Saturday, 26 October 2024

Solitaire: Colostle – Dungeons

Beyond the walls of your hometown or village lie the Roomlands. A vast castle that covers the whole of the known world and beyond, whose individual rooms, corridors, stairs, and rafters contain whole environments of their own. Mountains, lakes, deserts, forests, caves, and ancient ruins. Oceans stretch across rooms as far as the eye can see and beyond. Desert sands whip and whirl down long corridors. Forests climb the stairs that seem to rise to nowhere. Rooks—walking castles—lurk, a constant danger. Stone giants that seem to have no purpose, other than to wander aimlessly until something captures their attention and then they erupt in incredible aggression. This is world of a near limitless castle known as Colostle, into which brave adventurers set forth, perhaps to undertake tasks and quests for the Hunter’s Guild, perhaps to explore on their own, to hunt Rooks for the precious, often magical resources they contain, or simply to protect a village or settlement from rampaging Rooks or bandits. Explorers have explored far and wide and even through doors to other realms where the earth is broken and chunks of it float in the sky, where sky ships, their hulls carved from Rook husks cross overhead, and the Rooks stalk Rooms on thin, finely balanced legs and wield weapons with deadly finesse than the brute force of at home. Yet what if instead of going out into the Roomlands or up to the Rafters, or even into other realms, you went down?

Colostle – Dungeons expands Colostle: A Solo RPG Adventure, definitely the prettiest solo journalling game on the market, by taking it down into the ground. It is the third expansion for Colostle: A Solo RPG Adventure, following on from Colostle – The Roomlands and Colostle – Kyodaina, and one that makes absolute sense. After all, if the scale of the castle in Colostle: A Solo RPG Adventure is literally colossal, that does not mean that it cannot have dungeons, even if they are of a similar scale. In taking the player and his character deep underground, it opens up a whole new environment, dark and dank, of cathedral-sized chambers, populated by strange new types of Rooks, riven with an infection that is both a blessing and curse, protected by Guardians who stand watch over fabulous treasures, and home to a whole new society. All of this, plus treasures to be found and advanced rules for the explorer, as well as pre-written Major Labyrinths for them to delve into, which all together form a campaign.

Essentially, once the player has drawn a card indicating the entrance to a Labyrinth, he can decide to enter it and explore. This opens up its own set of ‘Labyrinth Tables’ with which the player can create chambers, determine their look, and populate them with a guardian and rewards. The rewards often take the form of treasures such as valuable rings, cups that can heal when drank from, keys some of which are marked with glyphs that open doors to other locations, and shards. The latter appear to have been broken off a larger tablet, and are typically seen as worthless. However, there are some interested in collecting them if the explorer knows where to find them. What the significance of the tablet is, if it can be reconstructed, nobody knows. Some of the treasures are worth a few coins, others a bit more, but there are rare treasures which will grant the explorer advantages when exploring future Labyrinths. The treasures are also important culturally to the peoples who live in the Dungeonlands.

As with exploring the Roomlands up above, there are dangers to be found in the Dungeonlands. The most notable of these are two odd types of Rook. Lichen Rooks are like the Rooks from above, but infested by lichen move in zombie-like fashion, being infested with a strange lichen that they can send out like tendrils and missiles, and worse, this lichen can infect the explorer as ‘Rookrot’. Once infected by Rookrot, an explorer is immune to reinfection, and the bioluminescence it generates is enough light by which the explorer can see in the Dungeons. In some ways, the other type of Rook found in the Colostle – Dungeons, the Spectral Rook, is more a challenge. They are incorporeal and silent, making themselves corporeal to strike at a wayward explorer, before turning incorporeal. The explorer has to learn to strike back at the very moment he is attacked!

Colostle – Dungeons does not add any new Callings, motivations for why an explorer goes out on adventures, or Classes, which determines how he explores the world, how he fights, and what weapon he wields. Instead, it provides something wholly new—a ‘Character Upgrade Class’. This is ‘The Infused’, able to craft powerful potions and concoctions that can be infused into an explorer’s equipment. For example, the Poison Elixir will make the explorer’s weapon paralyse people, whilst the Erosion Elixir will make the weapon erode the very stone that Rooks are made off. However, to become an Infused, the Explorer must find the city of Oubliette in the Dungeonlands and enrol in the Apothecary Militia and undertake months of training which involves delving into numerous Labyrinths. These can played out one by one, or the book allows for the player to simply write about the experiences of that training.

Oubliette, also known as the hanging city, is rumoured to hang directly underneath the city of Parapette in the Roomlands up above. Its spires point down rather than up and its many buildings are connected by bridges, and it is rife with crime, but the inhabitants accept this as the norm. It is dominated by four clans—the Clan of Cups, the Clan of Rings, the Clan of Keys, and the Clan of Shards. The Clan of Cups helps the needy and offers healing, the Clan of Rings are merchants and valuators, the Clan of Keys is made up of explorers and sages of the Dungeonlands, and the Clan of Shards is a highly secretive collector of shards. Each of the leaders of the four clans are detailed, but the explorer’s interaction with them is designed to be done in steps, so that each description gives entries for his first, second, and third visits, and then recorded in an unfolding narrative. Oubliette itself, has its own set of tables for generating encounters whilst the explorer visits and interacts with the merchants and other inhabitants.

Although Colostle – Dungeons provides the ready means for the player to create and explore his own Labyrinths, these will only be the minor Labyrinths to be found in the Dungeonlands. There are Major Labyrinths and over half of Colostle – Dungeons is devoted to these and the campaign they are tied to. There are five such Major Labyrinths, each very different in nature, each having their own discovery and entry requirements, and each mapped out as a series of nodes that the explorer can navigate between. The campaign has a final chapter in which major secrets about the Dungeonlands will be revealed as a well as a dangerous enemy that hopefully, the Explorer will be able to stop. There are notes on continuing the exploration of the Dungeonlands beyond the campaign as well as a hint at the nature of the next book—and potentially the book after that. The campaign will take the Explorer back and forth from Oubliette through the Dungeonlands, making discoveries, finding treasures, trading them, interreacting with the clan leaders, and so on. Of course, it takes some trust upon the part of the reader, since none of the campaign is hidden and the only thing stopping himself from reading further is himself. That said, the campaign is really good, drawing the reader in and making him want to play more to find out and that is combined with the elements that Colostle – Dungeons gives the reader to not only interact with, but also write about. So the weird new Rooks, the infectious Lichen, the strange city of Oubliette and the mysteries of the treasures, as well as the bigger undertakings of exploring the Major Labyrinths.

Physically, Colostle – Dungeons is as stunning as both Colostle: A Solo RPG Adventure and Colostle – The Roomlands were before it. The artwork is superb, beautifully depicting the wondrous world below the Roomlands, dark and dank, awaiting the arrival of the explorer to shine a light on its depths and secrets. It does need a slight edit in places.

Colostle – Dungeons is a beautiful book. Its artwork alone—just as with the previous two books—is enough to draw the viewer into wanting to explore this world. The play of Colostle – Dungeons does not differ all that much from the standard play of Colostle: A Solo RPG Adventure, except of course that it really focuses it in the closed world of the Dungeonlands and then just a little further in the campaign that comes in its pages. That campaign gives the player the opportunity to tell a great story as his explorer delves deeper and exposes one secret after another. Fans of Colostle: A Solo RPG Adventure will welcome this return to the world of Colostle with Colostle – Dungeons, which literally lets them go deeper—and deeper in an obvious direction.

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