Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Monday, 4 August 2025

Companion Chronicles #18: The Love and Labours of Sir Cauline

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

—oOo—

What is the Nature of the Quest?
The Love and Labours of Sir Cauline is a scenario for use with Pendragon, Sixth Edition. It is primarily designed to be played using its four pre-generated Player Characters.

It is inspired by the traditional folksong, Sir Cawline.

It is a full colour, forty-eight page, 74.89 MB PDF.

The layout is tidy, though it does need a slight edit.

Where is the Quest Set?
The Love and Labours of Sir Cauline is a scenario for Pendragon, Sixth Edition. It can be set in any year, ideally after 515 CE, at Pentecost (or Whitsun), in late May. Due to the traditional activities its events celebrate, it should also ideally take place near Cooper’s Hill, at Brockworth near Gloucester, England.

Who should go on this Quest?
As written, the four pre-generated Player Characters should be used to play The Love and Labours of Sir Cauline, one of whom is Sir Cauline of the title. He can be roleplayed if there is only one player, but others include a squire, a household knight, and an ex-knight, now friar.

If the scenario is played in more traditional fashion, there is no limit upon the type of Player-knight that can be played. Knights with a Spiritual Trait, the skills of Religion (Christian), Religion (Pagan), and Folklore will have an advantage in certain situations.

What does the Quest require?
The Love and Labours of Sir Cauline requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
In The Love and Labours of Sir Cauline, the Player-knights travel to Aldric castle, home to King Aleric and Queen Gwendoline, as well as their daughter, the Lady Christabelle, in order to celebrate Pentecost. There are opportunities to worship, feast, and enjoy the peasant activities. Any Player Character who is not a knight may even join in, including even a cheese-rolling contest! However, Sir Cauline is soon not be seen, taken to his bed in deep melancholy as the Lady Christabelle is the subject of his deep adoration. This requires some directed roleplaying upon the part of Sir Cauline’s player, but he should soon perk up when the Lady Christabelle suggests some deeds of arms to prove himself worthy. This is to face the Eldrige Knight on Eldrige Hill and return with the thorn atop the hill. If he is successful, the romance between the Lady Christabelle and Sir Cawline begins to blossom, but faces several hurdles in the coming days. This includes revenge, treachery, and promises tested, plus there is scope to extend the scenario and add labours of love as well.

The scenario is very nicely detailed and shows how to play out a romance and its difficulties. The primary problem is that this means that it focuses upon Sir Cawline and his relationship with the Lady Christabelle, so that the other Player Characters are not as intrinsic to the plot and despite using pre-generated Player Characters, it does not make The Love and Labours of Sir Cauline a good demonstration scenario and it is certainly too long to be run as a convention scenario. This is also means that as strictly written, the scenario is not particularly suitable to be run as a campaign.

However, the scenario could be run as part of campaign without any of the pre-generated Player Characters if a Player-knight has developed an Adoration for an NPC whom he is not quite of sufficient station to marry, thus having to prove himself worthy of the NPC’s affection. In this way, The Love and Labours of Sir Cauline could be run to place a particular Player-knight in the spotlight or as an adventure separate to the main campaign with even just the one Player-knight involved.

Should the Knights ride out on this Quest?
The Love and Labours of Sir Cauline is an engagingly detailed scenario that gives time for ardor to be proven and a romance to develop as told in the folksong that inspired it. However, as written its set-up is quite restraining, limiting its usefulness. With some adjustments upon the part of the Game Master this need not be the case.

Miskatonic Monday #365: The Haunter

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—
Publisher: Chaosium, Inc.
Author: Joshua S. Vallejo

Setting: Jazz Age Baltimore
Product: Outline
What You Get: Twenty-seven page, 2.94 MB Full Colour PDF

Elevator Pitch: What if the Investigators failed both ‘The Haunting’ and ‘Of Wrath and Blood’?
Plot Hook: Walter J. Corbitt lives!
Plot Support: Staging advice, six NPCs, sixteen handouts, one map, 
six Mythos artefacts, thirteen Mythos & occult tomes, & four Mythos entities
Production Values: Plain

Pros
# Sequel to a sequel, Of Wrath and Blood, sequel to the classic, ‘The Haunting’
# Turns the ‘The Haunting’ into a trilogy
# One half-investigation, one half-bloody battle
Atychiphobia
Cloacaphobia
Coimetrophobia

Cons
Sequel to a sequel, Of Wrath and Blood, sequel to the classic, ‘The Haunting’
# Turns the ‘The Haunting’ into a trilogy
# Really, really encourages the Investigators to arm up for ghouls

Conclusion
# Absolutely only necessary of the Investigators failed both ‘The Haunting’ and ‘Of Wrath and Blood’
# Assault on the Chapel of Contemplation

Sunday, 3 August 2025

A Gourmet Gander

It was always feared that avian influenza—or bird flu—would be the one to get us. Despite numerous outbreaks over the past few decades, the world has been lucky. No worldwide bird flu pandemic. Instead, it was a coronavirus—COVID-19—that did for us, killing millions between 2019 and 2022, and forcing the world into a series of lockdowns that brought societies to a halt. In the world of Chew, it was bird flu that killed one hundred millions, including twenty-three million in the USA. In response the US government banned chicken and other poultry and like the War on Terror declared war on terrorism and sponsors of terrorism, declared war on all fowl. It poured billions of dollars into the funding of both the U.S. Food and Drug Agency (FDA) and the U.S. Dairy and Agriculture Administration (USDA), weaponizing both of them, and taking the FDA’s Special Crimes Division with investigating all food-related crimes, especially those connected to the farming, smuggling, and selling of chicken. Narcotics are not so much of a problem in the world of Chew, when there is more money to be made from dealing in chicken and terrorists with other issues will farm and smuggle them to fund their activities. Tony Chu, former Philadelphia police detective, is an agent for the FDA, not just a highly dedicated agent, but also a ‘cibopath’, which means he psychically reads the history of anything he bites—where it has been, who touched it, what is in it, and so on. It helps him with his investigations, but it also means that eating is not something he and others with his gift can enjoy. Chew is a sixty-issue comic published by Image Comics between 2009 and 2016 and the winner of numerous comic book awards during its run.

Chew: The Roleplaying Game, ‘A Foodie Crime Drama Roleplaying’, is the roleplaying adaptation published by Imagining Games following a successful Kickstarter campaign. It is a police procedural in which the core concept, best described as ‘Poultry Prohibition’, so think Elliot Ness, but with chickens, is the least weird thing about it. There is also cannibal crime, gourmet grievances, DNA dereliction, cockfighting capers, and a whole lot more. And when that is not enough, there is office politics, inter-agency rivalries, and the complicated home lives of the agents to deal with. Chew: The Roleplaying Game is a ‘Forged in the dark’ roleplaying game, meaning that it uses the rules first seen in Blades in the Dark and is a narrative roleplaying game with an emphasis on investigation. Its play is intended to be built around a ‘Conspiracy Board’, complete with different coloured sticky notes, connected, of course, by string, which the players and their characters can follow and amend to track their current case, combined with the use of Progress Clocks to track time, challenges, danger, and more.

The Player Characters are built around a set of Playbooks. These are ‘The Expert’, ‘The Hotshot’, ‘The Inspector’, ‘The Lowlife’, ‘The Mascot’, ‘The Prodigy’, ‘The Veteran’, and ‘The Wronged’. These are all derived from the comic book series. A Player Character has four attributes. These are Charm, Guts, Instinct, and Training, and they are rated between one and three. He also has three ‘Approaches’, traits representing physical or personality traits. These are all food-related. For example, ‘100% Raw’ means that the Player Character cannot tell a lie, whilst ‘Sunny Side Up’ means that you are always, always positive about life. These will affect the ‘Position’ and ‘Effect’ of any action a Player Character takes. Then there is the Player Character’s Quirk, his special power, like Tony Chu’s cibopathy. Suggestions include ‘USDAnimal’, a specially-trained cybernetic animal assigned to partner a USA special agent and serve as a Wi-Fi hotspot, being an actual cyborg, being a celebrity of some kind, having undergone some special training, and so on. Some are detailed, but players are allowed to create and name their own, with a table being provided for this. Perks represent a Player Character’s skills and are provided by the Playbook, whilst his Appetite Dice, refreshed at the start of each new case, can be spent to improve the action roll of any Player Character, to make a Resistance roll, to propose a flashback, or to grab an unscheduled break. Trouble will bring the Player Character intermittent difficulties, suggested categories including Debt, Family, Secret, Rivalry, Romance, and Vice. Over the long term, a Player Character can overcome his Trouble and ‘Stick a Fork in it’, but will then acquire a new Trouble. A Trouble has three dice of its own, which can be spent to reroll a failed Action roll, but means he automatically acquires a Condition and a worse Position.

Creating a Player Character involves choosing three Approaches, a Playbook, two Perks from the Playbook, detailing the Playbook’s Gear, and picking a Job. Three Attribute points are assigned in addition to the one provided by the Playbook. A Quirk is selected and lastly, a look is defined for the Player Character. Tables of Approaches and Quirks are provided that the player can choose from or roll on.

Our sample Player Character is Zillah Murgia, a scientist renowned for her study of the industrial properties of the hyperbolic paraboloid in age of food terrorism. Her brilliance is offset by an unpleasant manner instilled in her by an equally bitter, if not more so, mother, who to this day, claims that her daughter will amount to nothing, and a know-it-all attitude. At the age of fifty-four, Zillah still lives at home with her mother after a failed marriage, and to keep her mother happy, still wears what her mother suggests and gets her hair cut the same way. This does nor make her mother happy. After graduating from Harvard, Zillah attended graduate school. Unfortunately, her arrogance and unpleasantness antagonised the faculty and they attempted to persuade her to leave, which only made her more bitter and feeling further betrayed. Zillah typically found that a bowl of soup seemed to change the mind of whatever member of the faculty was sent to inform her and if that did not quite work, the hint afterwards that Zillah would go to H.R. seemed to solve the problem for her. After getting her PH.D., Zillah was asked to leave Harvard, but was quietly given a letter of recommendation, a pattern that has seen her bounce from one Ivy League college after another. Currently, she is permanent sabbatical from Dartmouth College where she has tenure and is working for the FDA to do something other spend more time with her mother.

Zillah Murgia
PLAYBOOK: The Expert
JOB: FDA Egghead

ATTRIBUTES
Charm 0 Guts 1 Instinct 1 Training 2

APPROACHES
Lemonhead – Cynical and leave a sour taste in people’s mouths
Egg Head – Tried and True Nerd
Bitter – Holds a grudge

PERKS
Knowledge Bomb
Think Tank

QUIRKS
Donepulmentar – Onlookers lust after you when you slurp soup

GEAR
Tools of the Trade, A Goddamn PH.D., Portable Lab, Sat-Link, Tenure

LOOK
How your mother would dress as a Federal Agent

Mechanically, to have his character undertake an action or attempt to gather information, a player rolls a number of dice equal to the appropriate attribute, plus any bonus dice from special action or perks. . The Gourmet Master sets the Position and Effect—abbreviated to ‘PEE’—for the Action Roll. The Position represents the Threat Level, ranging from zero and ‘No Risk’ to three and ‘Nuts’, and determines how many consequences a Player Character will suffer if the roll is failed. Whereas, the Effect level is the reward, ranging from zero or ‘None’ to three and ‘Great’. The Effect can be narrative or it can advance a Progress Clock. Only the highest result is counted. A roll of six is a success, a roll of four or five is a mixed result or a result with Consequences, and a roll of one, two, or three is a bad outcome. A critical roll is made if more than a single six is rolled, whilst a fumble occurs on a roll of one when the Position is ‘Nuts’. Consequences can result in complications, a worse position, lost opportunity, and/or Conditions. There are four Conditions and they apply directly to a Player Character’s Attributes. These will make a Player Character’s Position for an Action Roll worse and if a Player Characters all four, he suffers a Knock Out. Consequences can be withstood by making a Resistance Roll, which requires the expenditure of Appetite Dice, and if they are all used up, a Player Character will also suffer a Knock Out and Burnout, meaning he will also permanently lose one of his Appetite Die.

All of this is player-facing, that is, the players make the rolls rather the Gourmet Master. This applies to combat too, the NPCs acting as consequence of the rolls and decisions made by the players, and then the players making Action or Resistance in response. The players are encouraged to add to the narrative as much as the Gourmet Master—and use as much food-based terminology as they can when doing so, and whilst the rules look more complex than they actually are, they are quite straightforward. It also helps that the book includes plenty of examples, including a thirty-four page example of play.

Play and investigation of a Case is structured into three phases. These consist of ‘Off Duty’, where the Player Characters’ can be explored away from an active case or their jobs; ‘Investigation’ beginning with a briefing and then continuing with the search for the case’s three key details in an attempt to crack the case; and the ‘Action Phase’ where the perpetrators are caught or identified. The three phases are followed by a ‘Debriefing’, which can be both in game and out.

For the Gourmet Master there is a breakdown of a Case File and how to create one, backed up with a table of crime names and tables to generate random crimes, as well as advice on handling and resolving the investigation, handling conspiracies, unscheduled breaks, and more. All covering the game play’s core phases. The background covers both the FDA and USDA as employers of the Player Characters, and advice on how to portray their boss. Numerous factions are detailed and categorised according to the threat they pose to the Player Characters, from Tier I and limited influence to Tier V and possessing global influence. For example, a Tier I threat might be the Crime Alley Ramblers and the Philly Goths, whilst an Amazon Necromantic Death Cult and the Chicken Colonels are Tier II. All of these factions are nicely detailed, with their typical looks, possible Clocks, assets, notable NPCs, allies and enemies, and so on. Some eighty or so factions are detailed in this fashion. Various places of interest, again drawn from the comic book, are also detailed, including their first appearance, locations, notable details and reasons to go there, possible NPCs and scenes, and these together with the earlier descriptions of the main characters from the comic book and the multiple factions, the Chew: The Roleplaying Game serves as a decent sourcebook for the comic book.

Rounding out the Chew: The Roleplaying Game are two scenarios. This is in addition to a couple of case file descriptions slotted earlier into the book which could be adapted for play by the Gourmet Master. The first scenario is ‘Over an Open Flame’ by Banana Chan’ in which the Player Characters have to solve the kidnapping of reality television chefs to make them cook over an open volcano whilst in Bridgett Jefferies’ ‘Thigh Man, Thigh Man’, the Player Characters have to identify and track down the mysterious prankster who has been breaking into the homes of FDA agents and broadcasting from there. This offers the opportunity for the Gourmet Master to play lots of tricks and pranks on the Player Characters, increasingly frustrating them. The Player Characters are ‘Rogue Agents’, recognising something of the prankster’s escapades and in investigating and potentially capturing him, perhaps proving themselves to be FDA agents once again. Both scenarios are entertaining, both are spiced with food puns aplenty, and both coming with plenty of cooking tips, as the advice for Gourmet Master is called.

Physically, Chew: The Roleplaying Game is a frenzy of vibrant colour and action, liberally illustrated with artwork from the comic book, alongside what is actually quite a lot of text. In places it does feel dense and lean towards being overwritten, the numerous examples and the extended example of play very much serve to counter this. What this means is that Chew: The Roleplaying Game is actually a lot simpler than it first looks.

Chicken is kind of an everyman kind of food, a meat whose flavour and texture lends itself to a multitude of ingredients, herbs, and recipes, giving a great flexibility, whereas Chew: The Roleplaying Game is very much not that. It is specifically designed to handle the weird zaniness and wacky action depicted in the comic, a world of taco terrorism, food fears given form, alien invasive plants, cannibal crime, but definitely, definitely not vampires. Which means unlike the ubiquity of chicken, it is not a roleplaying game that is going to appeal to everyone and it definitely pays to have read the comics. Of course, fans of the comic will definitely want to get their teeth into Chew: The Roleplaying Game, and they will find generous servings of everything they enjoyed about Chew.

Saturday, 2 August 2025

1985: Fragments of Fear

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Fragments of Fear: The Second Cthulhu Companion was published in 1985. It was the second supplement for
Call of Cthulhu, a roleplaying game which in its forty-year history has had relatively few supplements compared to the number of campaigns and scenario anthologies. Following on from its forebear, Cthulhu Companion – Ghastly adventures & Erudite Lore, which was published in 1983, it brings together a collection of essays and scenarios, some of which are drawn from the pages of Different Worlds, providing the Keeper with source material and extra scenarios, all set within the classic period of the Jazz Age. In comparison to the Cthulhu Companion, this second volume is noticeably slimmer, being forty-eight pages in length whereas the Cthulhu Companion is sixty-four pages.

Behind its gripping cover, Fragments of Fear opens with what almost feels like an editorial from Sandy Petersen. It is interesting to note that that the planned revision for Investigator creation for Call of Cthulhu, Second Edition had not been adopted since it was time consuming and spread an Investigator’s skill points too thinly. He added some errata from the Cthulhu Companion, but in particular, noted that as of time of writing (June, 1985), Call of Cthulhu was continuing to grow and prosper. By this time, Chaosium, Inc. had published nine books for the line and various licensees had published another six. That included two solo adventures, Alone Against the Wendigo (since republished as Alone Against the Frost) and Alone Against the Dark, and three campaigns, Shadows of Yog-Sothoth, Masks of Nyarlathotep, and The Fungi from Yuggoth. Apart from the Cthulhu Companion, the rest were scenario anthologies, as were those from the licensees.

In terms of content, the bulk of Fragments of Fear is written by Sandy Petersen. The actual gaming content begins with ‘Call of Cthulhu Questions Answered’, the equivalent of an F.A.Q. by Sandy Petersen. This does what it says, answering and explaining three different aspects of the rules that require further clarification. They consist of “Why does it take so long to read a Cthulhu Mythos book?”, “How Do I Learn a Language in Call of Cthulhu?”, and “Why Can’t My Investigator Get ‘Used-To’ Seeing Common Types of Monsters?”. These look very familiar, having been asked and answered multiple times over the forty-year history of Call of Cthulhu, most notably in the highly regarded The Keeper’s Companion Vol. 1. Familiarity though, does not negate the usefulness of the questions or the answers, but rather highlighting their relative complexity compared to the rest of the rules.

‘Mythos Comparative SIZes’ provides the weight equivalency in pounds and tones from SIZ 1 to SIZ 330, so if the Keeper wants to know how much Great Cthulhu weighs, it is roughly 950 tons! It complements another feature in Fragments of Fear and that is the ‘Size Comparisons’ foldout that appears in the centre of the book. Four pages long (plus a half page nearby), this shows how various entities of the Cthulhu Mythos, from Mighty Cthulhu, a Star-Spawn of Cthulhu, and Ithaqua to a Star Vampire, Gug, and in the background, a Large Dhole, compare in size to the average Human. The artwork is all done as silhouettes as per the cutout standees provided in the Call of Cthulhu core boxed set. The result though is both useful and silly, many of them of such behemothic size that actual SIZ does not matter.

Flavour and verisimilitude comes in the form of Sandy Petersen’s ‘Ritual Curses’. Whether an ‘Excommunication Ritual by Pope Clement VI’ or an ‘Ancient Egyptian Curse to Inflict Catalepsy or Death’, these are delightful inspiration for the Keeper and thoroughly deserve to be inflicted upon the Investigators in one form or another. It continues with ‘On the Ubiquity of Cthulhu’ by William Hamblin, which is itself a continuation of his translation [sic] of the Bulgarian scholar, Phileus P. Sadowsky’s ‘Further Notes on the Necronomicon’ from the Cthulhu Companion. It examines the linguistic appearance of Cthulhu in a variety of languages, including Hebrew, Arabic, and Sanskrit. Though short it lends itself to a linguistic underpinning of a global campaign against various cults dedicated to Cthulhu, especially in conjunction with the first article. Obviously, such a campaign would need a fair degree of effort, but together there two articles have potential.

Elsewhere, there is a map of Innsmouth, but perhaps the most useful inclusion in Fragments of Fear is ‘A Cthulhu Grimoire’, in which Sandy Petersen collates all of the spells from the nine supplements, campaigns, and anthologies so far then published by Chaosium. Some of these are very specific, such as Call the Beast from The Fungi from Yuggoth and Curse of the Stone from The Asylum & Other Tales, but there are many spells here that are regarded as classics of the roleplaying game, such as Cloud Memory, Consume Likeness, Flesh Ward, and Wither Limb. He also adds stats for numerous creatures and Mythos entities. First with ‘Lions and Tigers and Bears, etc.’, which adds a mix of big, dangerous, but mundane animals’, whilst ‘New Mythos Deities, Races, and Monsters’ gives stats and descriptions of entities including Bast, Doaloth, Glaaki and its servants, Insects from Shaggai, and Beings From Xiclotl, these entries making their first appearance here for Call of Cthulhu.

There are two scenarios in Fragments of Fear, one short, one long. The first, the uncredited ‘The Underground Menace’, originally appeared in Different Worlds Issue 19, runs to four pages and is set in northern Michigan, on the shores of Lake Superior. The area around the town of Winnemuck, has been beset by earthquakes, despite not being seismically active and the Investigators are hired to investigate. However, there is little investigation to really do, as even the townsfolk will reluctantly point out the likely cause, Bill Whittaker, who was run out of town a while back. With no other leads, the Investigators trek out into the deep woods and there confront him, making the awful discovery that he has transformed into a Ghoul and is about to summon something awful out of the woods in an effort to spread the influence of Cthulhu. Unfortunately, the only solution offered is a fight and that is against a very nasty opponent and the thing that he summoned. If the Investigators do not come armed for bear, they are going to find this a daunting encounter to survive. Perhaps the best part of this scenario is dealing with the scared townsfolk of Winnemuck, but overall, this is an underwhelming scenario that presents a tough challenge that the players and their Investigators are unlikely to be prepared for, and if they do survive, rewards the Investigators with some surprisingly high Sanity bonuses.

The second scenario is ‘Valley of the Four Shrines’. Written by Bob Heggie, at seventeen pages, it takes up the last third of the supplement. It is a rare scenario set in Africa outside of Egypt, taking place in the Belgian Congo. It begins with the discovery of a map and a few pages of a journal that falls out of a copy of Unausprechlichen Kulten in the Investigators’ possession. Both are written in German and describe a journey to a location identified as the ‘Valley of the Gods’, entered via the carved maw of a statue of Great Cthulhu. The scenario details the journey to this location via Cape Town in South Africa to the seaport of Banana, and from there up the Congo River to Leopoldville via various methods as travel along the river is blocked by multiple cataracts. Passing through several villages, the Investigators will reach the statue described in the journal and enter its maw. This leads into the valley of the title. The valley is infested with zombies, although they are magically constrained from certain paths and from entering the village at the head of the valley. The villagers fear and worship the zombies, which together with their awareness of the Mythos, means that they could be described as cultists. Yet they are not evil, but are in general, very happy with their lot and surprisingly benign in outlook.

Further exploration of the valley reveals several locations of note. One appears to float above the Lake of the Gods that dominates the valley. This is the very top of a Great Race city, one that collapsed millions of year before and now lies below the waters of the lake. Described as a floating temple, the only thing of note it contains is a member of the Great Race who has survived in stasis from since before the city’s destruction at the hands of the Flying Polyps, one of which lurks in the valley walls. It is possible, but very difficult, to communicate with this surviving member of the Great Race, and although the Investigators might gain its help against the Flying Polyp, what form this aid might take is left up to the Keeper’s imagination to determine. The other four are the shrines of the scenario’s title, in turn dedicated to Cthulhu, Cthugha, Hastur (or ‘He Who is Not to Be Named’), and an unknown Great Old One. These four are all identical offering a variety of strange effects and experiences and magical gewgaws that are best left untouched. Although it is very far obvious, destroying these shrines is the only way in the scenario to regain any lost Sanity.

‘Valley of the Four Shrines’ is problematic in many ways and fails to answer any questions that the Keeper and her players might have. The first of which is, “Why?” Apart from being set in the Belgian Congo and offering the opportunity for the Investigators to visit the remnants of a Great Race, why would the Keeper even run this scenario? The Investigators will only have an inkling of what might be found there, so why would they make the dangerous trek into the jungles of deepest Africa? The scenario certainly does not offer any suggestions and barring the possibility of aiding or hampering a coup d’état in a village the Investigators pass through, the scenario is completely devoid of any plot or story. It does not help that the author of the journal, Mannheim Dorffman, is left completely undescribed and that one person mentioned in that journal shares the surname with an NPC that the Investigators can meet, but no connection is made between the two. Thus, leaving the Keeper to wonder if there is something missing from the scenario or if the name is a pure coincidence.

The depiction of the inhabitants of various villages is mostly transactional and those outside the villages hostile, whilst beyond the dangers and details of journey up the Congo river, including an extensive list of encounters, the description of the Belgian Congo is non-existent. It would be a little rich to expect details of the terrible colonial history of the Belgian Congo, but there is nothing. There is no background, no history, no context, and it all feels like an overly ambitious, but poorly shot Saturday morning serial filmed on a backlot. ‘Valley of the Four Shrines’ is a terrible travelogue and an unremittingly uninteresting scenario.

Physically, Fragments of Fear is very well presented. The artwork is uniformly good, whilst the cartography is serviceable enough. In general, the supplement is well written and presented and an easy read.
—oOo—

Fragments of Fear was reviewed three times following its release in 1985. The first was by Phil Frances in Open Box in White Dwarf Issue 75 (March, 1986). From the start, he was not positive, opening with, “Chaosium’s companion packs should be pretty familiar by now, and the company’s intention to publish bits of lore to fit in elsewhere is essentially an admirable one. The latest collection of oddities is the Second Cthulhu Companion, also known as Fragments of Fear, which unfortunately falls into most of the pits that its predecessor managed to avoid.” He continued by describing ‘Valley of the Four Shrines’ as “[T]he direst scenario for Call of Cthulhu I have ever seen”, before concluding that, “Overall, Fragments of Fear disappoints me, especially as it follows in the wake of Masks of Nyarlathotep, the best CoC campaign to date. The biggest weakness is the ‘Valley’ scenario; surely Chaosium has better works than this on file? It lowers the whole tone of the supplement and takes up so much space that the other items truly appear to be Fragments.” Nevertheless, he awarded it an overall score of seven out of ten.

The supplement was reviewed in ‘Game Reviews’ by Michael Szymanski in Different Worlds Issue 43 (July/August, 1986). He was more positive, stating that, “The greatest achievement of this companion has to be the Cthulhu Grimoire, which lists and describes all new spells that were created for the previous seven supplements for the game.”, which was, “[A]n excellent timesaving reference for those Keepers who wish to create their own scenarios.” He also described ‘Valley of Fear’ as “[A]n excellent adventure for experienced Investigators, and it will certainly make them work for their rewards.” Before awarding it three stars, Szymanski, finished by saying, “Overall, Fragments Of Fear is an excellent supplement; though some may argue over the inclusion of certain pieces, everything in it can be used in one form or another, either to enhance the game or to provide for smoother play.” and “The book was well thought out and put together in an orderly manner. Fragments Of Fear displays the brand of quality we’ve come to expect from Chaosium, and this supplement is a definite step forward for a very unique game.”

Guy Hail reviewed Fragments of Fear in Space Gamer/Fantasy Gamer Issue 79 (August/September, 1987). Although he complained that ‘A Cthulhu Grimoire’ was not complete, omitting one spell from Masks of Nyarlathotep, he commented that, “Aside from this slip the supplement is better than the supplement for the first edition. The Sadowsky material is extremely fanciful and has thankfully been kept to entertaining length.” and of the other content, he said, “ The other miscellany here is offbeat or potentially useful.” Hail was positive about ‘Valley of the Four Shrines’ suggesting that, “Keeper emphasizing the remoteness of the valley and harmlessness of its human inhabitants will stun the investigating party with the strangeness of the uninhabited city of the Great Race.” He concluded by saying that, “Chaosium has published a lightly flawed and reasonably priced supplement for the many feverish fans of Call of Cthulhu.”

—oOo—
Ultimately, Fragments of Fear is always going to compared to the Cthulhu Companion, and unlike the Cthulhu Companion, little of the contents of Fragments of Fear would be collected into later editions of the Call of Cthulhu rules or subsequent supplements. In fact, only the new Mythos entities from ‘New Mythos Deities, Races, and Monsters’ would appear in subsequent editions of the roleplaying game, and it was not until the publication of the Call of Cthulhu Classic box set that celebrated the fortieth anniversary of Call of Cthulhu that it would be reprinted. What this indicates is both how highly the Cthulhu Companion is regarded, then and now, and how poorly Fragments of Fear is regarded in comparison, then and now. When this was published in 1985, it was highly anticipated like any scenario for Call of Cthulhu, but even in 1985, reading Fragments of Fear was disappointing.

Had it not been republished as part of the Call of Cthulhu Classic box set, the honest truth is that Fragments of Fear might have remained a forgotten supplement. There is no denying the then usefulness of some of the content in the supplement when it was originally published, but really there is there is nothing in its pages that really stands out as being worthy of a Keeper’s attention, either today or in 1985. What does stand out is just how underwhelmingly dissatisfying Fragments of Fear: The Second Cthulhu Companion very much was and is.

—oOo—

An unboxing of Fragments of Fear: The Second Cthulhu Companion can be found here.

Quick-Start Saturday: Tunnels & Trolls: A New Age

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?
Tunnels & Trolls: A New Age – Quickstart Guide is the quick-start for Tunnels & Trolls: A New Age, the latest version of the venerable fantasy roleplaying game first published in 1975 by Flying Buffalo, Inc. It is being published by Rebellion Unplugged, best known as the games arm of Rebellion, the publisher of long running British Science Fiction comic, 2000 AD, but in game terms for republishing the Games Workshop classics, Judge Dredd: The Game of Crime-Fighting in Mega-City One and Block Mania.

It is a thirty-two page, 730 MB full colour PDF.

However, it it does need an edit and the authors need to beg for forgiveness for the use of the word ‘stunting’ as a verb instead of the correct English language phrasing, ‘performing a stunt’.

The use of the word, ‘Knackered’, as a Tag though, is delightfully British, but in no way makes up for the erroneous error of ‘stunting’.

How long will it take to play?
Tunnels & Trolls: A New Age – Quickstart Guide
is designed to be played through in a single session, two at the very most. This includes Player Character creation.

What else do you need to play?
The Tunnels & Trolls: A New Age – Quickstart Guide needs a handful of six-sided dice per player plus some tokens to represent Threat.

Who do you play?
The Tunnels & Trolls: A New Age – Quickstart Guide does not come with any pre-generated Player Characters. Instead, rules are provided for the players to create their own.

How is a Player Character defined?
An Adventurer the Tunnels & Trolls: A New Age – Quickstart Guide has six attributes—Strength, Dexterity, Constitution, Willpower, Intelligence, and Charisma, as well as three stats—Luck, Mana, and Stamina. These range in value between two and four. He also has a Kindred, of which six are suggested. These are Humankin, Halfkin, Dwarfkin, Elfkin, Orckin, and Goblinkin. The Kindred is a Player Character’s background, whilst his Motto sums up his approach to life and his traits provide a once-per-session ability. A Player Character’s Kindred provides both a trait and a motto, whilst a second trait will come from his choice of Path. Six paths are given. These are Path of Might, Path of Shadow, Path of Endurance, Path of Spirit, Path of Craft, and Path of Wizardry.

The rules also cover the creation of the Player Character party, which explains why they are all together.

How do the mechanics work?
Mechanically, Tunnels & Trolls has always employed a dice pool system, whether that is rolled against the monsters’ dice pool (derived from their combined Monster Rating) or as a Saving Throw against one of a Player Character’s attributes. The Tunnels & Trolls: A New Age – Quickstart Guide also uses dice pools, but they are radically scaled down and both the players and the Game Master will be rolling more often rather than rolling more dice.

To have his character undertake an action, a player rolls a number of six-sided dice equal to an attribute. A roll of four or more is counted as a hit, whilst three or less is a miss. The aim is to roll as many hits as possible. Target Numbers range between one and five, with two being the standard Target Number. A Blessed roll means that hits are rolled on three and over, misses on two or less, whilst a Cursed roll means that hits are rolled on five and over, misses on four or less. Rolls of multiple values result in the dice pool exploding and a player being able to add more dice to the roll. A double adds two more dice to roll, a triple adds three more dice, and so on. An exceptional success occurs if three sixes are rolled, whilst a dramatic setback happens if three ones are rolled.

Luck can be spent to reroll dice on a one-for-one basis.

How does combat work?
Combat in the Tunnels & Trolls: A New Age – Quickstart Guide 
starts with initiative, with Player Characters who succeed on the roll going before the monsters, and those who fail, after. A Player Character can perform one action per round, either a ‘Strike’, ‘Shoot’, ‘Spell’, or ‘Stunt’ action. A Stunt can be physical or verbal, and could be swinging on a chandelier to get across a room, taunting a villain, or diving into a pool of water to avoid a blast of magical fire. A Stunt can modify another action or an action in its own right. Most monsters will perform the ‘Strike’ action, whilst enemies or monsters with the ‘Elite’ tag are likely to have more options. The round ends when everyone has acted. If the Player Characters decide to keep going, they can each either gain a point of Stamina or a point of Luck. If they decide on the latter, they also gain a point of Threat, up to a maximum of three. If the monsters decide to keep going, they can trigger their escalation abilities, which might be special abilities, call for reinforcements, and so on.

To perform an attack, the player rolls a number of equal to the appropriate attribute, whilst the Game Master will roll the enemies’ Monster Rating. An enemy’s Monster Rating ranges between two and the average mook all the way up to six and thoroughly dangerous. The roll itself is an opposed roll, the aim being to roll more hits than the opponent. Tags, whether from the weapons and gear used, from the situation, or the monsters’ abilities, will affect the number of dice rolled, the amount of damage inflicted, and more.

Both sides will also add extra dice equal to their opponents’ Threat to the dice they roll. In addition, enemies will tend to target opponents who have higher Threat.

If the attacker rolls more hits than the defender, he wins, and the difference in the number of hits rolled is the amount of damage inflicted. If the defender rolls more hits than the attacker, no damage is inflicted. Armour reduces the damage suffered. Damage reduces Stamina. If reduced to zero for a monster, it is defeated, but for a Player Character, it means that he is wounded. His Stamina is then reset, but whilst he is wounded, if it is reduced to zero again, he is dead. For the enemies, Monster Rating does not reduce.

How does magic work?
Magic in the 
Tunnels & Trolls: A New Age – Quickstart Guide is primarily gained from the Path of Wizardry selected during Player Character creation. A Player Character on the Path of Wizardry begins play with the ‘Wellspring’ Talent that enables him to regain or increase mana by spending Luck. His bonus talent will either be ‘Hexology’ or ‘Weaving’. The latter provides the Mending spell, whilst the latter gives Blasting Hex. Mending is actually a healing spell, restoring Stamina equal to the number of hits rolled. Blasting Hex is a damage spell, requiring an Intelligence roll versus an enemy’s Monster Rating. Damage inflicted ignores armour and the spell requires the caster to yell out something like, “Take That You Fiend!” in a nod to classic Tunnels & Trolls spell of the same name. All spells cost Mana to cast, with each point cast also increasing the number of dice a player rolls. 

What do you play?
The scenario in the Tunnels & Trolls: A New Age – Quickstart Guide is ‘Trouble Brewing’. The world of Tunnels & Trolls: A New Age is one of trolls. In ages past, during the Eclipse, the Trolls smashed the great kingdoms and empires of the time, burying their secrets, technologies, and magic deep in the earth, where they remain today. When the sun returned, the Trolls fled and the world was rebuilt. Both Trolls and the past remain underground where would be heroes might find them. In ‘Trouble Brewing’, the Player Characters have come to Rust Bucket, the very run-down and only tavern in Market Tharnley where they have heard there is a tunnel entrance to be found. It is a detailed, two-act affair, initially focusing upon interaction and investigation along with some roleplay, as the Player Characters attempt to find out more from the Owlfolk barkeep, the adventuring patrons, and the locals. In the second act, the barkeep hires/cajoles/blackmails the Player Characters into investigating the cellar, having a fight with some surprisingly tough rats, and discovering a troll tunnel.

‘Trouble Brewing’ is more of a means to showcase the new Tunnels & Trolls: A New Age rules in play rather than provide a complete story from beginning to end.

Is there anything missing?
No. The 
Tunnels & Trolls: A New Age – Quickstart Guide has everything the Game Master and her players will need to play. However, the scenario is very much an introduction at only two scenes long and thus provides only a limited play experience.

Is it easy to prepare?
Unfortunately, the 
Tunnels & Trolls: A New Age – Quickstart Guide is not as easy to prepare as it could have been as it is quite detailed and there is a lot to go through, including character generation, before play can begin. There is a greater number of factors—Luck, Mana, Tags, and so on—for the Game Master and her players to keep track off during play as well. Players of previous versions of Tunnels & Trolls will find a much changed game, although there elements present from those previous editions. The roleplaying game is also not as fast playing as those previous editions, but does offer more options in terms of what the Player Characters can do.

Is it worth it?
Yes—for the most part. The Tunnels & Trolls: A New Age – Quickstart Guide presents a solid introduction to the rules, including combat, character generation, and interaction. It is also supported by examples of both play and combat and there is advice for the Game Master. However, the included adventure, 
‘Trouble Brewing’, is short and will only provide a limited play experience. 

The Tunnels & Trolls: A New Age – Quickstart Guide is published by Rebellion Unplugged and is available to download here.

Friday, 1 August 2025

Friday Fantasy: DCC Day #6 The Key to Castle Whiterock

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst ‘Balticrawl Blitz’ is the first scenario for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!

* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.

DCC Day #6: The Key to Castle Whiterock does come with a bit of backstory. It is a preview and adventure for Castle Whiterock: The Greatest Dungeon Story Ever Told published by Goodman Games, which is the subject of a forthcoming crowdfunding campaign. This crowdfunding campaign brings back and updates Dungeon Crawl Classics #51: Castle Whiterock, originally published in 2007. It received its own preview for Free RPG Day, in 2007, in the form of Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock, and Castle Whiterock: The Greatest Dungeon Story Ever Told has already been given a preview in the form of The Dying Light of Castle Whiterock, published for Free RPG Day 2025. Both Dungeon Crawl Classics #51: Castle Whiterock and Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock were written for use with Dungeons & Dragons 3.5, but both Castle Whiterock: The Dying Light of Castle Whiterock and Castle Whiterock: The Greatest Dungeon Story Ever Told are written for use with two separate roleplaying games. These are the Dungeon Crawl Classics Role Playing Game and Dungeons & Dragons, Fifth Edition. DCC Day #6: The Key to Castle Whiterock differs in that it is solely written for use with the Dungeon Crawl Classics Role Playing Game.

DCC Day #6: The Key to Castle Whiterock is designed for a party of First Level Player Characters and designed to introduce Castle Whiterock: The Greatest Dungeon Story Ever Told. If completed, the adventure will provide the Player Characters with a map of part of Castle Whiterock, details of one of its secrets, and some treasure, as well as some surprising allies. In doing so, they will go all the way back to Castle Whiterock’s origins as Clynnoise, a monastery that was home to the Order of the Dawning Sun, over a thousand years ago. Since that time, it has been sacked multiple times and been occupied by Orcs, cultists, a Red Dragon, and more recently, a band of slavers. In doing so, they will go all the way back to Castle Whiterock’s origins as Clynnoise, a monastery that was home to the Order of the Dawning Sun, over a thousand years ago. Since that time, it has been sacked multiple times and been occupied by Orcs, cultists, a Red Dragon, and more recently, a band of slavers. The Player Characters have set out to explore the dungeon of Castle Whiterock, but due to good fortune have come into possession of another map. This shows the location of a lone tomb in the Ul Dominor Mountains near Castle Whiterock. Deciphering the text on the map reveals that the tomb is the burial place of Reglee Callim, famed architect of the Clynnoise, and that she was buried with “[H]er wisdom, plans, and keys”. It suggests that she might have gone to her grave with notes about the building and layout of Clynnoise as well as the means to access the ancient ruins.

The adventure itself begins at the entrance as marked on the map, high up a circuitous path overlooking a valley. Beyond the entrance lies the Callim family tomb complex, a simple, two-level complex of tombs, chapels, and more, marked by sarcophagi, burial niches, and the like. There are undead and there are ghosts, just as you would expect in a tomb complex. There is also some treasure to loot, but not a great amount and barely a handful magical items. All in keeping with the low treasure rates to be expected of a Dungeon Crawl Classics scenario. However, the scenario is not just a tomb to be looted and there are a couple of good story strands to what is quite a simple dungeon. The first is that the dungeon is not infested with evil monsters, rather that the resting dead tends towards Law rather than Chaos. The second is that despite being dead for over a thousand years, the Player Characters can talk to Reglee Callim and gain some clues as to what to expect on the second level. However, whilst the third and final strand of the scenario is to be found on the second level, it is wholly unexpected. This is that the Player Characters are not the only invaders to the tomb. As the Player Characters have entered from above, a band of Goblins, lead by a would be Hobgoblin warlord, has entered from below and as the Player Characters discover, are looting from below.

The scenario offers two options in terms of how the Player Characters might react to the goblinoid presence. In classic style, they could slaughter the lot, though the band is quite large for a group of First Level Player Characters to defeat. Alternatively, the Player Characters could negotiate and even enter an alliance with the Hobgoblin warlord. For a share of the treasure, the warlord even provides several Goblins to fight alongside the Player Characters as well as to make sure their Hobgoblin boss gets her share. It brings a degree of co-operation to play that is not normally present in this style of roleplaying and often not at First Level as well as an unexpected element of roleplaying. The Hobgoblin warlord and her Goblin cohorts are nicely detailed, helping the Judge to portray them as they interact with the Player Characters.

Physically, DCC Day #6: The Key to Castle Whiterock is as well done as you would expect for a release from Goodman Games. The artwork is decent, but a little cartoonish in places, whilst the cartography is not as interesting as that usually found in Dungeon Crawl Classics scenarios. The cover is very nicely done, showing the moment the final confrontation in the dungeon.

DCC Day #6: The Key to Castle Whiterock has a lighter, though a not humorous, feel than most adventures for Dungeon Crawl Classics. If the Dungeon Master was willing, it is easily adapted to Dungeons & Dragons, Fifth Edition as per the guidelines given in Castle Whiterock: The Dying Light of Castle Whiterock. If the scenario is lacking, it is perhaps a good hook to keep the players and their characters interested to want to explore Castle Whiterock, but as a prequel to the campaign and if a playing group has set out to play Castle Whiterock: The Greatest Dungeon Story Ever Told, then DCC Day #6: The Key to Castle Whiterock is a solid addition to the campaign and sets the Player Characters with an advantage or two in readiness.

The Other OSR: Get It At Sutler’s

S
hall we go shopping? Shopping can be a necessity, it can be a chore, and it can be fun. Whether online or in person, we need to shop for essentials, but there are times when it can be a pleasure. Perhaps browsing for a new book or looking for the perfect outfit for that big event. Shopping in roleplaying though? Exactly the same. For the Game Master, it can be an exercise in tedium as her players pick over the contents of the rulebook’s equipment list or the roleplaying game’s equipment guide. For the player, it can be all part of the roleplaying experience, building his characters with the right gear, whether for flavour or the right effect. It even has a certain mystique of its own, because in most cases, what a player is buying for his character, is not a pint of milk, a loaf of bread, and a box of tea bags, but everything he could never imagine buying for himself. A chain hauberk, a short sword, a silver mirror, sleeping furs, a bag of caltrops, a Geiger counter, a Bergmann M.P.18,I submachine gun, a vial of black scorpion contact poison, and whatnot and so on and so on… What then of the staff? The life of the shop worker is very rarely exciting, bar the occasional encounter with a shoplifter or a fire evacuation, but what if that was not the case? Could a day in the life of a shop worker actually be exciting, or even interesting? With Get It At Sutler’s, it could actually be both.

Get It At Sutler’s is a supplement for TROIKA!, the science-fantasy role-playing game of exploring the multiverse. It is published by the Melsonian Arts Council, and much like the recent Whalgravaak’s Warehouse and The Hand of God adventures, it presents another aspect of the great city of Troika which lies at the heart of said multiverse. Its focus is firmly upon shopping, but firmly upon the staff perspective, and upon the hijinks and misadventures they have as employees of the greatest, the most fashionable, and the most prestigious department store in all of Troika. Whether it is Harrods, Liberty, Selfridges, Macy’s, Bloomingdale’s, Le Bon Marché, and even Grace Brothers from the BBC comedy series, Are You Being Served?, the department store not only sells you everything, but it does also so with courtesy and a degree of prestige. Its halls are places to be seen and its name carries a certain cachet, and its always polite staff have a certain way of doing things, for a department store is a world unto itself. Sutler’s is no different. It is just a whole weirder—and it really, really specialises in fish.

There is no call for any particular character type for Get It At Sutler’s. The Player Characters have simply applied for a job at the department store and in this age of the gig economy, can put in a shift at any time of the day or night. Except bank holidays, when Sutler’s is closed. The management pays only for shifts worked. After all, a Player Character cannot spend all of his time adventuring across the multiverse and does have rent and food to pay for. Plus, all that time spent adventuring across the multiverse does not always pay for said rent and food. Putting in a shift at Sutler’s might just mean keeping the turbot from the door.

What Get It At Sutler’s is not is a complete guide to a department store, from the basement to the top floor, from department to department, from deliveries in to deliveries out, from just out the back to the department’s café where being seen is all that matters, from its prestigious food hall to the office of the night manager. Rather, it is an adventure or encounter generator. All the players have to do is to decide that their characters are to put in a shift and the Game Master can make a roll on the ‘shop business matrix’ to determine the time of year, how busy the shift will be, and what the most exciting thing that will happen to the characters on that shift. The six categories are ‘Quiet Day’, ‘Helping Customers’, ‘Stock Control’, ‘Feast Day’, ‘Tourists’, and ‘Heaving Wall of Flesh’, the latter referring to a day when Sutler’s is very busy and the Player Characters are facing ‘Too Many Customers’.
For example, a roll for ‘Heaving Wall of Flesh’ might be “A live-catch tank leaked overnight, and the stain looks like the gaping face of St Mungo. People looking for his blessings are queuing along every isle, mixed in with innocent fish buyers. Tensions flare.” whilst a roll for ‘Stock Control’ a day might involve, “The Society of Porters and Basin Fillers is on strike, meaning you must collect your own fish from the back warehouses. You may TEST YOUR LUCK or else get lost and trapped in the store overnight. Beware the Nightmanager.”
Beyond an adventure or encounter generator, What Get It At Sutler’s is also a bestiary of Enemies that the Player Characters might face on a shift at the department store. From the All-Terrain Shark, the Cutter Clam that can be used as weapons with their fleshy siphons, and the Palyngers, the city’s eels that are known to be incumbent souls standing ready to be reborn, but are still a staple food, to the members of Troika’s great and good, such as the Alcalde, the city’s unpredictable peacekeepers and spies commanded by the Great Cairo, the Cocksure Gamins, juveniles on great adventures of armies, kings, and queens, which actually look delinquency, and simply, Too Many Customers. There are also members of Sutler’s’ staff, such as the genial Daymanager, who everyone sees once, but rarely sees again; the long-legged, pinstriped Floorwalkers whose bodies lurk near the ceiling, only descending to deal with violent incidences; and the well-built and sunburnt barbarians who work as Florists despite their violent sense of humour and toxic work culture. Then there is the Nightmanager, the counterbalance and sinister shadow to the Daymanager, again rarely seen, but known to break the rules, replenish the stock, and creepily observe the doings of the department store. As you would expect from a Troika! supplement, these are all weird and odd and intriguing, and there are even mini-adventures or hooks, like those for the Disciplinary Ordeal, that can take place instead of a Player Character being fired!

Get It At Sutler’s closes with three appendices. In turn, these detail the Troikan year, a selection of fish products, and ‘Pisceans in the Second House – A Sutler’s Adventure’. This introduces Sutler’s and takes the Player Characters from their interview with the beatific Daymanager and into their first shift as a probationary member of staff. It is an unsettlingly fishy affair, and rightly so. The suggestion is that this could happen after the events detailed in ‘The Blancmange & Thistle’, the scenario in the Troika! rulebook. Of course, it would be fascinating to see an anthology of scenarios set just within the halls and departments of Sutler’s.

Physically, Get It At Sutler’s is a delightful book. Troika!’s art is always off kilter and Get It At Sutler’s is no different. In between, full page greyscale pieces capture the vastness and scope of the department store, as well as just how busy it can get.

Get It At Sutler’s is not a campaign setting or a sourcebook in the traditional sense. It does depict and describe a setting, but rather than simply laying out the details, it places them in encounters to be found by the Game Master, and then developed and presented to her players. It gives ideas and encounters—and lots of them—in a world within a world, that of a department store, that the Player Characters will visit when they need money or the Game Master wants to run something in between fuller, more traditional scenarios. Such traditional scenarios might even be run as ‘Disciplinary Ordeals’ since the management at Sutler’s is loath to truly fire anyone. The supplement is thus particularly useful when not all of the players are present or the campaign is between scenarios.

Get It At Sutler’s is a delightfully unconventional framework and book of encounters and hooks for the Game Master to develop and so bring to life, the world of the department store, in true Troika! style. It is a world of piscine peculiarity and harrowing hierarchy, one that gives the Player Characters something to do and somewhere to be, on their quite literally, odd offdays.