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

Monday, 3 February 2025

Miskatonic Monday #336: Dead Body Shore

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: Agata Brig

Setting: Scandinavia, 1925
Product: One-on-One Scenario
What You Get: Forty-six page, 2.24 MB Full Colour PDF

Elevator Pitch: When your Evil Grandpa is dead, he should stay dead
Plot Hook: Go climb a mountain
Plot Support: Staging advice, three NPCs, two dogs, seven handouts, one map, two Mythos spells, two Mythos tomes, and three Mythos monsters.
Production Values: Decent

Pros
# One-on-one scenario, but can be adjusted
# More Norse than Mythos
# Descent into the depths of Norse myth and betrayal
# Necrophobia
# Orophobia
# Apeirophobia

Cons
# Needs an edit
# Could be better organised
# Underwhelming Investigator hook
# Needs pre-generated Investigator(s)
# More Norse than Mythos
# The Lockheed Vega is a year out, so why not shift the scenario date?

Conclusion
# More Norse than Mythos
# Fear of the family is the greatest danger in a linear descent into Norse myth and betrayal

Companion Chronicles #10: Horse Racing Expanded

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in GloranthaThe Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, PendragonIt enables creators to sell their own original content for Pendragon, Sixth EditionThis can original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

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What is the Nature of the Quest?
Horse Racing Expanded is a supplement for use with Pendragon, Sixth Edition.

It is a full colour, ten page, 1.45 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?
Horse Racing Expanded is suitable to run anywhere where a horse race, whether impromptu or at tourney, might take place.

Who should go on this Quest?
Horse Racing Expanded is suitable for knights of all types, but focuses on the Player-knight with a high Horsemanship skill.

What does the Quest require?
Horse Racing Expanded requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. Graph paper and tokens may also be useful (but a simple grid of squares and pen works just as well).

Where will the Quest take the Knights?
Horse Racing Expanded is a supplement that that focuses on the one skill and a specific use of it. This is the Horsemanship skill and its use in races than in battle. The horse race, whether impromptu or taking place at an organised event is handled over the course of between two and four rounds with the players rolling Horsemanship tests for their knights and the Game Master for her NPCs each round. The position in the race for each Player-knight and each NPC is tracked on a grid with the result of the Horsemanship tests determining how many columns they move forward on the grid—two for a critical result, one for an ordinary success, but nothing for a failed roll and back one for a fumble—and thus, potentially, if they change their order in the race. At the end of the race, the Player-knight or NPC who in the furthest column to the right to win the race.

It is simple enough, but there are modifications for the quality of the horses ridden and even the Size of the participants, and of course, a Player-knight or NPC is also free to invoke a Passion to Inspire their Horsemanship skill. At the end of the end of the race, the winner earns a Horsemanship skill check, prizes are awarded if the race is part of a tourney, and there are Glory awards too.

So far, so good, but Horse Racing Expanded does sound just a little perfunctory up until this point—and to be fair, it is. It also sounds as if it favours the Player-knight with the high Horsemanship skill—and to be fair, it does. However, what addresses this imbalance and gives a chance for participants with a lower Horsemanship skill to gain ground on the rider ahead of them are ‘Events’. Horse Racing Expanded includes a table of ten events which can occur during a horse race, the Game Master rolling randomly or picking something suitable to happen during one or more rounds of the race. Each event is given a simple description, the skill or attribute to be tested, and a list of the possible outcomes. For example, with Awareness or Hunting, the entry reads, “Up ahead, the road meets a wood bridge to allow easy crossing of a brook, but the old, neglected ford can still be seen beside it. A rider could gain time by galloping right through the shallows.” The outcome of this test result will grant a modifier to the Horsemanship skill test for the Player-knight or NPC for that round.

Some of the events are more fanciful than others, but they do two things and have one consequence. The events give a chance for Player-knights and NPCs with better skills other than Horsemanship to use them in the race and so give them a better chance against more skilled horsemen, and they make the race exciting. As a result, the race becomes a narrative rather than just a series of rolls.

Should the Knights ride out on this Quest?
Although, there is nothing to stop the Game Master from using its rules and events for chases as well as races, with its limited focus, Horse Racing Expanded is more of a solid, serviceable supplement rather than a must buy purchase. If the Game Master has a player whose knight is good on horseback and wants to show off that skill, then Horse Racing Expanded will provide opportunities for that, whilst still allowing the other Player-knights to shine, and potentially, race almost as well.

Sunday, 2 February 2025

1984: Conan Unchained!

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

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In 1985, TSR, Inc. published the Conan Role-Playing Game, the first of five roleplaying games to be based on the Conan the Barbarian stories of Robert E. Howard. Which means that it is forty years old in 2025, but this was not the first foray into the archetypal Swords & Sorcery genre by the publisher. After all, the Conan the Barbarian stories had always been an influence upon E. Gary Gygax, TSR, Inc., and Dungeon & Dragons, with stats for Conan actually appearing in Supplement IV: Gods, Demi-Gods & Heroes for the original version of Dungeons & Dragons, which was published in 1976. That though, was unofficial, whereas his appearance in two modules for Advanced Dungeons & Dragons, First Edition was official. CB1 Conan Unchained! and CB2 Conan Against the Darkness! were both published in 1984 and both were designed for Player Characters of Tenth to Fourteenth Levels and to be played by the four pre-generated Player Characters included in each module, which of course, included Conan amongst their number.

Behind the eye-catching image of Arnold Schwarzenegger as Conan, CB1 Conan Unchained! provides not only a scenario set within the Hyborian Age, but also an introduction to the setting and the rules to run the scenario using Advanced Dungeons & Dragons, First Edition. Although the image from the cover was taken from Conan the Barbarian, which was only released two years before, CB1 Conan Unchained! does not use any more images from it and it is not based on its story. Rather, CB1 Conan Unchained! takes its cue from the short stories by Robert E. Howard—‘Queen of the Black Coast’, ‘Red Nails’, and the unfinished ‘The Hall of the Dead’. It is from these stories that Conan himself and two of the three other pre-generated Player Characters come from. Besides Conan, they include Nestor the Gunderman and Valeria of the Red Brotherhood, whilst Juma the Warrior is inspired by later comics. All have weapon proficiencies and secondary skills, whilst Conan has a special ability which means he is very rarely surprised. Conan himself is a Thirteenth Level Fighter and a Seventh Level Thief, Valeria a Tenth Level Fighter and a Ninth Level Thief, Juma a Twelfth Level Fighter, and Nestor the Gunderman a Fourteenth Level Fighter.

One notable addition to all four Player Characters is that of Luck Points. This is the first of several new rules in CB1 Conan Unchained! Conan has twelve of these, Nestor and Juma have ten each, and Valeria has sixteen! These are included because, “Conan is sometimes able to do things beyond the range of the AD&D rules. These impossible actions are part of Conan’s special abilities. It is important for characters to be able to do the same things, so they are given Luck Points.” However, they are not spent by the player per se, but by the Dungeon Master. She is told to encourage the players to have their characters perform “…[H]eroic, amazing, or impossible feats…”, with a player expected to describe what his character is trying to do and the Dungeon Master then adjudicate the cost without the player being told how many Luck Points his character has left. For a single Luck Point, a Player Character can make an extra attack in a round, automatically hit an opponent, climb without falling, leap a chasm, and so on; whilst for two Luck Points, he can knock out a person with fist or weapon, spring back from a trap just in time, and climb while carrying another person; and for three Luck Points, do something heroic beyond the scope of the rules. They cannot be spent on a roll that has already been made, on a Saving Throw, or a Fear Check. Some opponents also have their own Luck Points.

To account for the lack of the Cleric Class in the Hyborian Age and thus the lack of healing magic, a Player Character always heals a single Hit Point per day and Hit Points equal to half the Player Character’s Constitution if he rests for a whole day.

The other major addition is the Fear Factor to found in certain creatures and monsters as well as magic effects and reflect Conan’s own instinctive reaction to the unnatural and things that defy explanation. Whenever a Player Character fails a Fear Check, he is struck dumb momentarily or flees for his life, until he overcomes his fear or is hurt again. Sources of Fear include monsters, spellcasters, and unusual magic items or situations and have a Fear Statistic ranging between one and ten. When a Fear Check is required, the Fear Statistic is multiplied by the Player Character’s Wisdom and the resulting value is rolled against on percentile dice. Succeed and the Player Character is unaffected, but fail and he is filled with fear.

There can be no doubt that the inclusion of Luck Points and Fear Checks are radical changes to Advanced Dungeons & Dragons, First Edition, that certainly in the case of Luck Points take the roleplaying game far beyond what it is normally expected to do. In fact, what the inclusion of Luck Points highlights is that as much as Advanced Dungeons & Dragons, First Edition is pitched as a roleplaying game of heroic adventures and fantasy, it is actually not heroic. Arguably, the fantasy of Conan the Barbarian and the Swords & Sorcery genre is pulp fantasy, but if that is case, then given the fact that Dungeons & Dragons is inspired by Swords & Sorcery, what Luck Points show is that Advanced Dungeons & Dragons, First Edition cannot do Conan-style, Swords & Sorcery as written without them. And since they encourage roleplaying in a particular style, they are actually the first roleplaying mechanic to appear in Dungeons & Dragons! (As opposed to Inspiration, which appeared in Dungeons & Dragons, Fifth Edition in 2014!)

In fact, the inclusion of Luck Points in CB1 Conan Unchained! is not only a highly radical design choice for Advanced Dungeons & Dragons, First Edition and TSR, Inc., but also a very modern one. Top Secret: An Espionage Role Playing Game for 3 or more players, ages 12 to adult, published by TSR, Inc. in 1980 included an optional rule for Fame and Fortune Points which enabled a Player Character to overcome a fatal wound. It would be James Bond 007: Role-Playing In Her Majesty’s Secret Service, published in 1983 by Victory Games, that developed the concept fully as Hero Points that could be used to adjust skill rolls, shrug off wounds and even death, and enable the Player Characters to be more heroic. However, in The Adventures of Indiana Jones Role-Playing Game, published by TSR, Inc. in 1984, only offered Player Points, which can only be spent to reduce the severity of a Player Character’s wounds or injuries. It is incongruous that in two roleplaying products from the same publisher and the same designer—David Cook—released in the same year, it is a scenario for Advanced Dungeons & Dragons, First Edition that is given Luck Points.

If the Luck Points are a good addition, Fear Factor, less so. It is not so much a case of CB1 Conan Unchained! not needing a mechanic for handling fear, but rather a question of whether it not it needs a specific new rule for handling fear. Could not the Saving Throw mechanics of Advanced Dungeons & Dragons, First Edition be used instead? That said, the Fear Check mechanic is simple and fast.

One other change that CB1 Conan Unchained! makes is to classify its scenes into several types. These are normal, random, and plot encounters. Normal encounters are those typical of an adventure, such as exploring a ruin or attacking a pirate ship, whilst random encounters are there to spice up the action. Plot encounters are scenes in which the Player Characters have to act through with only a limited number of choices in how they can act. The Dungeon Master is advised that they be handled with care lest the players feel forced in their characters’ actions. Unfortunately, ‘plot encounters’ like this were not well received at the time and are still looked at with some disdain, though more so in the case of DL1 Dragons of Despair—which came out the same year as CB1 Conan Unchained!.

The introduction to the Hyborian Age in CB1 Conan Unchained! is short, but informative. It highlights how the countries and peoples of the Hyborian Age are formed of different individual groups, each easily identified and with different attitudes and behaviours. The latter means that is often possible to identify someone in the Hyborian World just by their actions. Steel weapons are available, but armour is rarely more than chain or scale. Monsters like those of Dungeons & Dragons are very rare, with giant beasts and demons, elementals, giants, and golems being common. Magic in the Hyborian Age is practiced, but rare, confined to summoning, illusions, charms, and death spells, so greatly feared. Magical items are even rarer and invariably dangerous to those who wield them, though this does not stop sorcerers hunting for both them and dusty tomes of magic.

The scenario on both sides of the narrow Sea of Vilayet and opens with the adventurers as mercenaries in the employ of the Khan of Turan, hired to put down a rebellion by Kustafa, the governor of a city who has refused to pay the taxes that are due. However, a strange magical attack by darkness and shadows finds the army they were part of destroyed and the adventurers on the run. This is the first of the scenario’s four Plot Encounters, the second following close on its heels as the Player Characters are captured by the Mongel Horde-like Kozaki nomads who plan sell them to Stygian slavers. The problem with this Plot Encounter is that the Player Characters have to be captured for the scenario to proceed and given that this is at the beginning of the scenario, they have a lot of Luck Points to spend. Now the nomads do use lariats to capture them, but it is possible for the players to burn through an awful lot of their characters’ Luck Points before that happens and this is right at the start of the scenario.

The Player Characters are not expected to escape, but to prove themselves worthy of being one of the Kozaki and then over a series of events make themselves popular, and eventually, challenge the hetman of the group. There is a good mix of events and encounters to throw at the Player Characters throughout this process and they are given plenty of opportunity to prove themselves. There is even an encounter when a rival to the post of hetman attempts to assassinate a Player Character who looks like he is vying for the position. Of course, it also possible for the Player Characters to escape, but it is not nearly as interesting as when the scenario presents. Whether or not the Player Characters escape, or they become part of the Kozaki, they will in the third Plot Encounter of the scenario run into a female NPC. She will reveal herself as Costhiras, the mistress of the Khan of Turan, who was visiting the city that he sent the army that the Player Characters were part of to recapture it after it rose in rebellion and stopped paying taxes. She tells them that Kustafa, the governor of the city did not do this willingly. He has fallen under the influence of Bhir-Vedi, an evil sorcerer who searches for her still—and to enforce that fact, she is attacked by an Invisible Stalker that instant!

Costhiras begs for the Player Characters to help her and offers to guide them to The Citadel of Bhir-Vedi (or they can follow her if she was snatched by the Invisible Stalker). Either way, this leads them to travel with a band of pirates lead by a somewhat tiresome pirate captain (though he does fight with a sword blade attached to the steel cap on the stump of his wrist and if desperate, can fire it on a spring), but eventually the Player Characters will get to the other side the Sea of Vilayet and the entrance to The Citadel of Bhir-Vedi. There is a short maze-like cavern to navigate before coming upon Bhir-Vedi’s tower, a fairly standard sorcerer’s tower by any measure. There are a fair number of traps to avoid, mostly requiring a check to see if the Player Characters are surprising before they can spend Luck Points, and there is the strong possibility of them being captured after being put to sleep and then waking up to find themselves chained atop the tower ready to be sacrificed to some god or other by Bhir-Vedi. Hopefully, they will have retained enough Luck Points to break their chains (or at least make a Bend Bars/Lift Gates roll)! And after that? Enough points to kick Bhir-Vedi off the top of the tower!

Physically, CB1 Conan Unchained! is disappointing. It looks good, with good art and cartography, but the editing is poor with names constantly changing and inconsistent descriptions.

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CB1 Conan Unchained! was reviewed by Steve Hampshire in the ‘Game Reviews’ section of Imagine No. 24 (March, 1985). He said, “The module itself also has some uniquely ‘Conan’ features. Normal AD&D monsters are almost totally replaced by various human opponents and potential opponents. Surprisingly, some of these are good enough to challenge Conan! The plot is simple and rather derivative, but it takes in some interesting settings and encounters. For most part it plays well, despite niggles like a ship that keeps changing its name, and monsters using their useless wings to fly into attack.” He concluded his review by saying, “The mood of this module is different form the normal run of AD&D material, and the players and referee really need to get into the swing of the thing. It helps if one is familiar with the Conan books or film. This scenario is good for introducing the characters, but stronger plotlines will be needed of there is to be series.”

Rick Swan reviewed CB1 Conan Unchained! in the ‘Capsule Reviews’ in The Space Gamer Number 73 (March/April, 1985). Of the new rules—the Fear Factor and Luck Points—he said, “D&D purists may freak, but the rules work and add to the heroic feel of the setting. Fans of R.E. Howard will happy to know that Cook has approached the source material with considerable respect and that Conan Unchained is generally consistent with the Hyborian world we all known and love.” However, he added that, “The basic problem is that Conan isn’t a particularly good choice for the D&D system. Compared to most D&D settings, Conan’s world is pretty barren. There’s no magic or interesting settings to speak off, and the adventure is nothing special (the characters are captured by slavers, negotiate their freedom, and rescue a fair maiden from a nasty castle).” He concluded that, “Conan Unchained can be played as part of a regular D&D campaign without Conan and associates, but what’s the point? There are plenty of better roleplaying modules available from TSR and elsewhere. Conan and D&D go together like peanut butter and tuna fish – it can be done, but you can bet there’s going to be a funny taste.”
—oOo—

CB1 Conan Unchained! suffers from several problems. Most obviously, if you going to play it, who plays Conan and why would you want play anyone else? Second, Advanced Dungeons & Dragons, First Edition. Advanced Dungeons & Dragons, First Edition does not feel right for it and is not right for, as evidenced by the inclusion of Luck Points which enables the heroic feats that Conan calls for and which Advanced Dungeons & Dragons, First Edition is not designed to do. In fact, what it highlights is how staid the design to Advanced Dungeons & Dragons, First Edition was by 1984. Third, how poorly plotted it is. The adventure does not really start until the Player Characters get captured, so why does that have to be played out and the players waste their characters’ Luck Points? Then the sequence with the pirate captain is tedious, designed to barb the Player Characters into action. The plot really is most straightforward. Yet there are flashes of excitement to found in CB1 Conan Unchained! The sequence in which the Player Characters free themselves from the nomads and then take over is actually quite fun and the inclusion of Luck Points encourage the players to be a little more inventive than Advanced Dungeons & Dragons, First Edition necessarily might be in normal play.

Ultimately, CB1 Conan Unchained! feels rushed and underdeveloped, an attempt to bring fans of Conan the Barbarian and Conan the Destroyer to Advanced Dungeons & Dragons, First Edition and fans of Advanced Dungeons & Dragons, First Edition to Conan the Barbarian and Conan the Destroyer, that is not really good enough to attract either and satisfies neither.

Saturday, 1 February 2025

Mischief & Misadventures

It is definitely well before tiffin time, but the sun is bright, the day is before you, and your man Mayhew has coffee and kedgeree and bacon and eggs on the table—and if last night’s escapade with ‘Aggie’ Oakeshott, ‘Florrie’ Steggles, Orlando Pendlebury, and Horace Heppenstall were anything to go by, there’s a police constable’s hat with some flowers in it sat in the washstand and a hair of the dog on the beside cabinet. A good man that Mayhew and he will probably know what to do with the poor policeman’s helmet even as he laying out your suit for the day. Refreshed, ready for the off, and full of good ideas, though not necessarily your own, you are ready to motor up to town and see what’s what with your chums at your social club in the heart of Peccadillo! It is the nineteen twenties and as that American writer that everyone seems to like, F. Scott Fitzgerald, said, they are roaring and there is Jazz on the record player, the Great War is over, women have finally got the vote, and there are Bright Young Things abroad! And you want to be one of them and dance and have fun with the other fine fellows of your social club. If that means hijinks and larks and making Hugo Pinker and Wilmot Butt and those other fools at the Spit & Polish, the rival to your social club look like bigger, then so be it! You heard from your cousin Honoria ‘Norrie’ Pinker—Hugo’s much better sister—that Hugo is thinking of entering a club team in the country gala hosted by their parents, Lord and Lady Pinker. So, you are thinking of getting your chums together and making Hugo and his fellows look like stinkers—and if that means your aunt and uncle might stop looking down their collective noses at you, all the better!

This is an episode from Flabbergasted! A Comedy Roleplaying Game inspired by Jeeves and Wooster, Fawlty Towers, and even Downton Abbey, in which the Player Characters—or Protagonists—are members of the same social club and get involved in all manner of scrapes and spots of bother, all in pursuit of keeping both themselves and their club in good standing, all whilst pulling the noses of those confounded arses at the rival club. Published by The Wanderer’s Tome following a successful Kickstarter campaign, Flabbergasted! is a narrative-driven, rules-light and light-hearted storytelling game set in and inspired by the nineteen twenties without being too historically accurate—and certainly not too socially historically accurate. It is designed to be played in episodes, like a television series, with each episode having an opening scene, the episode itself, and the closing credits, though of course there is more to it than that, and that a complete Season is made up of several episodes. Both the players and the Director—as the Game Master is known—are expected and encouraged to improvise during play as much as they use the roleplaying game’s rules.

A Protagonist is one of four Archetypes. The four are Aristocrat, Bohemian, Well-To-Do, or Staff. The Aristocrat comes from a titled family which will give him wealth and comfort; the Bohemian has eschewed materialism in favour of art and performance and a free-spirited life; the Well-To-Do has acquired social standing due to her wealth, whether she inherited it or earned it; and the Staff is a self-reliant and dependable member of the service industry, perhaps in service to an Aristocrat or Well-To-Do. A Protagonist will have a Memento, a Flaw, and a Dilemma. The Memento is an important item that the player can have his Protagonist bring into play, but which will not provide any mechanical benefits; a Flaw is a personality feature or a vice that will get the Protagonist into trouble, such as ‘Persnickety’ or ‘Tippler’; and the Dilemma is an ongoing problem that constantly causes problems, but will probably be resolved over the course of a season.

A Protagonist begins play with four ‘Scene Cues’ which enable a Protagonist to automatically affect a scene without the need to roll dice. However, they can only be used a limited number of times per session. For example, the Aristocrat has ‘Throw A Tantrum’ meaning that he will whinge and wine and kick up a fuss, drawing attention to himself, but eventually getting his way or ‘Virtuous Beyond Reproach’, his moral rectitude being famously strong enough for him to withstand almost any desire or temptation. All four Archetypes have multiple ‘Scene Cues’, allowing a variety of different Protagonist types to be created, and every ‘Scene Cue’ comes with a lovely piece of dialogue to show the reader how it works.

A Protagonist has four Character Traits—bravado & persuasion, culture & etiquette, wit & sharp, and creativity & passion—the nearest that a Protagonist has to attributes in other roleplaying games. Character Traits range in value between one and eight and a Protagonist begins with a point in three of them and two points in the other one, his Archetype’s defining Character Trait, representing his upbringing. The defining Character Trait for the Aristocrat is Culture & Etiquette, Creativity & Passion for the Bohemian, Bravado & Persuasion for the Well-To-Do and Wit & Sharp for the Staff. A Protagonist has access to Readies—the currency in Flabbergasted!—which can be spent to bribe someone, donate to a charity, patronise the arts, and upgrade the Social Club.

Most importantly, a Protagonist has Social Standing. This has its own tracker, which determines if the Protagonist has a Scandalous or a Dignified reputation. Being caught making a bribe—such as paying a policeman to look the other way, will lower a Protagonist’s Social Standing towards a Scandalous reputation, whilst donating to charity or patronising the arts will raised towards a Dignified reputation. Using ‘Scene Cues’ will also affect a Protagonist’s Social Standing. Social Standing starts at zero, neither Scandalous nor Dignified. The benefit to having either a Scandalous or a Dignified reputation is social rather than mechanical. For example, too high a Scandalous reputation and the target of the Protagonist’s ardour might not want to be seen consorting with him, whereas her racy younger sister might! And if a Protagonist’s Scandal or Dignity on his Social Standing Tracker ever reaches ten, he will be invited to join a secret society. Eight of these are detailed in Flabbergasted! and being a member has some interesting, but secret, benefits.

Protagonist creation is really matter of making choices—picking Archetype, Memento, Flaw, and Dilemma, as well as the ‘Scene Cues’ from the Archetype. A player divides five points between the four Character Traits.

Name: Hortense Wiggins

Archetype: Staff
Occupation: Lady’s companion

Memento: My Albert’s war medal
Flaw: Ghastly Gossip
Dilemma: Has fallen in love with the lady’s brother
Social Standing: 0

Readies: 40

CHARACTER TRAITS
Culture & Etiquette 3 Creativity & Passion 2
Bravado & Persuasion 2 Wit & Sharp 3

SCENE CUES
Unflappable, This Way Please, A Stitch in Time, Speciality (Codes & Puzzles)

The Social Club is where the Protagonists get together. There are multiple Social Clubs in the city and each has a theme, name, description, slogan, and an emblem. Each Social Club also has a Rival Club. The players are free choose all of these and create one for their Protagonists or the Director can create one, but several example Social Clubs and Rival Clubs are included, such as the ‘Good Socie-Tea’ and its rival, ‘Java Jivers’, ‘The After Party’ and its rival, ‘The Cap And Gown Club’. Every Social Club begins play with a ‘Public Challenge’, often issued by a Rival Club, and will together with its members face more during the course of play. It might be to get the name of the Social Club into the newspaper before that of the Rival Club or last longer in a haunted house than the members of the Rival Club. Successfully overcoming a Public Challenge garners a Social Club Renown, which is initially set at zero and can rise as high as fifteen. Higher Renown enables a Social Club to spend its Readies to improve its facilities. It will out as a single room, can go on to add a Trophy Room, Cabaret Hall, and even a Printing Press. Renown and membership numbers can go down as well as up, especially if a Social Club fails to deal with whatever Big Trouble is besetting it, but unless the Social Club suffers a series scandal, the primary consequences are more social in nature.

Mechanically, to have his Protagonist undertake an action in Flabbergasted!, a player rolls a number of six-sided dice equal to the Character Trait he wants his Protagonist to use. If the player can persuade the Director that the Character Trait and the way his Protagonist wants to use it is appropriate, there is nothing to stop from doing so. Every result on the dice that is a five or six counts as a Success. A Moderate Challenge requires one Success, Hard Challenge requires two Successes, and a Daunting Challenge requires two Successes. If the roll is a failure or the Protagonist requires more Successes and the Protagonist has earned one or more Lucky Coins—awarded by the Director for creative or helpful play, good roleplaying, and so on—he can flip these, call heads or tails, and hope to generate the needed Successes.

In terms of setting, Flabbergasted! not only details serval Social Clubs and Rival Clubs, but provides a good description of the city of Peccadillo, complete with notable landmarks like the world famous Pender’s Cricket Pitch or the city’s biggest dance hall, Revelry Hall, and a discussion of the things that the Protagonists can up to in the city and outside it. For the Director, Flabbergasted! includes seventy story hooks, two complete Seasons and a sandbox setting. Both Seasons come with a premade Social Club and a set of Protagonists, as well as the outline of nine Episodes. ‘The Sleuth Society’ focuses on solving crime better than its rival Gumshoe Society, whilst ‘The Best Buds’ is about growing and showing the best plants over its rival, ‘The Garden Grandmas’. In both cases, the Director will want to develop the outlines a bit more, whilst the sandbox setting, ‘Welcome to Brabble Manor’ presents the means to do location-focused, either as one-off mini-campaign or an addition to an existing campaign. Lastly, the appendices to Flabbergasted! provide a guide to the phrases and words common to the period, what to wear, what to eat and drink, and tables to generate names, and more, to extra detail and flavour to a campaign.

If the support for the Director is good, the advice for player is very good, and the advice for the Director is excellent. For the player this covers tone and failing forward as well as how to improve his improvisational skill, whilst the Director there is advice on the structure of the roleplaying game and her role in it, and how to adjudicate ‘Scene Cues’, Social Standing, Club Renown, and so on. In particular, the structure of play breaks down the individual episode into its three acts and what each should or could entail. For example, Act One or ‘The Opening’ should ideally include a recap of the last episode, some downtime scenes where each Protagonist is given solo time in the spotlight, and then the conflict for the episode is introduced. Whilst Act Two is the meat of the episode, Act Three, or the ‘Closing Credits’ is more a wrap up for the game just played rather part of the actual story of the episode. Here Renown is awarded to the Social Club, Readies are paid out, both Social Club and the Protagonists can be improved, so on. It is during this act that Nicknames can be awarded—as much as the Director as the players—depending on the actions of the Protagonists during play. A Nickname may change later, but if a Protagonist has one, it can be used as ‘Scene Cue’ once per session, although unlike a ‘Scene Cue’, the consequences of using a Nickname may not have the desired outcome. Overall, the advice is really very good and will help both player and Director get into the swing of Flabbergasted!’s play, whilst the combination example Seasons, the sandbox setting, and numerous examples, combined with refereeing advice really make learning to ‘direct’ Flabbergasted! such an easy task. There are some suggestions too, that Flabbergasted! can encompass other genres, like the murder mysteries of Agatha Christie or the occult, but neither are explored in Flabbergasted! That said, Flabbergasted! need not strictly adhere to the Jazz Age either as it could easily work in the nineteen thirties or nineteen fifties as much as the nineteen twenties, though again, that is outside the scope of the core rulebook.

If there is an issue with Flabbergasted!, it is that as presented as a large hardback, it looks like a bigger and more complex game than it actually is. Really though, Flabbergasted! is a simple storytelling game, actually easy to pick up and grasp once you get past its glad rags. In fact, mechanically, it is so easy to pick up, it is really easy to teach and that, combined with the familiarity of the setting and the comedic tone, means Flabbergasted! can be used as an introductory roleplaying game for new players. In that, it helps that it looks so good and that the Director has a lot of support.

Physically, Flabbergasted! A Comedy Roleplaying Game looks amazing. The artwork is joyously diverse whilst capturing the fun and frolics that lie at the heart of the game. The writing is excellent and a pleasure to read and supported with innumerable examples that capture and reinforce the tone and style of the roleplaying game.

Flabbergasted! A Comedy Roleplaying Game is an ever so hotsy-totsy duck soup. This is a ritzy, swanky roleplaying game that sets everything up for hijinks and hokum and then supports it with all of the accoutrements you should ever want. Flabbergasted! A Comedy Roleplaying Game is the bees knees and it should be everyone’s cup of tea.

Web Watch

Webworld is a disc-shaped planet spinning through the cosmos tethered to the web of the great spider, An’Ansee. It is a world of fantasy and magic, of dragons and dungeons and trolls and tunnels and orcs and oubliettes, where all manner of creatures and peoples can be found, but there is no better place to the start than the heart of the realm, the city that welcomes all visitors from next next door and the next universe, which dangles at the centre of the web spun by An’Ansee, who hangs below. This is Heq Moreveg, whose inhabitants can look up to the fantastic disc from they descended and out into the night sky of the universe from they came. Just as the disc dwellers have the pleasure of looking down on the Heq Morevegians! It is a raucous city of dwellers from hither and thither, who rub along at the best of times, brawl with each at other times, and riot at the worst of times. Under the shadow of the disc above, it is the dubious duty of the Dusk Watch to keep the peace, whether through hard graft, honest graft, or dishonest graft—and if that fails, through serendipity and stupidity. And sometimes, if a dusk’s patrol goes very, very badly, the members of the Watch have to descend into the Underweb… Unfortunately, on their very watch, some new members of the Dusk Watch are not only going to find themselves voluntarily being led into the Underweb, but they are also going to find themselves very involuntarily being thrown into it! And with the future of Heq Moreveg at stake, they are going to have to find their way back out again. This is the set-up for Beam Me Up, a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, where previous entries in the series have tended to be one-shot, film night specials, here the given scenario (or scenarios) is more expansive.

Orcs & Oubliettes is actually very slightly more than a scenario and mini-supplement for ACE! In fact, it is actually a roleplaying game all of its very own within the various worlds of ACE! There are numerous points within the adventures set in these worlds when the Player Characters can relax, take time out of their own adventures, to play out fantasy adventures with characters of their own. (Even to point as in thirties-set Montana Drones and the Raiders of the Cutty Sark where roleplaying games would have been an anachronism.) The genre for Orcs & Oubliettes is, of course, fantasy, and in particular, as its ‘noun-ampersand-noun’ name suggests, the roleplaying game fantasy of Dungeons & Dragons. Yet, Orcs & Oubliettes is not fully a parody of Dungeons & Dragons, for it is also by inspired by another fantasy, that of Terry Pratchett’s Discworld series of novels. It is not set on a disc-shaped world per se, but rather Heq Moreveg is suspended in the webs spun by An’Ansee below it.

Heq Moreveg is described in broad detail, noting that although ruled by a king, but that the role is not hereditary, chosen from the members of the ‘Brazen Yeopersons of the Elective Council of Keepers’—or ‘BY’ECK’, whose are themselves elected representatives from amongst the city’s many and varied trade bodies. The city is built on stone slabs suspended in the web and subject to the strange cycle of light and dark from a sun that loops around the disc above casting regular periods of day and night. The three main districts of the city swirl out from the city centre—the Monarch’s Spiral, which contains the government buildings, guild headquarters, and houses of the rich; the Residents’ Spiral where most Heq Morevegians live; and the Traders’ Spiral, where most of the city’s trade and business is conducted.

In terms of characters, Orcs & Oubliettes provides four pre-generated members of the Dusk Watch. One is an experienced Watch Captain, a silver-plated mechanoid with a heart, but the other three are totally inexperienced. They include a larcenous faerie Sprite, a teenage wizard, and an inattentive Troll, but details of the Sprite and the Troll are included for the players to create their own using the ACE! rules. There is also a list of equipment and gear to buy and find, all the way up to magical items like a Climbing Potion and a Riveted Rod that always stays in place, Bag of Storing and Lidded Eye lantern whose light reveals anything invisible, Bracers of Giant Strength and even a Lamp of Wishes!

More than half of Orcs & Oubliettes consists of the eponymous scenario. On their very first shift, the Dusk Watch’s newest patrol is caught up in a diplomatic incident. An emissary from a warlike and carnivorous plant species has been kidnapped and dragged into the Underweb, so they have to rescue the diplomat before war breaks out! Despite their efforts, the newest members of the Dusk Watch find themselves ex-members after the rescue attempt goes awry, the emissary turns on them in a murderous rage, and they are not only blamed for his death, but put on trial and found guilty too! Their sentence is to be thrown into the Orphic Oubliette, an interdimensional pocket where the city’s most notorious criminals and darkest secrets are dumped and forgotten. The Orphic Oubliette actually turns out not be quite as dangerous as its reputation suggests, and the Player Characters will find some help coming from unexpected quarters—at least in traditional fantasy roleplaying terms—a tribe of helpful Orcs, and be able to get back out with relative ease. They will also have found the means to clear their names, but that still leaves the question as to what is actually going on and who is responsible.

‘Orcs & Oubliettes’ clips along at a handy pace, a classic fantasy tale, slightly tongue in cheek in tone, of despicable plans and unbridled ambition. Along the way, the Player Characters will bargain with a demon, gain a mighty forgotten weapon, and uncover a grand conspiracy hidden within a grand conspiracy, all before facing a dragon, stopping the city from going up in flames, and so saving the day! The scenario itself should take a secession or two, to play through, three at most.

Physically, Orcs & Oubliettes is well presented with decent, if dark artwork.

Although Orcs & Oubliettes does indeed involve orcs and oubliettes, and does descend into dungeons—or oubliettes—not once, but twice, yet this supplement for ACE! is not the parody of Dungeons & Dragons that the title suggests it to be. Instead, this is more about the weird mélange of city hung in strange circumstances above the oubliettes and the schemes and shenanigans going on there. The obvious inspiration and its familiarity may result in some players finding it too familiar and some finding that it is not familiar enough, so Orcs & Oubliettes is not going to sit—like Heq Moreveg, hangin everyone’s sweet spot. Nevertheless, Orcs & Oubliettes is an entertaining scenario that will provide a couple of fun sessions’ worth of play.

Friday, 31 January 2025

Friday Fantasy: Hidden Hand of the Horla

In ages past there stood on the edge of the kingdom the dwelling of a great wizard. He was known as the Hand Mage, for the tower in which he experimented and hoarded his magics and his treasures was purportedly shaped like an open hand. After standing at the edge of the kingdom for many years, the Hand Mage’s Tower disappeared without reason and without a trace. Of course, the Hand Mage being a wizard meant that there were rumours that he had offended the gods and cast into hell or that the pact he had made with a demon for his powers had run its course and he was paying his due, likely having also been cast into hell. It has been so long since the disappearance of the Hand Mage’s Tower that it has passed into legend, a mere footnote in the history of the kingdom and some sage’s dusty notes. Now though, the Hand Mage’s Tower has reappeared exactly where it once stood. Where has it been? Is the Hand Mage still inside? If not, what has happened to him, let alone the tower itself? And can his secrets and treasures be found within its walls?

This is the set-up for Module T1 – Hidden Hand of the Horla, a short, but detailed scenario for use with Old School Essentials, Necrotic Gnome’s interpretation and redesign of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steven M. Marsh. It is published by Appendix N Entertainment and is part of the publisher’s ‘Gateway to Adventure’ series of supplements. What this means is that adheres to an ‘Old School’ ethos in terms of its design. So, there will be encounters and threats in the adventure that will be too challenging to defeat or overcome for the Player Characters of the Level that it was written for, although there is nothing to prevent players using lateral thought or cunning; traps and puzzles rely on the players solving them rather than a mere roll of the dice; player creativity is encouraged; and adventures are designed as toolkits with scope for the game Master to develop details during play. Certainly, this applies to Module T1 – Hidden Hand of the Horla, as there is one threat which will be difficult for the Player Characters to defeat.

Module T1 – Hidden Hand of the Horla is designed for Player Characters of First to Third Level, and can be easily slotted into a campaign and played through in a session or two. It uses Dyson Logos’ ‘The Stone Sinister’ as the map of the Hand Mage’s Tower and includes new monsters and new spells. What brings the Player Characters to the Hand Mage’s Tower is essentially treasure, which feels rather drab. The adventure includes a table of rumours, but most of them are not very interesting either. What is interesting is that the Player Characters are not the only ones with an interest in the tower. A tribe of Chaotic Goat Folk, led by the shaman, Sha’aazra’aak, are set on looting the tower for its magical treasures and will already have been in the tower for a number of days before the Player Characters and barricaded the most obvious entrance. The scenario includes a table of options for what the Goat Folk have done and what they are up to. This is to make the scenario replayable, but it is debatable as to how replayable the scenario actually is, given the fact that the whole scenario consists of a tower with thirteen locations and four options in terms of Goat Folk actions. Plus, the tower is shaped like a hand, so it is highly memorable and if the Game Master really has to give a good reason why the characters would want to return to the Hand Mage’s Tower, let alone the players play through it again.

In fact, there is a reason why the Player Characters might want to return to the Hand Mage’s Tower, but it requires a magical item which enables control of the tower and which the scenario only mentions, but does not detail, and finding that magical item lies very much outside the scope of the adventure. Of course, in the event that the Player Characters obtain this item, by the time they return to the Hand Mage’s Tower, it will have changed as the Goat Folk will no longer there and the Player Characters will have looted all of its valuables previously. Now perhaps a table of motivations and hooks beyond simply looking for treasure could have supported the scenario actually being replayable, but again, as written, highly debatable.

Once the Game Master has decided upon what the Goat Folk are doing, the Hand Mage’s Tower is nicely detailed with particular attention paid to the Hand Mage’s working areas. Careful investigation of these will reveal some of what happened to the Hand Mage before he disappeared and thorough searches will uncover plenty of treasure to take away if the Player Characters came equipped for haulage! In fact, the Hand Mage’s Tower is a treasure in its own right. Claiming it though means facing the true danger that lies hidden in the tower and then the Game Master developing the means to take control outside of the adventure itself. This danger lies behind the scenario’s big puzzle—depicted very nicely in the scenario’s on handout—and is insidiously nasty. This is the Horla, based on the short story ‘Le Horla’, published in 1887 by the French author, Guy de Maupassant. An invisible creature, it will attempt to possess a Player Character and then proceed, in the long term, to betray and kill the rest of the party. This then, is the threat that the Player Characters are unlikely to be able to overcome at their Level, merely be lucky enough to make a successful Saving Throw to avoid being possessed. That said, destroying the Horla may be a good reason for the Player Characters to return to the Hand Mage’s Tower. Of course, handling the possession and roleplaying the betrayal requires careful play upon the part of both Game Master and players.

In addition to the scenario, Module T1 – Hidden Hand of the Horla includes three appendices. In turn, these detail the various monsters in the adventure, such as Animated Books and Winged Vipers as well as the Goat Folk and the Horla; a selection of spells with a hand-theme, like Mage Hand, Forceful Hand, and Crushing Hand, with a guide to spells beyond Sixth Level (and thus outside the scope of Old School Essentials); and a list of Inspirational Media. The latter does include ‘Le Horla’ alongside Twin Peaks and Diary of a Madman.

Physically, Module T1 – Hidden Hand of the Horla is very nicely presented. The layout is clean and tidy, and the artwork is good as well. Naturally, the cartography is excellent. The adventure does need an edit in places.

Module T1 – Hidden Hand of the Horla is a toolkit in that it will need working into a campaign given that it has consequences beyond the limits of the Hand Mage’s Tower and it really does need a hook or three to get the Player Characters involved beyond mere treasure hunting. Further, its claims of replayability are dubious at best as written and so again, will require some development upon the part of the Game Master. Module T1 – Hidden Hand of the Horla is a decent mini-scenario, an easy to run introductory adventure, though one which does have a sting in its tale that needs careful handling.

The Other OSR: Summer’s End and Other One-Page Adventures

A mountain infested with rival bandits, a tomb to a saint and a tree of swords on which hangs the saint’s sword, and a giant with stolen horn that can cause avalanches. A lake whose goddess gives swords to high kings, yet there has been no high king in an age, on whose shores stands a fortress commanded by a corrupt captain and manned by a soldiery whose swords have been stolen and who are preparing for mutiny, whilst a Gelatinous King lurks in the nearby forest. A patch of sea shrouded in fog and marked by four islands, one a ships’ graveyard, the second a pirate port, the third home to a sea serpent, and the fourth a tower of friendly and inquisitive liches, and three pirate crews each with three parts of a treasure map! A desert ruled from a city drawn on skids by a giant across the sands hunted by a Crawling Citadel which slides forward one black monolith at a time. A swamp dotted with shipwrecks and infested with swamp zombies, and home to six witches feuding over which one of them should be ‘The Swamp Witch’. These are just some of the entries in Summer’s End and Other One-Page Adventures, an anthology of adventures for Knave, Second Edition, the Old School Renaissance-style microclone published by Questing Beast.

Summer’s End and Other One-Page Adventures contains a total of twelve different adventures, or rather adventure sites. In fact, technically, they are not one-page adventures, since each one encompasses two pages rather than one. They consist of six wilderness adventures and six dungeons, all independent of each other and each easily dropped into a Game Master’s own setting or just run as is. This applies to the six wilderness adventures especially, since each is a self-contained six-mile-wide hex, which means that if the Game Master has an appropriate spot on her campaign map and the surrounding terrain matches, she can simply drop one of the wilderness adventures onto that map. After that, as with the dungeons, all that Game Master has to do is sow some links and rumours into her wider setting and any one of the dozen entries is ready to be visited by the Player Characters.

All twelve entries in the anthology are written in the same style and laid out in the same fashion. The map—whether hex or dungeon—is placed at the centre. Then individual location descriptions are threaded around the map like a border with arrows to mark the particular locations. Sometimes there is an overview of the dungeon or hex, sometimes not. Those with summaries are easier to grasp than those without, but to be fair, none of the entries in the anthology are difficult to prepare. This is, of course, intentional, since Knave, Second Edition is intended to be played from off the page with a minimum of preparation. And really, a two-page spread does require all that much in the way of preparation anyway.

Summer’s End and Other One-Page Adventures opens with a fairly basic wilderness hex. The eponymous ‘Summer’s End’ presents a mountain on which the tomb of a saint stands, whilst the sword he wielded is stuck into the nearby Tree of Swords. Rangers hunt the wilds for a group of bandits, which has split into two groups—one of warriors and one of alchemists, and a giant lurks in a ruined tower coveting the great horn he has discovered, which if he ever blew into, would cause an avalanche! It is simple and straightforward, with the Game Master only needing to add hooks such as bounties on the bandits’ heads, a pilgrimage to the saint’s tomb, and so on. Turn the page and the hexes get a lot more sophisticated. For example, ‘The Raiders of Wolfsea’ details a fog-shrouded archipelago of pirate infested islands, a ships’ graveyard strewn with gold watched over by screeching harpies, an island containing a tower of very happy and inquisitive liches, and a pirate port riven by the rivalry between three pirate collectives, each of whom possesses one part of treasure map. The waters are the Wolfsea are dangerous enough with just the pirates, but they are also hunted by Fog Wolves which prey on any ship and Tempest the sea serpent, who likes to disrupt the doings of pirates and harpies (and Player Characters) for his own amusement. ‘The Wizards of Sparrowkeep’ would have a bucolic feel to it, were it not for the fact that the area is home to four wizard’s towers, whose occupants all vie for the affection of the local witch who lives in the woods nearby. What each wizard does each day and what spells he learns each day is randomly determined, but it is all in pursuit of the witch and stopping the pursuit of his rivals and it is all disrupting life and work in the nearby town. The noble in charge of the area wants the petty feud to stop, each of the wizards wants to prove that his love is worthy of the witch, and the witch…? It is a great little set-up that lends itself to some fun portrayals of the NPCs by the Game Master and some good player-driven action.

‘The Alchemist’s Repose’ is the first of the dungeons in Summer’s End and Other One-Page Adventures and needs a little more preparation upon the part of the Game Master as the complex is patrolled and worked by a series of constructs which are programmed by simple punch cards. This gives it a slight Steampunk feel, but also a puzzle element as the Player Characters discover the punchcards and begin to work out how they are used. ‘The Lair of the Keymaster’ also has a puzzle element, this time consisting of locks and keys behind secret doors that the Player Characters need to find and open if they are to open a vault containing the Keymaster’s greatest secret, the schematics to the ‘Lock Absolute’. Which of course, any king or thief would be willing to pay handsomely to obtain (or steal) these plans. ‘Drums in the Deep’ is a mini-sewer crawl, home to a spider so high on hallucinogenic fungus his skin ripples in mesmerising colour, a mini-cult whose members paint themselves as skeletons, and want to summon the King of Nails, whilst a blind sewer squid lurks in the murky effluence that flows through the sewers. There are also three missing teenagers, which is why the Player Characters have descended into the sewer. This is a much simpler affair, easy to slip under any big town or city.

Some of the dungeons do defy description, such as ‘The Hollow Prince’, a temple complex dedicated to something named the ‘Hollow Prince’. Although there is a lot of lovely detail to the various rooms and consequences of the Player Characters’ actions, quite what is going on in the complex is never explained. Whilst it is fine to mystify the players and their characters, it is arguably not so fine as to leave the Game Master also mystified. Without some kind of hook—obvious or not, ‘The Hollow Prince’ is just that much harder to add to a game.

Physically, Summer’s End and Other One-Page Adventures is a good-looking book. The layout is clean and simple, the big bold maps for each of the adventures dominating every two-page spread and working like artwork as much as they do maps. The cartography varies in style throughout, but in general is very good, although the wilderness hexes are the better of maps.

Summer’s End and Other One-Page Adventures is great collection of adventures and locations, really stripped down to fit neatly into two pages, but still offering a lot of good game play and adventure right off those pages without needing to refer to anything else. In general, the wilderness hexes are better than the dungeons, offering more plot and story, and whilst they are written for use with Knave, Second Edition, the minimal nature of the stats and the minimal number of stats, means that there is hardly another retroclone or Dungeons & Dragons-style roleplaying game that Summer’s End and Other One-Page Adventures would not work with and work well with.

Monday, 27 January 2025

Miskatonic Monday #335: Ectoplasmorphia

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: Hyacinth

Setting: USA, 1926
Product: One-shot
What You Get: Twenty page, 3.22 MB Full Colour PDF

Elevator Pitch: Two houses, one plot, never the twain
Plot Hook: Lost outside two lonely houses, which do they enter?
Plot Support: Staging advice, four pre-generated Investigators, three handouts, and one map.
Production Values: Plain

Pros
# Haunted house mystery
# Easy to adjust to other eras for Call of Cthulhu
# Taxidermiphobia
# Zoophobia
# Dysergia

Cons
# Why are the pre-generated Investigators together?
# More haunted house mystery than a Mythos one
# Two locations for the same scenario, once a location is chosen, the other cannot be reached, so does it actually matter?

Conclusion
# Decently done haunted house horror

Miskatonic Monday #334: The Bristol Train Robbery

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: Chicho ‘Arkashka’ OCARIZ

Setting: London and Reading, 1843
Product: Scenario
What You Get: Thirty-four page, 8.12 MB Full Colour PDF

Elevator Pitch: The great mummy robbery
Plot Hook: One of our mummies is missing!
Plot Support: Staging advice, four pre-generated Investigators, eight handouts, one map, five NPCs, one Mythos tome, and one Mythos monster.
Production Values: Decent

Pros
# Scenario for Cthulhu by Gaslight
# Decent transport-based investigation
# Easy to adjust to other ‘Mummy mania’ eras for Call of Cthulhu
# Inspired by The Great Train Robbery by Michael Crichton
# Pharaohphobia
# Siderodromophobia
# Kinemortophobia

Cons
# Needs an edit
# More an occult scenario than a Mythos one
# Inspired by The Great Train Robbery by Michael Crichton, but no train action!

Conclusion
# Investigation into a train robbery, but without any train action
# Decently detailed investigation that is more Mummy than Mythos