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Monday, 21 October 2024

Jonstown Jottings #93: The Gate of Dusk

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Gate of Dusk is a scenario for RuneQuest: Roleplaying in Glorantha in which the Player Characters are hired to provide protection during a ritual in which the participant wants to prove himself worthy to be king of his tribe.

It is a possible corollary to the scenario, ‘The Pegasus Plateau’, from
The Pegasus Plateau & Other Stories: Seven Ready-to-Play Adventures for RuneQuest.

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

It is a full colour, forty-two page, 117.50 MB PDF.

The layout is clean and tidy and it is decently illustrated, especially the NPCs.

The cartography is excellent.

Where is it set?
The Gate of Dusk takes place at the titular ruins located at the western tip of lands belonging to the Locaem tribe.

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

Who do you play?
The Gate of Dusk does not require any specific character type, but Player Characters who are capable warriors are highly recommended.

What do you need?
The Gate of Dusk requires RuneQuest: Roleplaying in Glorantha, the RuneQuest: Glorantha Bestiary, and The Pegasus Plateau & Other Stories: Seven Ready-to-Play Adventures for RuneQuest.

The Gate of Dusk also references The Smoking Ruin & Other Stories,
The Book of
Heortling Mythology, Sartar: Kingdom of Heroes, and the Sartar Companion. None of these are required to run the adventure.

What do you get?
The Gate of Dusk is a tale of intrigue and desperation set after trying times have befallen the Locaem Tribe. Beset by potential rivals, if not enemies all around, the tribe has been greatly weakened by the Dragonrise, which killed both its king, Gavial Brightspear, and many of the heads of the tribes’ clans who would have been candidates to take his place. Several of the clans have put forward candidates to undertake the Crown Tests that will ultimately confirm one candidate as king. This includes the Wind Lords, Farinst of the Richberry Clan and Krulta of the Zethnoring Clan, both rivals. However, Farinst is planning to undergo a ritual at the Gate of Dusk that will improve his chances of being acclaimed king.

The Player Characters will accompany Farinst to the Gate of Dusk and are expected to protect him over night. However, his rival, Krulta, has other plans and by the time the Farinst and the Player Characters arrive, she will already have set them in motion. The Player Characters have the opportunity to explore the Gate of Dusk and potentially realise that something is amiss. The scenario will culminate in attacks on those within the Gate of Dusk. Honour forbids Krulta from killing anyone associated with her tribe, but that does not extend to the Player Characters, nor does it include others who are interested in disrupting the ritual.

Ideally, the Player Characters will be able to protect Farinst and hold off the attackers, whilst Farinst successfully undergoes the ritual. He will become an important contact and possible ally for them. However, this is not the only possible outcome, and The Gate of Dusk discusses these as well as possible adventure hooks for the Player Characters, and the idea that a Player Character might want to pursue the path to become king of the Locaem tribe! The scenario also explores a number of possible sequels and adventure ideas in terms of followup.

In terms of background material, The Gate of Dusk provides an overview of the Locaem Tribe and its most notable members, a detailed description of the Gate of Dusk, the nature of Crown Tests for the Locaem Tribe, and more. There is also a set of twenty-five rather nice foldable characters and defenders, which along with the maps can be imported into a VTT or cut out and used on the table.

Is it worth your time?
YesThe Gate of Dusk is an easy to set up, one or two session scenario that lays the groundwork for further scenarios and the future of the Locaem Tribe, and good for a Sartar-set campaign.
NoThe Gate of Dusk is too combat-focused and either the Game Master is not running a campaign set in Sartar or not near the Locaem Tribal lands, or the Locaem Tribe might be enemies of the Player Characters. (That said, have a king of a rival tribe owing you a favour...)
MaybeThe Gate of Dusk is easy to run and add to a campaign, but its defensive nature feels familiar and perhaps the politics of the plot will not interest the Player Characters?

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