Genial Jack Vol. 2,
published by Lost Pages, continues the description of
the Godwhale begun in Genial Jack Vol. I,
a serialised setting of nautical weirdness and whimsy written for use with
Dungeons & Dragons, Fifth Edition,
but with an Old School Renaissance sensibility and tone combined with elements
of steampunk and grotpunk. Where the first issue introduced the setting of the
Godwhale from its city of Jackburg to The Gutgardens at the bottom of the
whale’s main stomach, and its varied inhabitants such as the drowned Draugar,
the shapeshifting Finfolk, the crafters that are the Formorians, Jackburg’s
literal underclass the Urchins, the mercantile Octopoids, the vicious shark-men
Selachians, and more.
Genial Jack Vol. 2 begins with reasons for entering the
Entrails—Jackburg University being willing to pay for artifacts found there,
mounting an ambergris mining expedition, investigating the loss of workers for
the Ambergris Consortia, collecting a bounty on Ericius, the Urchin assassin,
and more. The Dungeon Master can easily mix and match—or mismatch—these or keep
them separate to provide motivations for multiple expeditions into the back end
of the Godwhale. Since the Player Characters will be mounting an expedition,
they will need equipment, so the next stop is shopping, and so a fully illustrated
list of items particular to expeditions into the Entrails is also given, like
the Fumehound, a tiny dog with a superb sense of smell which will bark in the
presence of ambergris, or Anglerfish Lanterns, consisting of glass globes
containing an ugly fish which will provide a light if fed. The circle of
Guntgardeners is also described, an alternative organisation of Druids
dedicated keeping the Godwhale’s guts contracting and relaxing, along with its
commonly taught spells. Then the natural perils of the Entrails are detailed—the
stench, the slipperiness, miasmas, and a whole lot more. Make no mistake, the
Entrails are literally a stomach churning, pulsating, pustulent environment and
not for the faint hearted.
As well as a decent table of random encounters, Genial Jack
Vol. 2 details some fourteen magical items and artifacts to be found in the
Entrails, many of which form the basis of quests and sidequests once the Player
Characters have begun interacting with the denizens of Genial Jack’s bowels. Some of them are highly entertaining, such as the
skulk-marked Thanometer or Scavenger’s Compass, which detects the nearest dead
humanoid; The Rude Shield, which has leering grotesque features and maintains an
insulting running commentary on anything and everything it sees, and whilst it hinders
attempts at stealth, it can cast Vicious Mockery; and The Bristling Blade, a
boar-headed heavy scimitar which inflicts savage wounds out of which sprouts greasy
bristles!
And then it is into the Entrails themselves, a tangled,
colonic mass of the Small Intestine and the Large Intestine separated by Herniaheim.
From the Duodenum Docks, the Player Characters will set out on a journey into darkness,
their senses assaulted by musky, feculent, effluent, rotten, acrid, and bilious
smells, and queasy sucking, whispering, rustling, and susurrating sounds. Every
location begins by telling the Dungeon Master what her players can see, smell,
and hear before presenting the people to
be found and the perils faced. So at the Filthfalls, the Player Characters will
hear the rushing sound of debris and effluence, smell a combination of raw sewage,
rotten fish, and ripe flesh, and whilst they will not encounter anyone, the
Player Characters must work to avoid the foul falls, though if they can lower
themselves into the pool below, they may find some plunder! Halfway down, they
will find Hernaheim, a protrusion of the intestinal walls in which sits a
cannibal fortess-town, ruled over the for the moment, by the Corsair Queen,
Amaranth ‘Falsebeard’ Leech’, until such times as she is killed a pretender to
the throne in the annual battle to the death in the Orifice. This is a fighting
pit with a central pool filled with septic sharks and other intestinal
creatures, which can be crossed using the flimsy rope bridges. In Hernaheim, septic
sharks are farmed for food by Canness Sharpnose and her heretical order of
Sawtail Nuns dedicated to the Sharkfather, all manner of ghastly fun can be
found in Slimeside, Hernaheim’s ‘oozing’ pleasure district, and a previous version
of Jackburg, long swallowed by Genial Jack hides secrets amidst its infestation
of Jacksblood addicts.
Beyond Hernaheim stretches the Large Intestine, home to a
Narwhal Skeleton, the Swallowed Sea-Devil Shrine, and the Elder Ruins. These
are perhaps the final destinations for any venture this far deep into Genial
Jack, and will likely require the Player Characters to have made multiple
journeys into the depths. Many of the locations come with encounters and NPCs which
will often spur the Player Characters to travel further. This is all backed up
with a Colonic Bestiary containing sixteen entries, like the Corsair Queen,
Gutreavers, Jacksblood-Addicts, Septic Sharks, Skulla, the Swallowed Sea-Devil,
and even a True Vampire Squid, the latter of which takes a two whole pages!
Physically, Genial Jack Vol. 2 is a content-packed,
well-written A5-sized fanzine style publication. The dungeon is fantastically
illustrated and mapped out in thematically squidgy and convoluted detail.
Unfortunately, Genial Jack Vol. 2 has a problem—or rather a
perceived problems, and this is that the fact that it is written for use with
Dungeons & Dragons, Fifth Edition. Which is not to everyone’s taste and
further, they may reject Genial Jack Vol. 2 out of hand because of it. Now not
only is that their problem rather than one with Genial Jack Vol. 2, but they
would also be completely and utterly in the wrong and it would be their
complete and utter loss were they to do so. Whether or not you dislike Dungeons
& Dragons, Fifth Edition, the fact is, the tone and style of Genial Jack
Vol. 2 is such that it feels an Old School Renaissance scenario. It places an
emphasis on exploration and dungeoneering, and does so on an unforgiving
environment with lots of nasty features and creatures lurking about. It also
has a great sense of the unknown and of being far from acceptable society, with
even the few outposts of civilisation being strange and alien. In terms of tone
and content then, it would be relatively easy to the adapt the content of Genial
Jack Vol. 2 to the retroclone of the Game Master’s choice, and to be honest, Dungeons
& Dragons, Fifth Edition shares a lot of terminology with other roleplaying
games. Further, Genial Jack Vol. 2 also has a ‘Grim & perilous’ feel to it,
so a Game Master could run its scenario using Warhammer Fantasy Roleplay or
even ZWEIHÄNDER,
Grim & Perilous, although it would require a lot more adaptation than a
mere retroclone of Dungeons & Dragons would.
Genial Jack Vol. 2 is a wonderfully thematic dungeon, but it really fully works as a counterpart to Genial Jack Vol. 1. Essentially, they complement each other. If you want a wholly original, but foul and fetid, tumorous and peristaltic, desperate and dangerous dungeon, then Genial Jack Vol. 2 certainly delivers that, but together, Genial Jack Vol. 1 and Genial Jack Vol. 2 make up a fantastic grim and grimy ‘Whalepunk’ campaign.
No comments:
Post a Comment