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

Saturday, 13 September 2025

Magazine Madness 37: Interface RED Volume 3

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

Technically Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is not a magazine. It collects some of the downloadable content made available for Cyberpunk RED, the fourth edition of R. Talsorian Games, Inc.’s Cyberpunk roleplaying game. So, its origins are not those of a magazine, but between 1990 and 1992, Prometheus Press published six issues of the magazine, Interface, which provided support for both Cyberpunk 2013 and Cyberpunk 2.0.2.0. It this mantle that Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 1, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 2, and future issues is picking up in providing support for the current edition of the roleplaying game. As a consequence of the issue collecting previously available downloadable content, there is a lot in the issue that is both immediately useful and can be prepared for play with relative ease. There is also some that is not, and may not make it into a Game Master’s campaign.

Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3—as with the previous issue
—is by James Hutt and/or J Gray and starts on a hard note, or rather, on a ‘hardened’ note. In the previous issue, two connected articles—‘Hardened Mooks: break glass in case of powergaming’ and ‘Hardened Lieutenants: break glass in case of powergaming’, provided tougher versions of the standard threats, mooks, and lieutenants. With ‘Hardened Mini Bosses’ the series with increased stats for Mini-Bosses in the core rulebook, including ‘Hardened Arasaka Assassin’, ‘Hardened Militech Veteran’, and ‘Hardened Pyro’. This is a mix of the old and the new, so should keep the Player Characters on their toes. Plus, they come with a little commentary on how to best use them.

If ‘Hardened Mini Bosses’ gives the Player Characters someone to fight, then ‘Digital Dating in the Dark Future’ gives them someone to love—and then, since almost nobody lives happily ever after, someone to fight. Romantic entanglements have always been part of Cyberpunk through its ‘Lifepath’ system of Player Character generation, and Cyberpunk RED is no different. However, what about now, because those relationships are likely to have been in the past and may be long over? To let a Player Character go dating now, the article gives a ‘Datepath’ system which enables the Game Master to determine how the match describes themselves in their dating profile, where the date will take place and what the significance of that location is—for example, if in the Watson Development, the date might have a connection with SovOil, what the date activity will be, how the date goes, and what the after date review will be. This can be rolled as is or played out, and if the latter, it means that a player gets a chance to roleplay another aspect of his character and explore another side of the game that is not necessarily all guns and combat. This is a fun addition if the playing group wants to expand the lives of their characters and would work every well for one-on-one sessions between a single player and the Game Master.

‘Salvaging Night City: A New Downtime Activity’ also gives the Player Characters more to do when away from typical adventures or missions. Although this is primarily for the Tech character type, but any character could engage in this, exploring Night City’s Hot Zone, Combat Zones, and scrapyards, not just for scrap to sell, but items to repair and use and sell. The article also goes through the possible dangers that a scavenger might face, including pollution, radiation, rival scavengers and gangs, unsafe structures, and more. This is an article that can be used to generate, with a bit of effort upon the part of the Game Master, encounters and even scenarios. Plus, like ‘Digital Dating in the Dark Future’, this activity works well for one-on-one sessions between a single player and the Game Master and also for sessions where there are only a very few Player Characters.

Cyberpunk RED is a roleplaying game that focuses on a lot of gear—equipment, weapons, cyberwear, and cyberware—and its use in play, and if there was a criticism of Cyberpunk RED, it was that it was genericised and therefore not interesting. Issues of Interface have been changing that with names and describes a wide variety of items, and Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is no different. ‘Woodchipper’s Garage: Weapons That go Boom!’ is an interview with a Nomad who purchases weapons scavenged by Nomads in the Badlands and brought into Night City to fulfil the demand for the weapons that deliver a bang! This includes rocket launchers to suit all budgets and attitudes to safety standards, flare guns, flamethrowers, and odd weapons like an air cannon and harpoon launcher! ‘Midnight with the Upload: New Cyberdecks and Hardware’ provides a wide range of decks and new items of hardware, each with own benefits and effects. For example, the ‘Raven Microcyb Phoenix’ is an expensive deck that has six slots to install either Programs or Hardware and protects any programs the Netrunner uses, restoring any that were destroyed during a run, when the Netrunner jacks out. ‘Must Have Cyberware Deals’ details the new chrome that might be purchased from Mr. A-MAAAZE at Dock 13 in sunny South Night City. Want to keep that figure trim or low on rations, install an ‘Appetite Controller’, whilst ‘Lead’s Turn-On-Show-Off Nails’ is the perfect set of programmable, lighted fingernails, and if that shoe does not fit, then the ‘PerfectFit Cyberfoot’ adjusts perfectly (and if the user wants to run in heels, then these are even more perfect!). There is a certain superficiality to these entries, being as they are mostly fashion cyberware. All three of these articles come with no little flavour too. ‘Woodchipper’s Garage: Weapons That go Boom!’ is the most straightforward, primarily focusing on how the weapons that Woodchipper sells are got hold of in the interview, whilst the ‘Midnight with the Upload: New Cyberdecks and Hardware’ gives lots of commentary and feedback that suggests a certain lack of humanity with interacting with the seller and perhaps that they might be a cultist of some kind or a Netwatch Agent. Lastly, ‘Must Have Cyberware Deals’ is all about the slick sales pitch from Mr. A-MAAAZE.

‘Collecting the Random: Ideas, Thoughts, and Lists from the CP:R CREW’ is the second longest article in Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3. It is a collection of new rules, such as complementary skill checks, and ideas that how Cyberpunk RED is played, fortunately without the need for any mechanical changes. Roles are a big focus for the article. It suggests ideas for reskinning them, like turning the Netrunner into the Thief or the Exec into the Mobster, all with simple adjustment of the flavour of the mechanics rather actually than changing the Roles. Multiclassing ideas suggest ways in which each of the Roles works with the other nine Roles. For example, the Rockerboy/Media becomes an Influencer, the Netrunner/Fixer the Information Broker, and the Lawman/Media the Psychic Detective. There are some great ideas here that again shift how a Role is played. Campaign ideas making the Player Characters ‘Guerilla Gardeners’, ‘Librarians’, and ‘Food Truck War’ participants and come with some very simple mission ideas. All of these set-ups require no little development, but they all change the focus of a campaign from a more standard set-up. ‘Cyberpunk RED Fashion’ suggests styes such as ‘Bag Lady Chic’(!) and ‘Asia Pop’. This is mostly flavour, of course, as are the article’s final ‘Twenty Random Kibble Flavors’—fizzy kibble anyone? This is just a plethora of fun ideas that a playing group can pick and choose from.

Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 takes an odd, even cynical turn with ‘Elflines Online the TCG: Battle for the Elflands’. Previous issues of Interface RED have explored the number virtual game world in Night City, ‘Elflines Online’. Effectively a game world within a game world, ‘Elflines Online is a hobby that a Player Character or NPC can play during his downtime, but it can become something that the players can roleplay their characters playing in the world of Cyberpunk RED, a fantasy roleplaying game in the cyberpunk roleplaying game. ‘Elflines Online the TCG: Battle for the Elflands’ does not expand to any great degree, but rather introduces a trading card game that the Player Characters can play offline and some of the cards will provide bonuses and benefits in the online game. Full rules are included so that the players can play it too, though using an ordinary deck of playing cards. Accompanying the article is a commentary that highlights the disappointment of some ‘Elflines Online’ players when ‘Elflines Online the TCG: Battle for the Elflands’ was launched and since. There is a brilliant cynicism to the whole exercise that feels as if it mirrors certain MMORPGs in the real world.

‘Spinning Your Wheels: A New Way to Ride the Edge’ adds an old technology to the streets of Night City and updates it. This is the bicycle, whose reintroduction is presented in an interview with the head of Yang’s Wheels, the city’s leading manufacturer of bicycles, skateboards, and inline skates. Their introduction brings a cheaper form of transport to both the city and Cyberpunk RED. Of course, they are cheaper to buy then a car, more manoeuvrable, and take up less space. They are all muscle-powered, so require the use of the user’s Athletics skill rather than Drive and, of course, they can be upgraded. Fit cycle armour or a gun mount to the handlebars, or even an enclosure to turn it into a trike. The article also details the type of tricks that can be performed on a bicycle, skateboard, or inline skate.

‘The 12 Days of Cybermas: A Cyberpunk RED Holiday Sequel’ returns with a Christmas carol suitable for the ‘Time of the Red’ and twelve classic pieces of cyberware from days of Cyberpunk past. Want to tear your enemies apart, then install the ChainRip, the original cyberweapon of mass destruction in your cyberarm or look really cool with one cyberoptic, then the Kiroshi MonoVision installs your cybereye in a single band. Whilst the stats update the descriptions, the illustrations feel intentionally dated.

The last and longest article in the issue is ‘Going Metal: full body conversions in Cyberpunk RED’. The article moves on from the fears from cyberpsychosis due to full body conversions to suggest that there is a culture all of its own around full body conversions. This does not stop the opening between someone who has undergone full body conversion to somebody who is about to from being just a little bit creepy. It is followed by complete guide to undergoing a full body conversion in game terms and keep as much Humanity possible, up to a maximum of fifty. Some thirteen standard full body conversions are detailed, like the ‘Cybermatrix Inc. Copernicus’ for work in space, the ‘Dynalar Brimstone’ fireproofed for fighting fire, the ‘Militech Dragoon Revised War Platform’ updated from the full body conversion so successful in 4th Corporate War, and even if the ‘Raven Microcybernetics Gemini’ if you do not want to look like a cyborg! Added to this are numerous pieces of cyberware and gear, which break down the numerous items that go into the design and construction of the earlier full body conversions. The full body conversions come with commentary from the interviewer at the start of the article. There are lots of options here, good for NPCs as well as the Player Characters who want to take a radical step and have the EuroBucks to spend! The article brings Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 to a close with big fully borged options.

Physically, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is cleanly, tidily laid out. The artwork is decent too and everything is easy to read.

Although much of it was originally available for free, with the publication of Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 it is nice to have it in print. All of it is useful in some ways, though ‘Elflines Online the TCG: Battle for the Elflands’ is very much less useful then the other content. Together, ‘Digital Dating in the Dark Future’ and ‘Salvaging Night City: A New Downtime Activity’ really do bring greater roleplaying opportunities to the play of Cyberpunk RED, whilst ‘Collecting the Random: Ideas, Thoughts, and Lists from the CP:R CREW’ brims with interesting ideas for both the player and the Game Master. Everything else is tech and cybergear-based, adding numerous options and greater choice to the world of Night City and beyond. Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is the best issue to date and there is something for every Cyberpunk RED campaign in its pages.

Solitaire: Midnight Melodies

You are not dead, but you could be. You hover somewhere between life and death, unable to take the bony grasp of the Grim Reaper and take the next step to the beyond. Perturbed at this state of affairs, it is possible that this has happened before for instead of leaving you, Death gives you a job. A job as well as your night job. A job you will do after your night job. Every night you perform on the stage, playing cool, cool tunes in set after set at the jazz club, and then, when the last of the audience has gone and the lights are up, you find a scrap of paper at the bottom of the tips jar. On it is a name. The name of someone who died at the wrong time and without permission. A name and a death that you have until sunrise to investigate to determine the cause and what happened. You are an agent of the Department of Unauthorized Deaths and in the dark of the night you become a sleuth for the supernatural, using Death-given spectral abilities to slip into the darkest of shadows, seeking the souls of the wrongly departed and bring harmony to them. To aid you in your investigations, the Department of Unauthorized Deaths grants certain supernatural gifts, each of which calls upon different notes in your repertoire, including being able to talk to with the spirits, passing through walls, and even glimpse echoes of the past or the future. Yet rely too much upon such Blue Notes and you may be pulled too close to death…

This is the set-up for Midnight Melodies, a solo roleplaying and journaling game in which you play a jazz pianist recruited by the Grim Reaper. It is inspired by Pixar’s Soul and DC Comic’s John Constantine, but this is a roleplaying game which could be inspired by series such as Tru Calling, Dead Like Me, and Johnny Staccato. It is published by Critical Kit Ltd, best known for Be Like A Crow – A Solo RPG and to play the game, a player requires a six-sided die, a twelve-sided die, a journal or notebook, a cool jazz playlist (the book suggests Ambient Soundscapes – Private Eye Moods: Smooth Film Noir Jazz Mix), and a piano. The latter can be an online piano and Midnight Melodies does not require the player to be able to play said piano.

A Player Character in Midnight Melodies has a name, a set of six Actions, unique Talents, and a Blue Note reserve. There are five Actions—Talk, Move, Force, Handle, and Discern—two of which Dominant, meaning that the Player Character is good at them, and one Diminished, which means he struggles with it. Creating a character is fast simple, rolling for a name and deciding which Actions are Dominant and which one is Diminished.

Skylar ‘Mist’ Monroe
Talk+ Move Force– Handle Discern+
Blue Notes 6

Mechanically, Midnight Melodies is simple. The player selects the appropriate Action, rolls a six-sided die, and adds one if the Action is Dominant and deducts one if it is Diminished. The result varies from one and ‘No, and…’ to six and ‘Yes, and…’, with ‘No, but…’ and ‘Yes, but…’ in between. These are clear simple prompts for the player intended to help him interpret and then write about the results of his character’s actions. Each of the Talents in Midnight Melodies is tied to a particular Action and their use involves a standard roll. One element not explored is what happens if the Player Character employs too many of his Blue Notes, which does undermine the threat at the heart of every investigation.

The actual play of Midnight Melodies is about conducting investigations. The Player Characters has an extra gift that will help him when it comes to investigating deaths. Each death leaves a series of Tones that the Player Character can hear and will help him find out what has happened. Each death consists of nine Tones divided into three Chords. Collect all nine Tones and give the Reaper the three Chords before sunrise and the night’s investigation is done. The victim is initially known by his or her name and occupation, but will also later be revealed to have had a secret too. The Tones set a pattern for an investigation and in turn reveal the victim’s identity, the death scene, the first clue, an unexpected twist, signs of the supernatural, hints of something stranger, the discovery of the entity responsible, what their motive was, and an insight into the death.

Midnight Melodies suggests three styles of play for any investigation—‘Freeform’, ‘Challenges’, or ‘Story Beats’. Freeform requires the random selection of six motifs for Drive, Descriptor, Role, Action, Mood, and Theme—for example, ‘Embrace’, ‘Rustic’, ‘Spectator’, ‘Risk’, ‘Melancholic’, and ‘Trust’—which then the player is encouraged to riff from to tell the story of the investigation. ‘Challenges’ makes use of the Action mechanics supported by a set of tables, one each for the five Actions, whilst ‘Story Beats’ is tied to the three Chords and the nine Tones, which actually follow the structure of a detective story, whether on television or not. Ultimately, the Player Character will confront a supernatural entity, such as ‘Vlokkriat’, “A patchwork of various materials—stone, cloth, metal, all moving in a sinuous manner.”, with the Trait of “Can drown victims in its embrace; reflects distorted versions of reality.” and Motivation of “Seeks to balance its own ancient debt, where each death offsets a life it once inadvertently saved.” Midnight Melodies is then a roleplaying game of monster hunting and saving the world against the supernatural.

Once how the victim was killed has been discovered and who or what committed the murder is determined and confronted, the Player Character can communicate the information to the Grim Reaper. This can be simple matter of the player writing down in the journal that his character has done it, but Midnight Melodies includes the pass this on through the motif of the Chords and Tones. The player does this by randomly rolling for the investigation’s nine Tones and playing them on a piano (on or offline). It brings each investigation to a discordant, mournful close as the sun seeps over the horizon and perhaps, gives the Player Character some respite in the normality of daylight… Before another jazz set and another name at the bottom of the tip jar.

Physically, Midnight Melodies is decently presented. It is well written, and the artwork is good too, combining a sense of music and noir in its stark tones.

Midnight Melodies is great for the player who wants to write tell stories of investigation and supernatural horror and it provides some great prompts to do that as its Tones sound and Chords play out. However, it really is only set up for single investigations. The continuation of story elements from one investigation to another is very much left to the player to do and there are tables to create story elements except the investigation itself. There is also no resolution to Midnight Melodies beyond the individual investigations, so now way to know if the Player Character will ever be free of his obligation to Department of Unauthorized Deaths? The only way in which Midnight Melodies ends is when the Player Character has dealt with all twelve Entities and that is not satisfying.

Midnight Melodies is a thematic delight, exploring a classic story and roleplaying game set-up in stylish fashion and giving the player scope to tell good stories. Yet the lack of long-term resolution means that Midnight Melodies feels like a cancelled television series.

Friday, 12 September 2025

Friday Fantasy: Colossus, Arise!

The world stands on the brink of a turning point. The end of the Third Age of Man nears and the beginning of the Fourth Age of Man looms. In the First Age of Man, man was like unto the gods and ruled as titans upon the earth. Yet the titans were split between those sworn to Law and those sworn to Chaos, and when they clashed, their blood was spilled upon the ground the First Second of Man was brought to an end. From this spilled blood a new, lesser race sprang forth, lesser, yet still giants, given the gift of peerless intellect and ageless beauty, which went forth and erected many great temples in honour of the titans of the First Age of Man, even though they were but a shadow of their former divinity cast upon the wall of creation. Yet even the Ur-Lireans, as they were known, could not withstand the fall of the sands of time and as the waters of the Empyrean Ocean rose, city after city was inundated and washed away, the inhabitants drowned or forced to flee. In the Third Age of Man, the tribes of Ur-Lirea are all but forgotten, the divine spark of humanity that was the gift of the original titans, obscured by emotions, sullied by vice, and caked with the stinking flesh of the fallen. The Ages of Man are regarded by most as heresy, but many say that the temple-city of Stylos is a forgotten remnant of a bygone age, whilst some whisper that the city was home to the last Atlantean tribes of Ur-Lirea. If so, it has slumbered for untold eons, through the icy march back and forth of glaciers, the rise and fall of the seas, and the rise of man in the Third Age of Man.

If the Ages of Man are regarded as heresy and the legends of the temple-city of Stylos as no more than myth, what is in no doubt, lost Stylos has awakened from its deathless sleep and its hordes have arisen to sweep down on civilisation. A wizened crone babbles about the army of beautiful giants that swept through her village, she the only survivor; a gigantic statue stands at the city gate, white marble with its eyes aflame and announcing that the end of days have come and that the city will be razed on the new moon; and clerics and wizards cry out the terrible omens as lightning crashes down, on the spires of the city’s temple, strange stars appear in the sky and vanish again, sacrificial bulls are cut open only to discover pools of black bile in the place of entrails, and the seventh son of a seventh son is born with the mark of Cadixtat, the Champion of Chaos from the First Age of Man.

This is the set-up for Dungeon Crawl Classics #76: Colossus, Arise!, the ninth scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed by Harley Stroh, this is a rare scenario for the Dungeon Crawl Classics Roleplaying Game, one designed for a group of six Eighth Level Player Characters. Most scenarios for line published to date are for low- and mid-Level Player Characters, no more than Sixth Level. So having a scenario for Eighth Level is a rarity. The resulting dungeon is as detailed as you would expect a dungeon for the Dungeon Crawl Classics Roleplaying Game to be, but it is also deadly. Not just in terms of the foes that they will face, but also in the traps and puzzles they will face. In places, think S1, Tomb of Horrors, but Dungeon Crawl Classics #76: Colossus, Arise! is no deathtrap dungeon. Yes, there are moments where ‘total-party-kill’ is a possibility, perhaps more so than in other scenarios for the Dungeon Crawl Classics Roleplaying Game, but rather, it is a dungeon designed—in just thirteen locations—to very much challenge the players and their characters.

Inspired by the legend of Atlantis and the occultism of Doctor John Dee and Madame Blavatsky, Dungeon Crawl Classics #76: Colossus, Arise! begins big and gets epic, all in keeping with the high Level of the Player Characters. Very quickly, the Player Characters find themselves at the doors to the Temple of Cadixtat, having sneaked through the ruins of lost Stylos past an army of hundreds of the Sons of the Second Age, ten-foot tall humanoids bound in service to the Daughters of Cadixtat, camped out, ready to sweep away the civilisations of the Third Age. There are some good hooks to get the Player Characters involved and to that point, especially given that by Eighth level, they should have ties to the very civilisation that the Sons of the Second Age wants to destroy to help trigger the beginning of the Fourth Age of Man, and thus reasons to stop this threat. There is scope for the Player Characters to explore the ruins, neatly handled with a roll on an encounter table.

Inside the temple itself there are weird ceremonies, a room with a cage in which human sacrifices are burned to fuel the divinations of prophetess of the Daughters of Cadixtat—and she will even divine the Player Characters’ future once they find her on the lower level, and even a trap worthy of Grimtooth. The lower level takes the Player Characters to the edge of Chaos and potentially even beyond. In the upper level, the Daughters of Cadixtat are transforming men into the Sons of the Second Age, bolstering the army it will unleash on the Third Age of Man, but in the lower level, the cult is incubating the Worm-Men that will help scour away the Fourth Age of Men, and so usher in a new beginning. The lower level actually takes the Player Characters through the four Ages of Man and into some truly epic encounters. Not just the incubation chamber of the Worm-Men, but also a ‘Chapel of Elemental Chaos’ where the very walls are melting upwards into raw elemental chaos—there is, of course, a chance that a Player Character can be drawn into the walls and upwards—and Player Character Wizards will suffer for the Corruptions they have accrued; a very nasty trap that should teach the players and their characters to leave well alone; and an almost final battle to prevent the Daughters of Cadixtat from summoning something from the First Age of Man! Which is, of course, the massive brain from the front cover of the scenario. Along the way the Player Characters have the opportunity to gain a divination and also find some incredible magical items that echo those of Michael Moorcock’s Eternal Champion. If the Player Characters succeed, they are very well rewarded, especially if they are Lawful. Chaotic Player Characters will also receive a reward, but only if they are very lucky...!

Physically, Dungeon Crawl Classics #76: Colossus, Arise! is very well presented. The scenario is decently written and the artwork is good, with several pieces that the Judge can show to her players. The Judge is given seven decent handouts that illustrate various locations above and below ground. The cartography is too tight in places and it is not as easy to read the map as it should be.

Dungeon Crawl Classics #76: Colossus, Arise! is a truly epic scenario that will test both the players and their characters the deeper they go into the depths of the Temple of Cadixtat. It calls for careful, considered play, and what that really means is that this scenario is better suited to play towards the end of a campaign, rather than being run as a one-shot. If played as a one-shot, the players are not going to care as much about their characters and so are going to take greater risks rather than if they had invested time and effort into the play of their characters. Dungeon Crawl Classics #76: Colossus, Arise! is a rarity, a scenario that effectively showcases what the Dungeon Crawl Classics Roleplaying Game can do at higher levels.

Friday Fear: Carmilla

It is 1870. In Hofwasser Village in Styria, the eastern region of Austria that borders Hungary, a strange affliction has struck many young women, the symptoms mysterious and often fatal. One day they are bright, energetic, and full of life, then the next their skin pales as white as milk and they become lethargic, losing their appetites, and gaining a sensitivity to light such that they dare not venture out of doors. Already one young woman has died from this strange sickness and there are two more girls in the village showing symptoms. What is this dreadful illness which has struck the village? Many of the village’s older residents have begun to recall the folktales of the region they learned as children, of black beasts in the darkness, of forest demons that lure innocents to their doom, worse, of the much-feared Upir, a soulless monster that preys on the blood of its victims. Hofwasser Village is also home to Colonel Daniel Morton, a former British attaché to the Austrian service, who has retired and now lives in the schloss, Karnstein Hall. He too has grown concerned about the illness, fearing that it will come to infect both his teenage daughter, Laura, and the young charge, Carmilla, he is looking after.

If all this sounds familiar, then it probably means that you have read Carmilla, the Victorian-era novella by Joseph Sheridan Le Fanu. Predating Bram Stoker’s Dracula by twenty-five years, this is a classic tale of Gothic romance and vampiric horror with a strong female antagonist, which is now the direct—very direct inspiration for Carmilla, a scenario published by Yeti Spaghetti and Friends. Part of the publisher’s ‘Frightshow Classics’ 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.

Carmilla opens with the Player Characters at Karnstein Hall. They are there with Colonel Daniel Morton to assist him in determining the cause of the malady that has beset the young women of Hofwasser and been cause of one death so far. After some tea—there is actually a lot of tea consumption in the scenario as Karnstein Hall is a bastion of the British Empire in ‘Mitteleuropa’—and the first of several listless encounters with Colonel Morten’s daughter and recent charge, Laura and Carmilla, he asks for the Player Characters’ help. The initial investigation takes place in the nearby village at the homes of the affected women, but later there is scope for research in the library at Karnstein Hall, which reveal some oddities that suggest that the mystery lies closer at home. The Player Characters’ suspicions will be confirmed following the funeral of one of the young women in the village and that will lead to a nasty confrontation in the confines of the Karnstein family mausoleum.

The advice for running Carmilla states that, “As an adaptation of a fairly popular story, players should be willing to suspend their knowledge of plot for the sake of playing their characters more accurately (offering Experience Points for roleplaying can help encourage this).” This is either a challenge or a problem depending upon your point of view, due because what the scenario is asking the players is to roleplay characters who do not know what a vampire is and unlike the players, are not steeped in over a century’s worth of vampiric lore. This is in the face of a situation where the players are fully aware that Laura is the victim of a vampire and that vampire is Carmilla. Literally, aware players could end the scenario in fifteen minutes by going to Carmilla’s bedroom, breaking down its door, and kill her. The scenario does not want the players to do that, but wants them to play through the investigation and experience the effects of the vampire’s predation and determine its cause. The scenario also admits that it proceeds in linear fashion and it does, very much keeping the players away from directly investigating either Laura or Carmilla.

As with other scenarios in the publisher’s ‘Frightshow Classics’ line, Carmilla includes eight pre-generated Player Characters. They are divided between visitors and staff at Karnstein Hall. The staff consist of Madame Raquel Perrodon, governess to Laura Morton; Mademoiselle Beatrix De Lafontaine, the French finishing governess to Laura; and Frau Franziska Pichler, the cook at Karnstein Hall. The visitors include General Gerhard Spielsdorf, a former colleague and new friend of Colonel Morton; Fraulein Johanna Bauer, a young hunter who lives in the nearby woods; Dr. Hans Hartog, a laudanum-addicted medical doctor with an interest in eastern mysticism; Father Augustus Koellerer, the local Catholic priest; and Baron Maximilian Vordenburg, a local noble with a fascination for folklore. Only one of the eight, Mademoiselle Beatrix De Lafontaine, has any Paranormal Abilities and so might give the Player Characters a slight advantage in certain situations.

The scenario is supported with two good maps, one of the village of Hofwasser and the other of the mausoleum where the final confrontation with Carmilla takes place. There is no map of Karnstein Hall, which is slightly disappointing, but its inclusion might have encouraged further exploration of the Morton family home which the scenario would prefer the players not to do. The back cover blurb for the scenario also serves as a handout and there is one handout in the book, which is plain.

Physically, Carmilla is well written and has excellent artwork. The combination of a linear structure and a clear layout means that the scenario is going to be easy to run.

As written, Carmilla is not a challenging scenario to run. As written, Carmilla is going to be a challenging scenario to play. This is because it demands that the players suspend their self-knowledge, locking it away for the length of the scenario, and roleplay characters who have no knowledge of the threat they face and have to learn about it, bit by bit. It does help that ‘Carmilla’ is not a wholly traditional vampire in the style of Dracula and it does help that it is intended to be played in a single session. As an adaptation of Joseph Sheridan Le Fanu’s short story, Carmilla, the scenario is decently done, but as a scenario, Carmilla is making big demands of its players and keeping a straight face because of those demands and not being able to rush off and always investigate where a player might want to, makes it hard work. And this in a scenario designed for casual, one-shot play. If the players are able to do this—or they have not read the original short story, then Carmilla is a serviceable one-shot, easily prepared and run.

Monday, 8 September 2025

Jonstown Jottings #99: Old Owl Tower

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?
Old Owl Tower is a scenario for RuneQuest: Roleplaying in Glorantha in which the Player Characters are asked to investigate the source of a horde of mythical creatures which are attacking a village.

It is sequel to The Gate of Dusk and a
possible corollary to the scenarios, ‘The Pegasus Plateau’ and ‘Crimson Petals’, from The Pegasus Plateau & Other Stories: Seven Ready-to-Play Adventures for RuneQuest.

It is the second part of a series of scenarios which explores the future of the Locaem tribe.

It is a full colour, ninety-one page, 289.29 MB PDF.

The layout is clean and tidy, though a little tight in places, and it is decently illustrated, especially the NPCs.

The cartography is excellent.

Where is it set?
Old Owl Tower takes place in Owlstead, the main settlement for the Owl clan, and nearby, but all with the lands belonging to the Locaem tribe.

It is set after the DragonRise in 1625 or early 1626
.

Who do you play?
Old Owl Tower does not require any specific character type, but Player Characters who are capable warriors are highly recommended as is a Lankhor Mhy initiate, whilst a Shaman will potentially be overwhelmed. Knowledge of Dark Tongue could be useful.

What do you need?
Old Owl Tower requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary, whilst The Pegasus Plateau & Other Stories: Seven Ready-to-Play Adventures for RuneQuest might be useful, but is not required to run the scenario.

What do you get?
Old Owl Tower is, initially, a straightforward and even old-fashioned scenario. A village in peril. Monsters attack. The Player Characters are asked to investigate and determine the source of the trouble. Numerous reasons are suggested as to why the Player Characters have come to Owlstead, but the primary one is they are visiting Owlstead as emissaries of the Wind Lord, Farinst of the Richberry Clan, who wishes to become the king of the Locaem Tribe, the previous one having been killed in the Dragonrise, and wants to know if he will have the support of Dringar, chieftain of the Owl Clan. Ideally, the Player Characters will have protected Farinst whilst he underwent a ritual to improve his chances of becoming king as detailed in The Gate of Dusk.

The initial steps in the investigation are quite easy, the monsters having left a trail that the Player Characters can follow. as they proceed along the trail, the landscape begins to change, becoming bright and vibrant, the air fresh and full of strange insects, life itself appearing to bloom in pleasing fashion. However, once the Player Characters reach and enter the ‘Old Owl Tower’ of the title that the dangers truly begin, or at least when they get to the end of the complex below. Between the entrance and the end of the complex below is a series of highly detailed rooms that will interest a Lankhor Mhy Player Characters, but not others. However, exploring does help, even though the characters and the players may not be aware of it.

Ultimately, what the Player Characters will find at the end of the complex is an artefact dating back to the time of the Empire of the Wyrms Friends which allows the user to peer into God Time! Unfortunately, the process is actually two way and the Player Characters are likely to find themselves facing interlopers who have got themselves lost in the present! This encounter is likely to begin with a fight and end with some challenging explanations.

In many ways, the most interesting part of Old Owl Tower is what happens after the situation in the complex has been resolved. A neighbouring clan gave a scholar permission to investigate the complex despite it not actually sitting on their lands. The scholar is aghast at the duplicity of the neighbouring clan, though its chief is unrepentant if confronted. Perhaps it will take the involvement of the ‘new king’ to resolve the matter? As a reward, the Player Characters could also be adopted into the clan, especially if they are willing to remain and guard the complex. This would also strengthen ties to the Owl Clan and the Locaem Tribe as a whole. The scenario provides a surprising number hooks, both long term and short term, which the Game Master could develop to support a campaign based in the lands of the Owl Clan and the complex itself. Ultimately, Old Owl Tower is very much a campaign scenario rather than a standalone affair.

Almost a third of Old Owl Tower is devoted to a lengthy bestiary, including many creatures past ages before time began. The maps are also provided separately.

Old Owl Tower has a solid set-up and an intriguing conclusion, plus a surprisingly thought through and supported aftermath. However, the middle section is not very exciting and it is not going to interest very many characters, let alone their players. If the players can abide the exploration middle part of the scenario, then they will have opportunity aplenty for roleplaying and good storytelling—and more so if they stick around long after the events of the scenario.

Is it worth your time?
YesOld Owl Tower is a good campaign scenario and sequel to The Gate of Dusk, pulling the Player Characters into the ongoing story of the Locaem Tribe, and that is how it is best used.
NoOld Owl Tower is much too tied to the Locaem Tribe and its future, and it really does not start to get interesting until the very end of the scenario and in its aftermath.
MaybeOld Owl Tower is easy to run and its strong ties to the Locaem Tribe could see the Player Characters attempting to forge stronger ties between the Locaem Tribe and their own.

Miskatonic Monday #371: Shadows in the Trees

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: Jared Tallis

Setting: Modern day Australia
Product: Scenario
What You Get: Twelve-page, 10.25 MB Full Colour PDF

Elevator Pitch:  Big cat horror on the Sunshine Coast
Plot Hook: Big cat hunt for your YouTube channel
Plot Support: Staging advice, four pre-generated Investigators, three handouts, three maps, two NPCs, and two Mythos creatures.
Production Values: Good

Pros
# First in the ‘Short Cosmic Horror Collection’ series
# Short, intense encounter with the monsters you could become
# Parallels to Viral
# Can be adapted to other settings or time periods with cryptids
# Flexible running time up to a single session
# Good Keeper advice
Ailurophobia
# Diokophobia
Scoleciphobia

Cons
Parallels to Viral
# Needs a slight edit
# Plain handouts
# Pre-generated Investigator motivations could be stronger

Conclusion
# Intense encounter with monsters and the Mythos on the Sunshine Coast
# Solid advice for the Keeper on how to dial it up or down
# Reviews from R’lyeh Recommends

Sunday, 7 September 2025

The Pinnacle of Pendragon II

The Pendragon Gamemaster’s Handbook is the second of the three core books for Pendragon, Sixth Edition, the latest edition of a roleplaying game considered by many to be a classic, and by its designer, Greg Stafford, nothing short of a masterpiece. It is a roleplaying of high adventure, high romance, and high fantasy set deep in the legends and stories of Britain’s golden age, the mythical period when the country had one true king. That king was Arthur Pendragon, his reign the mythical period of honour and chivalry, courtly love and romance, that arose from the unrest following the withdrawal of the Romans, withstood invasions from the Saxons, before falling to evil and the country to the Dark Ages. In the process it inspired great tales of medieval literature and great tales of literature, including the Welsh The Mabinogion, Sir Thomas Malory’s fifteenth century Le Morte D’Arthur, and T.H. White’s The Once and Future King. Pendragon is a roleplaying game in which the Player Characters are knights in service to their liege lord and then to King Arthur himself, managing their manor and serving in his army, but also going on quests and adventures and so dealing with threats and problems that beset the men and women of the land, including their fellow knights, attending court and tourneys and involving themselves in intrigues and romances, and finding a wife and raising a family. Raising a family is important because a knight may adventure for only so long before age catches up with him. Then his eldest son will take up his mantle and inherit his father’s good name and reputation, and not only uphold it, but follow his ideals and make a name for himself, perhaps even more glorious than that of his father. Like his father, he will aspire to take a seat alongside King Arthur and become one of the Knights of the Round Table, to serve alongside the greatest knights in the country. In turn, his son will follow in grandfather’s footsteps and aspire to the ideals of the age, to be a bastion of duty and honour until the kingdom falls. The play of Pendragon is generational, and ultimately, intended to play out over the course of the decades that comprise The Great Pendragon Campaign.

It is not unfair to say to that the Pendragon Core Rulebook does not cover absolutely everything necessary to play Pendragon, Sixth Edition. However, it would be unfair to say that you could not play Pendragon, Sixth Edition using its content and still get a very good feel for how the roleplaying game plays and still have a very enjoyable and exciting roleplaying experience. The Pendragon Core Rulebook is very much as its title suggests, the key title that presents the principles of play and the cornerstones of characters. Further, it is actually possible to run and play Pendragon, Sixth Edition using only the Pendragon Core Rulebook and the Pendragon Starter Set as the latter does include the rules for battles—although in a limited form. Indeed, many of the titles on The Companions of Arthur, the community content programme for Pendragon, Sixth Edition, can be run and played using the Pendragon Core Rulebook and/or the Pendragon Starter Set. Which begs the question, is the Pendragon Gamemaster’s Handbook really necessary to run and play Pendragon, Sixth Edition? To which the answer is a simple yes, not just because it contains the complete rules for battles, but also because it expands on the rules and setting at the core of the Pendragon Starter Set, as well as the wider stage too. Not far, but far enough and more than ready for the next book.

The Pendragon Gamemaster’s Handbook begins by establishing and exploring where and when Pendragon, Sixth Edition is primarily set. There is an overview of Logres, the part of Britain where much of the Arthurian canon takes place; a good introduction to the primary source material for the roleplaying game—Le Morte D’Arthur, of course, T.H. White’s The Once and Future King, Hal Foster’s Prince Valiant, the film Excalibur, are all listed as worthy sources, but many others and their merits are discussed too; and there is a framing too of when the roleplaying game is set. A quick guide to the who’s who of the chronicle across its four periods—Boy King, Conquest, Romance, and Grail Quest—previews their full stats presented for many of the leading figures later in the book. Another element which previews later content is the campaign set-up example of the Holding of Underditch Hundred, the primary holding of the—as will be revealed later in the book—surprisingly young Count of Salisbury.

Advice on running the Game Master is solid, focusing in the main on how to use the different aspects of the rules, including characteristics and handling time in the game. The advice on encouraging player contribution and adding courtly play is good, but elsewhere the advice on campaign set-up is a little light, again, feeling as if it is a preview of something to come. Not though of a section later in the book, but rather of a supplement to come. The Pendragon Gamemaster’s Handbook really comes into its own with the discussion of Arthurian activities, in particular, the first rules addition that is feasting. A Player-knight gains a new stat, ‘Geniality’, representing his nobility in the eyes of his peers and a combination of his Appearance and his Courtly skills, which comes into play when Feasting. A Player-knight’s Glory will influence where he will be sat at the feast, the closer to the high table, the better the bonus to his Geniality, whilst his Appearance will determine how many Feast Event Cards his player will draw. Feast Event Cards work as mini-encounters much like Opportunities in Battles and the solo adventures that a Player-knight might have at the end of the year that will give him the chance to test a Personality Trait. Ultimately, as with other activities in Pendragon, Sixth Edition, the aim is to earn Glory. This is done by keeping a Player-knight’s Geniality as high as possible, but it gives him a chance to shine in a more civilised setting and use his Courtly skills. Of course, it is also a good opportunity for the players to roleplay. Other activities covered include ‘Fine Amour’ or romance, hunting, intoxication, seduction(!) at court and its consequences, tournaments, and visiting foreign courts. Of these, hunting and tournaments are more mechanically involving, but they are no less welcome for it.

If the section on ‘Feasting’ is entertaining, the chapter on religion in Arthur’s Britain is fascinating reading—and should be required reading for player and Game Master alike, since the Player-knights are classified according to both their cultural background and their faith. In turn, the chapter discusses the beliefs, the ethics and how they relate to a Player-knight’s Personality Traits, the worship, history, holy places, festivals, and notable places and figures in turn of Christianity, Paganism, Heathenism, and Wodinism. To these are added the requirements for religious knights of all of these faiths, details such as the differences between the churches of Britain and Rome, a list of Pagan deities, and more. There is a lot of useful information here that the Game Master can bring into play, especially for her players who have religious knights, but also for her NPCs. Plus, the inclusion of Heathenism opens up the possibility of bringing Pictish knights into play!

Previous versions of Pendragon have allowed for Player Characters who are not knights, but this is not the focus of Pendragon, Sixth Edition, and magic very much remains the province of the Game Master and her NPCs. However, magic plays a strong role in the Arthurian chronicle. Like religion, it is divided according to type. So, for Paganism, there is the four talents—Divination, Enchantment, Glamour, and Healing; for Wodinism there are sacrifices, talismans, controlling the weather, and carving runes; Heathensim employs the four Talents of Paganism, but through a shaman rather than a magician; and for Christianity, there are miracles and saints. They are able to perform Miracles like Divine Manifestation, Divine Intervention, and Divine Retribution. In addition to shaman, other magicians include witches, specialising in folk magic, and enchanters and enchantresses which can encompass druids as well as Pagan and Wodinic practitioners. They also include the Ladies of the Lake. More recently, they have been joined by magicians who have learned their magic from books—sorcerers and sorceresses. Covered here too is fairy magic and also protection from such magics. Religious, chivalrous, and romantic knights can all withstand the effects of magic, but this requires adherence to high ideals. Otherwise, a Player-knight has little innate protection against magic, so avoiding it is likely the best defence.

One issue with both religion and magic is that the examination is a preview for the mechanical treatment later in the book, so that the description and the rules for both are not given in their relevant chapter. Rather they are included in the stats and guidelines for their NPC types in the ‘Game Master Characters’ chapter. Mechanically, magic uses the four talents—Divination, Enchantment, Glamour, and Healing—as skills, adding the non-Knightly skill of ‘Clerk’ to represent book learning and accounting, and treats them as skills. Thus, under the ‘Pagan Religious Folk and Magicians’, an ‘Itinerant Bard’ can have ‘Enchantment 12’ for his Magical Talent, enabling him to immobilise a target with a song by making him fall asleep, weep, or laugh, whilst a ‘Druid’ has values in all four Magical Talents and thus be more capable and more flexible in terms of what he can perform. For the ‘Christian Religious Folk and Saints’, they will have values in the three Miracles—Divine Manifestation, Divine Intervention, and Divine Retribution—and again their mechanics are explained here. The rules are the loosest of those presented in the Pendragon Gamemaster’s Handbook, allowing for more narrative input, whilst avoiding simple, if constant, Game Master fiat.

Perhaps one of the more complex aspects of Pendragon, Sixth Edition is handling battles. Previously presented in a cut-down version in the Pendragon Starter Set, here they are presented in full detail and explanation. The rules cover how to set up a battle and determine the numbers involved, establishing the Player-knights’ conroi (effectively, their cavalry squadron as they will be on horseback), how to fight the battle and face each encounter, through to what might happen after the battle. Oddly only the means of determining victory or defeat during the Boy King Period is given, which limits the utility of the Pendragon Gamemaster’s Handbook. That said, numerous battlefield foes are detailed as well as a six opportunities, such as ‘Capture the Banner’ and ‘Clash of Champions’. This does feel like too few opportunities, essentially extra encounters in the battle where the Player-knights have an opportunity to shine, but in play they do not actually occur that often.

The earlier ‘Who’s Who’ of Arthurian legend is fully supported with stats and details of several figures, including King Arthur and Lady Guenever, and Merlin, alongside those from Pendragon itself, like Sir Robert, Count of Salisbury. Numerous NPC types are given stats—various types of knights, Saxon warriors, nobles, common folk, and practitioners of magic and miracles. The bestiary is nicely detailed, beginning with ordinary animals, amongst which it includes elephants and lions, but also covering a variety of supernatural creatures. This includes the cockatrice, dragons, unicorns (with details of how to employ the Virgin Ploy to put them at ease), giants, and more. Sidebars list the Dwarfs of Arthurian literature, Arthurian fairy knights and ladies, Arthurian fiends, and Arthurian giants, so that the Game Master can take more direct inspiration when using the accompany game stats. Many of the entries in the bestiary will be familiar from folklore or even other roleplaying games, but what makes the bestiary all the more useful is that every is put in an Arthurian context.

Lastly, the Pendragon Gamemaster’s Handbook presents two scenarios. These take place in the years 508 and 509, before the events depicted in the Pendragon Starter Set and ‘The Sword Campaign’. They are both set at Sarum Castle and are designed to help set up the campaign and establish Salisbury as the starting point for the campaign and essentially a home for the Player-knights. Except that the Player-knights are not knights at the beginning of the first of these two scenarios, but squires. To that end, Sarum Castle is fully detailed and mapped and the players have the opportunity to roleplay their squires proving themselves worthy of being knights and beginning their life in service to the young Sir Robert. These are both good scenarios, both easily run in a session or two each. Although designed to be played prior to the Pendragon Starter Set, the problem with this set-up is that some groups may already past the point where these scenarios are of use to them, playing through the Pendragon Starter Set and even the campaign scenario, The Grey Knight. That said, if a playing group has not started playing Pendragon Starter Set, then both scenarios are solid additions as prequels.

The Pendragon Gamemaster’s Handbook comes to a close with appendices which give a detailed guide to Glory awards and a list of suggested reading. The latter is useful for the Game Master wanting further inspiration, especially in the context of the bestiary.

Physically, the Pendragon Gamemaster’s Handbook is very well presented. The book is also a good read and profusely illustrated. Some of the artwork has a manically cartoonish feel to it in addition to the weirdness of the some of the illuminations.

To be clear, the Pendragon Gamemaster’s Handbook is a very useful book and one that the Pendragon Game Master is definitely going to want and need. The new rules additions of feasting and tournaments are great, the guide to religion is very good, and the bestiary and the guide to magic are good. And yet… the
Pendragon Gamemaster’s Handbook, as comprehensive as it is, is not and does not feel complete. Rather, it feels incremental, as if building the next part of Pendragon, Sixth Edition in readiness for the next book in the line. This shows in both the omissions and the focus of the Pendragon Gamemaster’s Handbook. One omission is the absence of the Feast Event Cards for the Feasting rules when the section on Battles has all of its foes and Opportunities given. The Feast Event Cards can be downloaded—and of course, since there are eighty of them, their inclusion would have greatly increased the book’s page count—but their absence is notable.

Also missing is detail about Logres and beyond in terms of setting and background, so that ultimately, the only location that is presented in any detail are the lands of Sir Robert, Count of Salisbury. Similarly, there are no details about running an estate and holding land. Together, this supports the focus of the
Pendragon Gamemaster’s Handbook, which whilst supporting long term play with the rules for feasting, tournaments, battles, magic, and the bestiary and guide to religion, concentrates the role of the Player-knights as household knights—ideally in the service of Sir Robert. This, combined with the emphasis on Salisbury as a starting point and the underwhelming advice on campaigns, means that the Game Master wanting to set up her own campaign and not wanting to run the content leading up to The Great Pendragon Campaign is not supported as well as she could have been and that she will have to wait for subsequent books which will support her. And to be clear, if this makes the Pendragon Gamemaster’s Handbook sound as if it is a disappointing book, then it is very much not. Rather that it provides the Game Master with a lot that will support her campaign whilst leaving a few things for latter supplements.

The Pendragon Gamemaster’s Handbook is a mandatory purchase for the Game Master, expanding the world of Pendragon both mechanically and culturally in an interesting, informative, and entertaining fashion, whilst also proving a new introduction to the roleplaying game and setting that can lead into the Pendragon Starter Set. Whilst in the long term, it will require expansion with further supplements, there is nothing in the Pendragon Gamemaster’s Handbook that is anything less than useful and the Game Master should have this to enhance her campaign.