Saturday, 21 October 2023

Rat Rummage

A rash of strange businesses broken into and odd thefts leads the monstrous investigators in the city of Spireholm to a startling revelation. Under the very streets of the city, indeed under the very cellars and sewer tunnels of the city under those streets, there are tunnels that lead deep into the unknown. Is the rattish nature of the miscreants discovered in the initial investigation a sign that some villain dwells far below like a subterranean Doctor Moreau, sending his rodent servants to the surface for reasons that only he can divulge? Or is there something else in the tunnels and caverns to be found far below the city? This is the set-up for SHIVER Gothic: Disciples of Dregstone, a companion campaign to SHIVER Gothic: Secrets of Spireholm, which itself is a campaign and setting a supplement for Shiver – Role-playing Tales in the Strange & the Unknown. Published by Parable Games, Shiver is a generic horror roleplaying game, designed to do a variety of subgenres, from modern slasher and cosmic horror to zombie outbreaks and Hammer Horror melodramas, using easy to build Player Characters archetypes and the Doom Clock as a device to ratchet up tension and push the story to a horrifying climax combined with its own dice mechanics. It is great for one-shots, especially ones inspired by horror films. If SHIVER Gothic: Secrets of Spireholm showcased how it was possible to run and play SHIVER as a proper campaign, then SHIVER Gothic: Disciples of Dregstone expands and continues that.

SHIVER Gothic: Disciples of Dregstone does two things. First it introduces the new world below the city of Spireholm and its inhabitants and second it presents a campaign that involves both. It can be used in a number of different ways. One is a straight sequel to the campaign given in SHIVER Gothic: Secrets of Spireholm. Another is as a secondary plot, essentially a ‘B plot’, that can be run alongside or interwoven with the campaign in SHIVER Gothic: Secrets of Spireholm. And lastly, it can be used as an alternate plot that can be run whenever a player is unable to play the main campaign. This gives it some flexibility, although the ideal means of use is as the ‘B plot’ so that all of the players and their characters can participate. Another option is for the players to take the roles of members of the rattish race at the heart of SHIVER Gothic: Disciples of Dregstone, although that does mean that many of the mysteries at the heart of the setting and the campaign will have to be revealed to them.

Inspired by works of fiction such as Neverwhere by Nail Gaiman and Weaveworld by Clive Barker, as well as a whole festival of films, SHIVER Gothic: Secrets of Spireholm takes the players and their characters into the Dregs, home to Scoriath, the kingdom of the Scorians. They are rat folk, twisted into intelligence by the alchemical wastes poured into the sewers and finding a home in the ruins of an ancient sunken settlement. Ruled over by the authoritarian Rat King, Rongeur Halftail, the Scorians are large, but still smaller than Humans, and have tough tails and a strong sense of smell. There is resistance to the Rat King’s rule, and the Delvers, who search for resources far below Scoriath, are divided as to whether they should explore Topside, even though the king has forbidden it. Meanwhile, the Church of the 7 Tails worships the rats’ time as four-leggers, whilst it should be no surprise that Scorians hold alchemy in high regard given their origins. Several Scorian Backgrounds are given for Scorian Player Characters, including Gutters who guard the city; Sneakers are spies and thieves; Alchemists specialises in poisons, concoctions, and bombs; Tail-Tellers are itinerant storytellers; Pale Seers are all but blind, yet have the gift of the foresight; Swarm Wardens can psionically control rat swarms; and Scurriers do all of the physical work in Scoriath. Besides possibly playing Scorians, the options for Player Characters include watch officers, urchins, concerned citizens, private citizens, reporters, monster hunters, and more. The inclusion of the Scorian Backgrounds also facilitates the easy replacement of Player Characters should one somehow die in the course of events of the campaign.

As a campaign, SHIVER Gothic: Disciples of Dregstone is shorter than SHIVER Gothic: Secrets of Spireholm, consisting of seven parts rather than ten. Its chapters follow the same format though. Each is bookended by ‘What the Director Knows’ at the beginning and at the finish, ‘Doom Events’ which are triggered on the Doom Chapter for the chapter. In addition, the campaign supplement adds ‘Doom Tolls’ alongside ‘Doom Events’. These interact with the ‘Doom Calendar’, essentially events that affect the wider world around the Player Characters. Then, between the start and the end is the meat of each scenario, which varies from one chapter to the next, but will always include key clues and story text, the the key clues given as floating clues that the Game Master can place in the particular chapter where appropriate. In between the chapters are a series of interludes. These expand upon the overview of the Dregs as a setting, such as the background history of Rongeur Halftail, more information about the Church of the 7 Tails, Scorian terminology, and so on. These are not necessarily gameable content, but add detail to the setting.

SHIVER Gothic: Disciples of Dregstone begins with the investigation. This leads the Player Characters into the foulness of the city sewers before descending into the tunnels below. Here the Scorians have set up a ‘Mantrap Maze’ to prevent anyone from Topside from trying to get into Rongeur Halftail’s realm. The maze though, is a bit of a problem. It consists of fifteen encounters, not quite linear, but playing through it will definitely feel like it. Although these encounters are inventive and some of them are fun, such as having a giant trashball chase the Player Characters a la Raiders of the Lost Ark and a trap that fills with water as they try to find a way to solve a rat-themed puzzle. Of course, the Game Master need not use all of the encounters here and she could easily save some for a later visit to Scoriath, suggesting perhaps that the Scorians are shifting rooms and traps around their ‘Mantrap Maze’ each time that there is an incursion from Topside?

By the time the Player Characters reach Dregstone, they will have gained the first of many allies they will be able to befriend and recruit in the course of the campaign. She is a human who has long been trapped in the Dregs and long been searching for her sister, and she will be able to put the Player Characters in touch with the Resistance. This sets off the main plot of the campaign, as first the Player Characters have to sneak around the city, poorly disguised as Scorians, undertake a task for the Resistance to gain the trust of its members. This is the first of the campaign’s big set pieces, the disruption of a public execution, the Player Characters having to set up a rescue of several Resistance members being sent to the gallows. This will lead to their arrest, being brought before Rongeur Halftail himself and sentenced to life incarceration in Pipehold Prison. Here the authors get to play with all of the clichés of prison life—as seen on the big and small screen—as the Player Characters are forced to other prisoners for the amusement of the guards, deal with a variety of different prison personalities, and of course, make preparations for, and then carry out a grand escape! All with the strangeness of dealing with anthropomorphic rats rather than human prisoners.

The last part of the campaign sends the Player Characters scurrying below the Dregs, into dark tunnels and into regions where the delvers fear to tread. Here, the Player Characters will discover that the Scorians are not the only anthropomorphic species to have been affected by the alchemical runoff from Topside—and that species has an even worse reputation for being dirty vermin! One minor scene here feels like a cross between Beetlejuice and Dune, set on a great alchemical salt flat, but ultimately the Player Characters will discover the source of the mutations in the subterranean world, a secret that will upend the society of Dregstone, and a very knowing nod to The Fellowship of the Ring. Surprisingly, the interlude ending this discovery does actually have some gameable content, all in readiness with the final showdown with Rongeur Halftail. This is a big battle which brings the campaign to a conclusion, although there are a few options given to help the Game Master play various concluding scenes to the campaign.

Physically, SHIVER Gothic: Disciples of Dregstone is presented in a rich array of colours and with plenty of cartoonishly rattish artwork. The campaign does need an edit here and there, and one or two more maps, such as of Dregstone would have been useful too.

SHIVER Gothic: Disciples of Dregstone is a better campaign than sourcebook. In fact, as a sourcebook for the Dregs, it presents enough information for the Game Master to run the campaign, but not really quite enough to develop her own content beyond that and in mostly confining it to the interludes, not in a fashion that makes it easy to use. That said, as a campaign, SHIVER Gothic: Disciples of Dregstone is fun, especially if you have a penchant for puns—especially rattish puns—and want a grand cinematic delve into an anthropomorphic world of adventure and mystery for your SHIVER Gothic: Secrets of Spireholm campaign.

No comments:

Post a Comment