequences of the Bubble Economy in Japan in the late nineteen eighties with its ambition, technological advances, and so on. The fourth and final scenario in the book is ‘The Fixer’. This is not part of the campaign and it is not like any of the previous scenarios in either book. It opens with the Investigators as homeless and destitute, living on the streets. Thus, for them, the ‘bubble’ has burst. They can be the Investigators from the previous scenarios, but need not be. The scenario is based on ‘The Repairer of Reputations’, the short story from Robert W. Chambers’ The King in Yellow, and instead of going to a ‘Repairer of Reputations’, the Investigators go to a Fixer. He promises to help, but in return for several favours. This is to destroy the reputations of five figures in Tokyo—a CEO, a Shinto priest, a police detective, a Yakuza street boss, and a politician—that each in turn has reneged on a deal with the Fixer. What is interesting about this is that the Investigators are entirely free to go about this in any fashion that they want using the information that they learn about each target. So, it is much more freeform and player-led than just about any other Call of Cthulhu scenario. Of course, it makes clear that the scenario is about ‘Hobos, Not Murder Hobos’.However, as each of the five is successfully and satisfyingly (none of them are nice people) targeted, there are strange consequences. One of these is the transformation of the Fixer himself, the other is the transformation of Tokyo itself. These are from the past and the future, the latter including the appearance of a cat café fifteen years before the first one and a maglev hyperloop replacing the Tokyo subway. Not only that, but the Fixer also fulfils his promises, though not as the Investigators might expect. Instead of being restored to their former lives, they find themselves being appointed officials at the court of the Prince of Pale Leaves! So, what is happening here that the Investigators are both protagonists and antagonists, they are instigating the Mythos threat as much as they are investigating it. Ultimately, they will be (or should be) the ones to clean up their mess, but when and how, is again, up to them. Initially, this looked to be a disappointing affair, but upon close examination, ‘The Fixer’ is an original way of approaching the King in Yellow mythos, explicitly tying it to what the Investigators have lost and want again, and asking them how much they are prepared to sacrifice for their selfishness. Further, as much as ‘The Fixer’ does not specifically have to run after the events of ‘The Bridge Maiden – Part Two’ and the official end of the campaign, it actually works as a great epilogue to the campaign, the Prince of Pale Leaves reaching out one last time to tempt the ones who thwarted him.Physically, The Sutra of Pale Leaves – Carcosa Manifest is very well presented and written. The artwork ranges from the ukiyo-e style of the seventeenth to nineteenth centuries to modern manga and much in between, most notably bitmapped-style for many of the images in ‘Wonderland’, echoing some of the look of The Matrix a decade early.If The Sutra of Pale Leaves – Twin Suns Rising is not a campaign in the traditional sense for Call of Cthulhu, then The Sutra of Pale Leaves – Carcosa Manifest is. A mini-campaign to be sure, but a campaign still, and one that can be greatly added to with the scenarios from the first book if the Keeper wants. The Sutra of Pale Leaves – Carcosa Manifest is a very good campaign, exploring the manifestation of the King in Yellow in a culture of optimism, greed, ambition, and rapid technological development, in an age that feels almost as alien as the King in Yellow himself.
[Free RPG Day 2026] Three Days to the Big Easy
Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.This review is possible due to the generosity of Waylands Forge in Birmingham.—oOo—Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.—oOo—What is it?The Three Days to the Big Easy: A Quickstart Adventure is the quick-start for the Arkham Horror: The Roleplaying Game, the roleplaying game of Lovecraftian investigative horror derived from Arkham Horror board game and Arkham Horror Living Card game from Fantasy Flight Games, both of which are derived from the original version of the Arkham Horror board game published by Chaosium, Inc. in 1987. It is published by EDGE Studio.The Three Days to the Big Easy: A Quickstart Adventure is a thirty-two page, full colour booklet.How long will it take to play?The Three Days to the Big Easy: A Quickstart Adventure includes the scenario, ‘Three Days to the Big Easy’, a short scenario which can be played through in one session.What else do you need to play?The Three Days to the Big Easy: A Quickstart Adventure needs a set of six six-sided per player, plus a lot more for the Keeper and some dice of a different colour.Who do you play?The Three Days to the Big Easy: A Quickstart Adventure includes six pre-generated Investigators. They consists of a bruising gangster with connections to the O’Bannion connections; a larcenous White Russian countess; an African American trumpet player (who has the Knack ‘Dead Man’s Stomp’ in a nice nod to Lovecraftian investigative roleplaying); a supernaturally resilient singer; an intuitive violinist; and a magician who knows a little too much lore.How is an Investigator defined?An Investigator in Arkham Horror: The Roleplaying Game is primarily defined by ten skills—Agility, Athletics, Intuition, Knowledge, Lore, Melee Combat, Presence, Ranged Combat, Resolve, and Wits. Of these, Lore is how much an Investigator knows about the occult and how to apply it, if necessary. Skills are rated between two and six. He has a variety of Knacks, special abilities that might grant him extra dice, alter the number of dice rolled, allow special actions, cast spells, rerolls of the dice, and more. There is a wide variety of Knacks, even presented in the six pre-generated Investigators in Three Days to the Big Easy: A Quickstart Adventure.An Investigator also has a Personality Trait, such as ‘Reserved’, ‘Ambitious’, or ‘Outgoing’. These can have a positive and a negative effect in play.Lastly, an Investigator has a pool of six-sided dice, typically six. These are used and refreshed from one scene to the next and they represent a combination of an Investigator’s effort and health. In the case of the latter, when an Investigator is injured, he loses dice, limiting his actions until he can rest, heal, and receive medical attention.How do the mechanics work?When a player wants his Investigator to undertake a Complex action, such as climbing a fence in a chase, shooting cultist in a gunfight, researching a newspaper morgue for clues, or casting a spell, he takes as many dice as he wants from his pool and rolls them, comparing the results with the skill being used. For each die result equal to, or greater than, the value of the skill, a success is scored. In general, only a single success is required to achieve whatever an Investigator wants to do, but more successes are needed to trigger the effects of some Knacks.In general, only a single success is required to achieve whatever an Investigator wants to do. Complex actions can also be rolled with Advantage or Disadvantage, rolling with one more or one less die in either case, but removing the lowest result on any die if at Advantage or the highest if at Disadvantage.In addition, an Investigator has a supply of Insight points. These can be spent to add an additional success to a complex action, take a Complex Action with Advantage, to add a narrative element to a scene, or to avoid certain trauma.Play itself in Arkham Horror: The Roleplaying Game is handled as a series of scenes, either Narrative or Structured scenes in which Simple and Complex Actions are attempted. Narrative scenes rarely involve peril, and allow an Investigator to undertake Simple Actions without his player needing to roll dice, whereas Structured scenes do involve peril or great difficulty, such as a combat scene or a confrontation with the Mythos, require a player to roll for both Simple and Complex Actions. How does combat work?Combat uses the same mechanics, with damage being inflicted in two ways. Primarily by reducing a defendant’s dice pool, limiting his capacity to act, wounding him if the dice pool is reduced to zero, after which he can strain himself to restore his dice pool to full at the cost of suffering an Injury. The other way is by a weapon specifically inflicting an Injury. Injuries are determined by rolling on the Injury Table. These are rolled on a single die, to which are added the number of injuries already suffered. Since the Injury roll is made on a single die, it takes a lot of injuries—at least five—before someone can be killed straight off. There is no little grievous Injury in the meantime, but it is difficult to kill a defendant and certainly an Investigator.How does Horror work?The way of handling Horror Damage or exposure to the cosmic truths of the universe is more interesting, though similar to that used for injuries. When an Investigator suffers Horror Damage—whether from a spell cast at him, seeing a creature of the Mythos, or reading a horrific tome—his player replaces a number of dice in his dice pool with Horror Dice equal to the Horror Damage suffered. Horror Dice work exactly like normal dice in a player’s dice pool and can be lost if an Investigator suffers damage. However, should a player roll a one on any single Horror Die, his Investigator gains a Trauma. The rolls a single die and consults the Trauma Table, adding one for each one rolled on the Horror Dice. Where an Investigator is physically resilient, the same cannot be said mentally. It is a lot easier in comparison to get Horror Dice, roll ones, and suffer Trauma and since there are fewer results on the Trauma Table, for an Investigator to be ‘Lost Forever’.Horror Dice can be healed from one round to the next, as well as by certain Knacks and spells, replacing them with standard dice. This is an action though and in a Structured Scene, the Investigators might not have the opportunity. Whereas injuries can be healed though, traumas cannot, although they can recede over time. The combination of Horror Dice and Trauma is intriguing as a means of handling the escalating danger of being exposed to cosmic threat, but it does feel undercut by the ability to heal Horror Dice within a scene.What do you play?The Three Days to the Big Easy: A Quickstart Adventure includes the scenario, ‘Three Days to the Big Easy’, a short scenario which can be played through in one session. The scenario primarily focuses on interaction and action in terms of its play and there is not a great deal of scope for investigation. In the main, the Investigators are reacting to violent events, appearing to discover the culprit, only for it to occur again. This is interesting, but not interesting enough. There is never really a chance for the Investigators to fully work out what the cause of the situation, only identify its source. And that source is another of the problems with scenario. The source is a vengeful spirit in a cigarette lighter. There is no denying that ‘Three Days to the Big Easy’ is a horror story and the situation is horrifying, yet at the same time, its source is so ordinary, it feels banal. Anyone playing the scenario and expecting a Lovecraftian source or threat is going to extremely disappointed.Is there anything missing?No. The Three Days to the Big Easy: A Quickstart Adventure is complete as is. Is it easy to prepare?Yes. The Three Days to the Big Easy: A Quickstart Adventure is easy to grasp and prepare.Is it worth it?Yes and no. The Three Days to the Big Easy: A Quickstart Adventure is playable and presents an engaging set-up and potentially horrifying scenario. Ultimately, the repetitive structure of the scenario and its avoidance of anything Lovecraftian and satisfying explanation as to the situation for the players and their Investigators—especially in what is a one-shot—means that it does not fulfil its set-up as much as it should.The Three Days to the Big Easy: A Quickstart Adventure is available from EDGE Studio.
Decyphering Dionosaurs
One-hundred-and-fourteen years ago, the Time Machines screamed and self-destructed. In the process, they trapped twenty-thousand Commuters sixty-five million years in the past in the Cretaceous Period. Worse, at some point in the future, the Cretaceous-Paleogene Extinction Event will kill everyone and almost everything on the planet. In the century since the ‘Last Commute’, the survivors of the ‘Gre-Vakian c trials’ mission have adapted to their world, cut off from their homes in the twenty-fourth century and no longer able to rely upon their employers, the interstellar conglomerate, Space and Time, Interglobal (SATI). Their home, Grevakc, is spread out over two continents, Laramidia and Appalachia, divided by the Western Inner Sea, on what would be one day be the North American continent. They now breed dinosaurs, many people taking them as companions often controlled via cybernetic implants, whilst dinosaurs in the wild still remain a threat. A wide range of technology is used, a mix of that developed in the Cretaceous from leather, scales, fur, and bones, and future advances such as smart fluids, wetweave, piezotextiles, and more. Advanced arms, armour, and technology remain the province of SATI, suspected of holding caches in its bases across Grevakc, some of which are known, many of which are hidden. SATI dominates the few cities and many of the towns that have arisen since the ‘Last Commute’, its membership dominated by descendants of original SATI employees, working to maintain its grip on advanced technology whilst also trying to restore the ability to time travel and either go home or make contact with the corporation in the future. However, they opposed by the ‘Butterflies’, a guerrilla group, inspired by Ray Bradbury’s short story, ‘A Sound of Thunder.’, that is staunchly anti-technology and opposed to any use of time travel technology, working to ensure that Humanity in the Cretaceous Period dies out in the upcoming Cretaceous-Paleogene Extinction Event and thus preventing them altering the evolutionary time path. A more recently founded organisation is the ‘Genesix Fellowship’, a religious group that openly preaches about its desire to find the ‘Garden of Eden’, seeing the destruction of time travel technology as God’s punishment for Humanity’s failure to find it, believing that the secret to its location can be found in dinosaur DNA, and knowing that when it is found, God will repair the time machines. One of the side effects of the destruction of the Time Travel machines—or perhaps the attempts by scientists to restore it—are ‘Time Anomalies’. Appearing as glitches or flickering mirages, they can last from a few hours to even years and are known to drop technologies, objects, and information from the future in the form of cyphers, artifacts, and remnants, and these are a steady supply of things from the future. This is the set-up for Predation, a Science Fiction campaign involving dinosaurs, time travel, dinosaurs, cybernetics, dinosaurs, post-apocalypse, dinosaurs, and dinosaurs. Published by Monte Cook Games, it is a setting for use with Cypher System, first seen in Numenera in 2013. This is a setting which gives the players new character options, a new paradise to explore, secrets to discover, potentially a mystery to solve, and most fun of all, dinosaur companions! Or of course, it could be used as a means to add dinosaurs to other Cypher System roleplaying games and settings—in fact, The Way of the Dinosaur: Converting Predation for Numenera and The Strange is a complete guide to that—and it could be used as world that the Player Characters or ‘Recursors’ could visit in The Strange. In general though, this is a setting that stands alone, primarily because it presents a world that that is genuinely different and original.In terms of character options, Predation makes multiple changes to what a player can play, whilst still adhering to the standard format that the Cypher System uses describe and encapsulate a Player Character. This is “I am a [adjective] [noun] who [verbs]”, where the noun is the character’s Type; the adjective a Descriptor, such as Clever or Swift, that defines the character and how he does things; and the verb is the Focus or what the character does that makes him unique. There are four Types—Karn, Tec, Pteryx, and Osteon. These roughly equate to the Warrior, Adept, and Explorer respectively, whilst the Osteon fulfils the social role. Plus, unlike the Adept, the Tec deploys science rather than magic. The Karn is also capable of fighting dinosaurs as well as other threats. There are only five now Descriptors—‘Daring’, ‘Empirical’, ‘Savage’, ‘Slick’, and ‘Volcanic’. These are mostly self-explanatory and it is easy to tie these to particular Types, such as an Empirical Tec, a Slick Osteon, or a Daring Pteryx. The exception is ‘Volcanic’, meaning a character who bides his time and then acts big or explosively, giving up actions to inflict greater damage when he does attack, but is always slow to act.Similarly, there are four new Foci. These are ‘Plays God’, ‘Predates’, ‘Self-Evolves’, and ‘Walks with Dinosaurs’. ‘Plays God’ means that the Player Character employs genetics and cloning to grow, develop, and engineer dinosaurs; ‘Predates’ means he grows claws and teeth and more to hunt and fight more like a dinosaur; ‘Self-Evolves’ enables him to make a better version of himself through bioengineering and cybernetics; and ‘Walks with Dinosaurs’ means that he prefers the company of dinosaurs and can communicate with them. In addition to a list of Foci appropriate to the setting, Predation lists several Foci that are problematic and ways around them. For example, ‘Builds Cyborgs’ replaces ‘Builds Robots’ because there are no robots in the setting (they did not travel well from the future); ‘Moves Like a Raptor’ replaces ‘Moves Like a Cat’ as there are no cats—traditional pets—in the setting; and ‘Sees Through Time’ is adjusted to take account of the Time Anomalies so that a Player Character can see through time rather than travel through time.The ‘Walks with Dinosaurs’ Focus highlights another feature of the Predation setting. Effectively, it effectively replaces the ‘Control Beasts’ Focus. Beasts, and dinosaurs in particular, play a big role in the setting and further, every Player Character has a dinosaur companion. This can be a Tyrannosaur, Raptor, Ornithomimid, Ceratopsian and Ankylosaur, Pterosaur, or even an Early Mammal type and stats and abilities which will develop as a Player Character does. Each has a personality trait, like Clever, Curious, or Intimidating, which grants their Player Character an asset when attempting certain tasks, but comes with its downsides too. For example, a Timid Companion grants an asset on all stealth actions, but is likely to runaway and hide from danger. The dinosaur companion is treated like another Player Character rather than an NPC, but instead of it being roleplayed by the player whose character it is companion, it is roleplayed by the player to his left. So every dinosaur companion is a player character, but roleplayed by someone else.This has its challenges. It is not a new idea, originally appearing in White Wolf’s Wraith: The Oblivion with another player roleplaying a Player Character’s dark side, his Shadow, and then seen more recently with John Wick’s WIELD: Chronicles of the Vatcha. It doubles the number of Player Characters at the table, though of course, the actual Player Characters dominate play with their dinosaur companions getting time in the spotlight. A dinosaur companion though does not simply take orders as if it is an adjunct to the Player Character, but instead a player must interact with the player roleplaying his dinosaur companion and he must roll to see whether his dinosaur companion agrees to his request. This need not be for every action and it does get easier as both Player Character and dinosaur companion gain experience. This changes some of the dynamic around the table and increases the amount of extra play and effort that a player has to put into the game. Not only is he roleplaying his character and understanding what he is capable of, he has to roleplay and understand what another Player Character’s dinosaur companion is capable of, he needs to know what his own character’s dinosaur companion is capable of. Plus, the need to persuade a dinosaur companion to act can slow play. The last challenge is that this is a style of play rarely seen and unfamiliar to most roleplayers and, even there is an example of it in play, it will take some adjusting to.In terms of equipment, Predation is underwhelming. There is a good discussion of the materials available, a mixture of future technology brought from the future and developed since as well as that adapted from what can be harvested from the now. The future technology includes smart fluid and piezotextiles, wetweave produced from genetically modified orb weaver spiders, and solarium, an artificial biofilm that absorbs solar energy to heal itself, whilst shrilk film is made from shrimp shells and spidersilk proteins to create, a thin, clear material as strong as aluminium , but biodegradable. Anything made from furs, scales, and leather is cheap and easy to find, but advanced technology can be very expensive, especially if it came from the future. Included are body upgrades, augments, and enhancements, such as nightvision, cybernetic limbs, and cybernetic limb or tail, but the list at just five entries is disappointingly short. The Game Master may want to consult the Cypher System’s Cyberpunk supplement, Neon Rain, for further ideas. Another issue is that the gear is a bit bland when it really could have done with some branding.Cyphers, artifacts, and remnants are also something that is changed for the Predation. Cyphers are vestigial remnants of far-future technologies, sciences, and information storage systems that have slipped into the past and can be found in the Time Anomalies. When he walks through a Time Anomaly, Cyphers map themselves onto the Player Character’s DNA and when activated erase themselves afterwards. For example, a ‘Biological Plait’ releases a compound that weaves itself into the user’s blood, brain, and musculature for effects such as temporally increasing his Might, Speed, or Intellect Pool, training him in a skill, and so on. ‘Dinosenses’ enhances his senses when it comes to dinosaurs granting an asset when studying, understanding, and communicating with dinosaurs. ‘Timeseeker’ enables the use to detect Time Anomalies nearby, determine their intensity, and know how they will last. Artefacts can appear with greater abilities, but also have limited use and same can appear that not working at all. Many carry the SATI logo, which marks them as company property, but if not in the possession of a SATI employee, then such marks will be erased. Examples include the ‘Bibliotheca’, a disk that when embedded under the skin enables the user to download a digital book that works as an asset on an area of knowledge for twenty-four hours; ‘Microbial Mood Ring’ which reads the user’s gut bacteria and changes colour if there is an environmental hazard nearby; and a ‘Sky Map’ that provides an augmented reality version of the night sky to grant an asset when predicting the weather, navigating the world, and astronomy. Remnants are items spat out by the Time Anomalies that have no actual game effect or use as they are neither weapons, armour, or devices. In general, they can be anything from a ‘Broken mug with MARS LANDING ’21 written on it in English’ to a ‘Hollow rubber creature that squeaks when compressed’. They can be sold, but in the main, they enforce the idea that not everything coming out of the Time Anomalies is useful, simply adding flavour and detail to the setting rather than anything else.The setting of Predation is richly detailed with a good overview, and a gazetteer that covers both Laramidia and Appalachia, its factions and its secrets, societies, and more. Of course, in terms of the setting, what we are really here for the dinosaurs. The bestiary describes many new additions, many of which have or can have upgrades like physical armour, sharper claws, electrode brainwiring, subvocal speech systems, and even cybernetic limbs. In general, the Game Master will probably want to refer to the Cypher System core rulebook for dinosaurs unaugmented, as most here do have some cybernetics or have been genetically altered or bred. The Acroplocerex (ankylosaurus or Euoplocephalus) is typically heavily armoured with hydraulic armour to serve in SATI convoys; the Argoraptor, trained to operate in packs by SATI; Nerezza are gliding raptors using as scouts and silent thieves; Supersauri, composite dinosuars derived from numerous genetic materials and planned as SATI superweapons, but are fearsome whether in the wild or under control; and Teslasaurus, ankylosaurs injected with electric eel genetic materials in the hope of creating docile bioelectrogenesis hosts to biologically power base facilities, but made aggressive by the process and they are used for mobile energy defence and offence. All of these dinosaurs reflect the changes in scientific knowledge about them, so that many are brightly coloured and have feathers. This does not mean that they are strictly scientifically accurate, and they do not need to be, the point being that this is a Science Fiction roleplaying setting and the nod to scientific accuracy is still present. Combine these with dinosaur entries from the Cypher System core rulebook and the Cypher System Bestiary and the Game Master has a lot to play with.The advice for the Game Master covers the nature of time travel in the setting and how strong the Science Fiction should be, as well as giving some campaign seeds in addition to the ‘Reading the Bones’ boxed sections with gives numerous adventure seeds. It makes clear that the setting focuses primarily on mission-based play rather than simple exploration as in other Cypher System settings. The advice also expands greatly upon the secrets of the setting as they pertain to SATI—something not accorded to ‘Butterflies’ and the ‘Genesix Fellowship’, although SATI and what its plans were for the ‘Gre-Vakian c trials’ mission underpin the setting as a whole, whereas the other two factions are more straightforward. However, the explanation given in ‘SATI’S Big Mystery: A Guide For GMs’ only gives part of the mystery as definitive, leaving parts of it for the Game Master to decide. The supplement makes clear that the ramifications of whatever discoveries the Player Characters make—and there are big ramifications—lie outside the scope of Predation. However, it leaves the setting with big questions that the Game Master is very likely going to have to answer in the long term because they are questions that the players and their characters are going to ask and want answers to. Why did the Time Travel machines break down? What was the purpose of the ‘Gre-Vakian c trials’ mission? Can the Time Machines be repaired? Can the people of Grevakc escape to the future and what happens if they do? Or is Grevakc doomed to be destroyed by the Cretaceous-Paleogene Extinction Event and become lost footnote in history like the Roanoke colony? In some ways, what Predation really describes is a richly detailed campaign set-up with the endgame very much in the Game Master’s hands. Lastly, the Game Master is given an introductory adventure, ‘Promised Land’. It takes place in a town best known for its dinosaur wrestling and has the Player Characters looking for a top-ranking dino-wrestler for a mutual friend of theirs. The clues lead them out into the nearby jungle and the discovery of a Time Anomaly and other secrets. It is a decent scenario.Physically, Predation is well written, well presented, and accessible. The artwork is as good as you would expect for a book from Monte Cook Games and the writing is engaging.There is a lot about Predation that just makes you go, “That’s cool.” A great set-up of being trapped in the past, dinosaurs and dinosaur companions, augmented dinosaurs, and mysteries—big mysteries. Yet as enticing and as entertaining as this setting is, it is the big mysteries where it leaves the Game Master and her players wanting more. A sequel, a whole campaign, something that pushes the setting forwards towards the Cretaceous-Paleogene Extinction Event, but in the process gives answers and explanations and perhaps closure. Instead, it leaves the Game Master to really develop that and that is a lot of work and it might not lead to answers that everyone is happy with. (To be fair neither would a commercially published campaign, but it is less likely.) This makes Predation sound like a bad product, but it is definitely not. It has everything for the Game Master and her players to start playing and exploring the setting and potentially for the Game Master to write a campaign.Predation is great setting. It is fresh and exciting and original. It is the Planetary Romance genre done in the past where the players and their characters get to have exciting adventures with dinosaurs and explore a verdant paradise. Whether there is hope or an end is ultimately up to the Game Master.
[Free RPG Day 2026] An Afternoon Outing
Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.This review is possible due to the generosity of Waylands Forge in Birmingham.—oOo—Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.—oOo—What is it?The Dungeons & Kittens Quick Start: An Afternoon Outing is the quick-start for the Dungeons & Kittens RPG, published by EDGE Studio.The Dungeons & Kittens Quick Start: An Afternoon Outing is a thirty-two page, full colour booklet.How long will it take to play?The Dungeons & Kittens Quick Start: An Afternoon Outing includes the scenario, ‘An Afternoon Outing’, a short scenario which can be played through in one session.What else do you need to play?The Dungeons & Kittens Quick Start: An Afternoon Outing needs three six-sided dice per player.Who do you play?The Dungeons & Kittens Quick Start: An Afternoon Outing includes five pre-generated Player Kittens. These are presented on bright and breezy character sheets which include an explanation of the basic rules, the background for each Player Kitten, and explanations for their spells.How is a Player Kitten defined?A Player-Kitten in Dungeons & Kittens has three abilities—Strong, Smart, and Cute—and one or more skills. These include ‘Draw & Paint’, ‘Hiss & Growl’ (brawling and intimidation), ‘Read Sky & Stars’, ‘Scratch!’ (for melee combat) and ‘Shake Your Booty’ (for athletics and acrobatics). A Player-Kitten either has a skill or he does not, and if he does, it gives Advantage on a roll. He will also have a Character Trait, a descriptor that can work as an advantage or disadvantage. He can carry up to five ‘Purr-ecious’ items in his backpack and can use ‘Meowgic’ and thus can cast spells.How do the mechanics work?When a player wants his Kitten to undertake an action, the Storyteller—as the Game Master is known in Dungeons & Kittens—selects the appropriate ability and the player rolls three six-sided dice. Each die result that is equal to or less than the ability counts as a Success. An Easy action requires one Success, a Medium action requires two Successes, a Difficult action requires three Successes, and a Legendary action requires four Successes. If the player rolls a number of Successes equal to the difficulty of the action, his Kitten succeeds. Fewer Successes than the difficulty and the player has a choice of simply failing to succeed without consequences, whereas no Success and the action is definitely a failure. If a player rolls three of the same number, his Kitten gains an edge, whether the roll was a success or failure. If a Kitten has Advantage, his player rolls four dice, but only two dice if he is at Disadvantage. A player can re-roll one or more dice with the right ‘Purr-ecious’ items.Each Player Kitten has a Trait, such as Brave or Curious. It can be used in two ways, once ach session. One is to grant Advantage, the other, when it gets a Kitten into a dangerous situation, his player can give a Furr-endship point to another player. A Furr-endship point can be spent on one of two ways. First, to ensure that a single dice roll succeeds. Second, with a big hug and purring in their ear, to give one Heart—the equivalent of Hit Points in Dungeons & Kittens—to another Player Kitten. To regain spent Furr-endship points, a Player Kitten must spend time with his fellow Player Kittens away from adventuring and doing other things.How do catfights work?Combat or ‘Catfights’ in Dungeons & Kittens consist of two types. In a ‘Fang Catfight’, a Player Kitten attempts to intimidate, frighten, or convince another rather than hurt them, whereas in a ‘Claw Fight’, the aim is to hurt them. When a Player Kitten enters a ‘Claw Fight’, the stress causes him to lose a Furr-endship point due to the stress! Without a Furr-endship point, a Player Kitten cannot fight. In general, the Player Kittens act before anyone else, but if a Player Kitten takes an aggressive action, the Storyteller chooses who acts nest. If a Kitten takes a non-aggressive or helpful action, his player decides who acts next. Possible actions include Help to give Advantage to another Kitten; Hinder to give Disadvantage; Attack to reduce an enemy’s Heart points, whether in a ‘Fang Catfight’ or a ‘Claw Fight’; and Interact and Move. At any point, anyone caught in a Catfight can surrender and that is always respected. However, an opponent must surrender if his Heart points are reduced to zero in a ‘Fang Catfight’, but in a ‘Claw Fight’, he may seriously injured.How does Meowgic work?Every Player Kitten knows some Meowgic, has a spellbook, and can cast spells. To have his Kitten cast a spell, a player rolls dice against the Ability given for the spell. For example, the spell Slipper Patrol, requires a single Success against the Strong Ability and with a success, the caster and his fellow kittens can walk and run without hurting their legs or paws.What do you play?Dungeons & Kittens Quick Start: An Afternoon Outing provides plenty of support for its scenario, ‘An Afternoon Outing’. This includes a description of the background, that it is post-apocalyptic setting in which mankind has long since disappeared, leaving some animals with the gift of speech and imagination, the ability to anticipate and predict, and the capacity to invent. It is set in and around the Kingdom of Cats, ruled by the insatiably large and lazy King Walter from his tower in Cat Tree City. King Walter’s most unfair law is the ‘Exile of Kittens’. This exiles young kittens from the kingdom on the pretence of an initiation quest, supposedly to return to King Walter with a great treasure in hand. King Walter supposedly draws the names of the young kittens to be exiled at random, but everyone knows this is a lie. The Player Kittens are the latest to have their names drawn by King Walter.In addition, Dungeons & Kittens Quick Start: An Afternoon Outing provides advice on being a Storyteller and being a good player. These are both well written sections and easy to grasp, but unlike almost any other quick-start, they need to be read by all of the players. This is because in Dungeons & Kittens Quick Start: An Afternoon Outing, more than one player will take a turn being the Storyteller. However, the scenario is short and it only includes two points when the it instructs the current Storyteller to handover the scenario to another player and at each point, the new Storyteller has to go and read the advice on being a Storyteller and then prepare the next scene. It is a nice idea, but does not quite work. There are five Player Characters and only three opportunities to be the Storyteller, so not everyone is going to get a go. Plus, there is going to be delay in play as the new Storyteller prepares to run the next scene. Not so much of a problem for the experienced Game Master, but for anyone new, they are being put on the spot.The ‘An Afternoon Outing’ scenario is a flashback to an event early in the Player Kittens’ exile and consists of two scenes in which problems have to be solved with a confrontation in the third. In the opening scene, one of the Player Kittens falls into the pool of water around which they are all playing. The idea here is that the player of the Kitten who falls into the water is actually the first Storyteller, which gets around the problem of that player and his Kitten not having as much agency since his Kitten has fallen into the water. It also means that running it with a single Storyteller sets up a scene one player can do anything because his Kitten has fallen into the pool and is drowning. Effectively, ‘An Afternoon Outing’ is built around a good idea, but limits who can participate in it, and if the Storyteller wants to run the scenario because it limits the opportunity for everyone to have a go at being Storyteller, it introduces the problem of a lack of agency.In spite of this problematic set-up, ‘An Afternoon Outing’ is well written with lots of advice for running each of its three scenes, whether that is making suggestions as what the Player Kittens might do in all three scenarios and how the NPCs that arrive might act in the third scene. Where the Player Kittens have to solve problems in the first two scenes, in the third scene, they confront minions of King Walter and ultimately decide the fate of the item that caused the situation in the first place. The advice is also good in that it has lots of questions that the Storyteller can ask her players and the situations are nicely detailed. The tone is also friendly and positive, making it suitable to be run for younger players.Is there anything missing?No. Dungeons & Kittens Quick Start: An Afternoon Outing is complete as is. Is it easy to prepare?Yes. Dungeons & Kittens Quick Start: An Afternoon Outing is easy to grasp and prepare.Is it worth it?No. Dungeons & Kittens Quick Start: An Afternoon Outing is really a likeable quick-start, easy to learn and teach, and suitable for younger players. Even the included scenario is a good introduction to Dungeons & Kittens, but unfortunately, the design structure does not deliver its core concept to every player, and in adhering to its design structure, it makes it challenging for it to be run as a standard scenario.The Dungeons & Kittens Quick Start: An Afternoon Outing is available from EDGE Studio.