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

Friday, 31 October 2025

Miskatonic Monday #382: The Sea-Chest

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: John Baichtal

Setting: Anywhen from the Victorian era onwards
Product: Scenario hook
What You Get: Three-page, 2.03 MB Full Colour PDF

Elevator Pitch: A locked box mystery!
Plot Hook: “Fifteen men on the dead man's chest—
...Yo-ho-ho, and a bottle of rum!
Drink and the devil had done for the rest—
...Yo-ho-ho, and a bottle of rum!”
– Robert Louis Stevenson, Treasure Island
Plot Support: Staging advice, one ‘Mythos’ artefact, and one Mythos tome
Production Values: Decent

Pros
# Nicely detailed and well-written description
# Potential scenario/campaign set-up
# Easy to insert into a campaign
# Would work well with Cults of Cthulhu
# Kleidariaphobia
# Xenophobia
# Kleidiphobia

Cons
# Short and needs development
# A scenario/campaign starter rather than a one-shot

Conclusion
# Entertaining description of a locked-box mystery and its contents
# Pleasing single session waiting to be developed into something more

Miskatonic Monday #381: The Bride of Pendle

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—

Contrary to what the title might suggest, The Bride of Pendle has nothing to do with witches or the Pendle Witch Trails of 1612. Rather, it is a scenario set during the Jazz Age, the classic period for Call of Cthulhu, which takes place around, in, and on Pendle Hill in the county of Lancashire in the north of England. The year is 1922 and a group of friends are attending the wedding of their friend, Thomas Byrne, to Mary Osegawa, whom he met as an Embassy Clerk whilst posted to Japan during the Great War. They all met whilst studying at University College London following the war. This sounds like the start of a classic country house murder a la Agatha Christie or Dorothy L. Sayers, and whilst it has a little of the schemes and rivalries of that subgenre of detective fiction, it is far from that. The Bride of Pendle combines what would be a joyous event and local folklore with horror and revenge that have been brewing for centuries, and which will explode in the bloodiest of massacres since the Red Wedding on the day before coming to a climax on the magnificent, windswept Pendle Hill.

The Bride of Pendle: 1920s Folk Horror in Rural Lancashire is divided into three substantial sections. The first gives the background to the scenario, describing in some detail the NPCs and then in even greater detail, the scenario’s various locations. The maps of each are excellent, but the standout being that of Pendle Hill, imparting its sense of scale and bleakness, and how it imposes itself upon the landscape, whilst the scenario rips open the hillside to reveal its secrets hidden under layers of peaty morass. There is a lot of information that the Keeper will need to work through as part of her preparation to run the scenario.

The plot to the scenario itself concerns the long gestating plans of the daughter of a local cunning woman who turned to black magic when she fell under the influence of and began worshipping Selfæta, the ‘Self-eater’, a god of gluttony and narcissism, trapped behind a gate below Pendle Hill, and whose presence in local folklore is that of a boar god due to his appearance and a reaper of the Autumn Harvest. Every three centuries, at the Autumn Equinox, The Veil Between Worlds weakens enough that his cult can open the gate and allow him into our world to let him feast. She failed to bring this about the first time she tried and now is trying again—and of course, in 1922, a certain wedding takes places on the Autumn Equinox. Backed up by her cultists, she will trigger events that nobody will forget and potentially involve the loss of many lives.

The scenario plays out over the course of the Friday and Saturday of the wedding weekend. The Investigators arrive in the village of Downham below Pendle Hill where Tom Byrne and his brother have family. The events of the weekend are unsurprisingly tightly scheduled, but there is room in the schedule for the Investigators to look into the strangeness that pervades the village. The stampede by a herd of bedraggled sheep, the surreptitious manner of their host’s daughter, the unsettling outburst of the vicar, and so on, perhaps combined with a bracing walk up Pendle Hill or undertaking some light ecclesiastical research at the village church. Nevertheless, the Keeper will need to maintain an eye on timing as the Investigators are expected to be at certain places at certain times. That is, up until the scenario’s penultimate scene, the very strange, quite macabre events at the wedding. After that, the Investigators are free of the timetable, but will have a greater urgency to act.

The Keeper is ably supported throughout. Sections advise the Keeper on what to do if the cultists’ plot does not go to plan through the efforts of the Investigators and there are notes too, if the Keeper wants to run the scenario using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. In the third part of the scenario though, there are stats and names for generic NPCs as well as the named ones and the Mythos entities, as well as table for ‘Bouts of Madness’, descriptions of the various Mythos tomes, artefacts, and spells. There are versions of the maps for both the Keeper and her players, and six pre-generated Investigators, all friends of the groom, and representing a good mix of character types and origins.

Physically, can be no doubt that The Bride of Pendle is exceedingly well appointed. It is an attractive looking affair with a stylish layout and judicious use of period photographs. The few pieces of artwork are reasonable, but the handouts are also particularly good, but what really stands out are the maps of the various locations for the scenario. These are of near professional quality, barring the lack of lavatories at the town’s public house and inn!

If there is quibble with The Bride of Pendle, then it is that the Sanity loss for the bloody wedding scene is low given how shocking it is. If there is an issue with The Bride of Pendle, it is that is almost overly detailed which gives a lot for the Keeper to study and prepare in order to run the scenario. Also, as written it suggests that it is a one-shot scenario, but it is long for a one-shot, likely taking four or so sessions to complete. One thing that the scenario does not address is the aftermath, that is, what happens as a consequence of the Investigators’ actions. Depending upon the group, this can be explored on a player-by-player basis, but some suggestions in the scenario would not have gone amiss.

The Bride of Pendle: 1920s Folk Horror in Rural Lancashire is a richly detailed, very well appointed scenario. Although that detail does require a high degree of preparation and it is tightly scripted in places—as befitting the event at its heart, The Bride of Pendle serves up a weekend of rural oddity and genteel propriety and joy, undone by the squealing horror of the boar from beyond!

Miskatonic Monday #380: Abyssus Aquae

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: Ruggero Cortini

Setting: Naples, 2023
Product: Scenario
What You Get: Thirty-five page, 27.37 MB Full Colour PDF

Elevator Pitch: Crime, corruption, and corruption of the soul in Naples!
Plot Hook: A hunt for a missing friend leads to a descent into a pit of horror.
Plot Support: Staging advice, four pre-generated investigators, six NPCs, three handouts, two maps, one Mythos spell, and one Mythos monster.
Production Values: Decent

Pros
# Nicely detailed investigation
# Takes the Investigators through the highs and lows of Neapolitan society
# Gephyrophobia
# Scelerophobia
# Scoleciphobia

Cons
# Needs a slight edit
# Odd hyperlinks
# No map of the summoning location
# Climax not as fully developed as it could be
# Aftermath not as fully explored as it should be
# But what if the Investigators do descend into the tunnels?

Conclusion
# Solid detailed investigation undone by slightly underdeveloped climax and aftermath
# Engaging atmosphere of pervading small-time corruption

Miskatonic Monday #379: Arkham Fire

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: Steve Anderson

Setting: Arkham, 2025
Product: Scenario
What You Get: Forty-six page, 12.86 MB Full Colour PDF

Elevator Pitch: Conflagration Groundhog Day style!
Plot Hook: Rescue the girl! Rescue the mother! Get lost in time!
Plot Support: Staging advice, six pre-generated Fire Fighters, six NPCs, twelve handouts, two maps, one Mythos artefact, three Mythos spells, and one Mythos monster.
Production Values: Singed

Pros
# Action-packed mystery in time
# Good one-shot for a convention game
# Disjointed by intention, but well handled
# Good set-up
# Upgrade to a Hound of Tindalos?
# Chronophobia
# Capnophobia
# Pyrophobia

Cons
# Requires careful handling of intentionally disjointed nature

Conclusion
# The house is already burning. Setting it on fire is not an option.
# Time-fractured mystery with a conflagration looming in the here and now
# Reviews from R’lyeh Recommends

Monday, 27 October 2025

Miskatonic Monday #378: Walking the Streets of Arkham

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: Keith Craig

Setting: Arkham, 2025
Product: Scenario for Call of Cthulhu: Arkham
What You Get: Twenty-eight page, 2.06 MB Full Colour PDF

Elevator Pitch: The witch house that is the Arkham Women’s Shelter
Plot Hook: The pimp is dead; the prostitutes fight crime!
Plot Support: Staging advice, five pre-generated Investigators, two NPCs, six handouts, one Mythos tome, and two Mythos monsters.
Production Values: Plain

Pros
# Definitely falls under ‘Your Call of Cthulhu May Vary’
# Makes use of the Prostitute Occupation in the Call of Cthulhu Investigator Handbook
# Can be run with Investigators who are not prostitutes.
# Does not involve the Investigators engaging in prostitution
# Straightforward investigation
# Hemophobia
# Musophobia
# Necrophobia

Cons
# Definitely falls under ‘Your Call of Cthulhu May Vary’
# Controversial set-up
# Makes use of the Prostitute Occupation in the Call of Cthulhu Investigator’s Handbook
# Scenario is set in 2025, the cover and suggested sourcebook are not
# Pre-generated Investigator backgrounds underwritten
# Treatment of the Investigators’ world and prostitution is superficial
# Needs an edit
# Talanda Hughes’ disappearance is the scenario hook, but the Investigators do not find out what happened to her
# No clear solution
# No Sanity rewards

Conclusion
# Serviceable investigation let down by poor Investigator backgrounds and development of their world
# Controversial scenario whose ending and consequences could have been better developed

Jonstown Jottings #102: Talismans of Glorantha

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 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?
Runequest: Talismans of Glorantha is a short supplement for for RuneQuest: Roleplaying in Glorantha. It is by the same author of GLORANTHA: Trinkets from Dragon Pass.

It is a five page, full colour, 1.23 MB PDF.

Runequest: Talismans of Glorantha is reasonably presented, but it could have been better organised. It
needs a slight edit.

Where is it set?
Dragon Pass.

Who do you play?

Adventurers of all types who could come across these rare items.

What do you need?

RuneQuest: Roleplaying in Glorantha. It can also be run using the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure.

What do you get?
Runequest: Talismans of Glorantha is a description of seven talismans, or rather pendants which might be found in the world of Glorantha. However, it begins by noting that such talismans are rare in Glorantha, but it contradicts itself because in a couple of examples, the items are obviously much more common than being simply rare. For example, Farmer’s Help is given by Barntar’s God-talkers to farmers to help them defend their farms against bandits, wolves, and monsters, whilst the Pelorian Firmament is described as a traditional Pelorian amulet.

All seven talismans in this supplement come with publicly sourced image and two short paragraphs, one giving its description and the other its effects when worn. The entries vary in their effects, the best being quite low key. For example, the aforementioned Farmer’s Help has the very straightforward effect of increasing the distance that the wearer can throw rocks and stones. Whereas the very alien Alien Fear, come from another world where Chaos has won, grants the wearer who is wielding a spear or a sword and strikes a target to inflict a point of extra damage from acid and temporarily lower the Power attribute of the target. Any creature or person with the Chaos rune affinity is immune, which makes sense. What does not make sense is the wearer suffers no drawback for wearing a magical device linked to Chaos and if the wearer does have an affinity for Chaos, surely there should be an extra effect?

The talismans detailed in Runequest: Talismans of Glorantha vary in quality and usefulness, as well as development. More description of their histories and their legends would have been welcome, especially since they are meant to be rare. At least one is too powerful, and another, The Lady, which grants the ability to use and train others in the Courtesan skill as if wearer was a member of Uleria’s cult, begs the question, what does the cult of Uleria think of it?

Is it worth your time?
YesRunequest: Talismans of Glorantha is an inexpensive way of adding more magic to give Player Characters or NPCs minor powers that will enhance their legends.
NoRunequest: Talismans of Glorantha is simply too expensive for what you get and the entries too underdeveloped in terms of the setting. Plus, the Game Master could create her own with a little bit of research which are just as good.
MaybeRunequest: Talismans of Glorantha is expensive for what you get, but the Game Master might want to add a little variety to the treasure found or perhaps take inspiration from the treasures presented here and either develop more of their legend or create new ones of her own.

Sunday, 26 October 2025

Cthulhoid Choices: Lovecraftesque

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and Cosmic Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

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Lovecraftesque: A storytelling game of eldritch mysteries is not a traditional roleplaying game of Lovecraftian investigative horror or indeed of Lovecraftian horror, or even a traditional roleplaying game. Published by Black Armada following a successful Kickstarter campaign, it is a storytelling game in which the players create and tell the story of one person as he experiences a series of terrible, unknowable events born of Cosmic Horror. It is played without a Game Master, and it is played without the Lovecraftian Mythos, so no Cthulhu, no Mi-Go, no Deep Ones, and so on. There are both advantages and disadvantages to this approach. One is the lack of familiarity with the subject matter, but that also allows the players the freedom to be creative in terms of the Cosmic Horror and to directly avoid the issues of racism and xenophobia with both H.P. Lovecraft and his writings as inspirational as they are and have been in terms of horror writing and gaming. This also means that a play through of Lovecraftesque can be more representative of minorities should the players want that. Another is the lack of familiarity with the style of play, Lovecraftesque being a storytelling game, meaning that it is a collective endeavour rather than one in which players control individual characters trying to work together. In fact, Lovecraftesque is not just a collective roleplaying game, but a consensual one, since the players are working together to tell a single story, and they all need to agree on its telling. The play is also procedural in nature because the game is trying to tell a particular type of story. This requires a shift in perspective and style of play, but storytelling games—or ‘Indie role-playing games’—have been part of the hobby for over two decades now, so they are not new.

So how is Lovecraftesque played? It is designed to be played by three to five players who take in turns to assume one of three roles. The first is the ‘Witness’, the protagonist of the story, the second is the ‘Narrator’, who like a Game Master in a traditional roleplaying game will set the scene, portray NPCs the Witness will meet and interact with, but unlike a Game Master in a traditional roleplaying game will consult the third role, the ‘Whisperer’, whose task it is to help the ‘Narrator’ by adding atmosphere and details (but not clues), and by portraying NPCs as necessary. So, from one turn to the next, one player will be the Witness, one the Narrator, and one or more the Whisperers, depending upon player count. Lovecraftesque can either be played using a setting created from the game’s core cards or it can use a pre-generated scenario, of which there are several included in the game. Throughout the players will use Mystery Cards to add clues that the Witness can interpret, whilst at the same time, there will be moments where they each have the opportunity to ‘Leap to Conclusions’ and interpret the clues played so far to hypothesise and then later, revise, a possible explanation as to what might be going on.

The playthrough of Lovecraftesque is divided into three Acts. Act I is ‘Signs and Portents’ and consists of five Investigation Chapters during which the Witness will find clues as to strange things happening that suggest a secret horror. Act II is ‘Impending Doom’ and is much shorter, only three chapters long, but the clues no longer hint at something strange going on, but are more explicit and obviously weird. The third and final act, Act III, much longer than the previous two chapters combined, takes the Witness on a ‘Journey Into Darkness’, in which the horror becomes increasingly obvious, the Witness comes face-to-face with it and the truth is revealed in the ‘Final Horror’. The consequences of the ‘Final Horror’ are played out in the ‘Epilogue’, whilst in the ‘Conclusion’, everyone has the opportunity to discuss the game and the story and their ending. All this, including set-up, is designed to be played through in roughly two to four hours, the shorter playing time and regular structure making it suitable for a pick-up game, whilst the longer playing makes it suitable for a single session or even as a convention game.

This includes some set-up time as well. This not only involves creating a setting from the Core Deck or setting up a Scenario Deck to play through, but also covers a discussion on safety. This includes everyone contributing to a ‘Hard Ban List’ of things that one or more players do not want to see in the game and a ‘Soft Ban List’ of things that one or more players are happy to see mentioned in the game, but not dwelled upon or detailed. Both lists remain in view throughout the game, as do the ‘Erase Card’ and the ‘Stop Card’. The ‘Erase Card’ is used by a player to remove an element from play that he is uncomfortable with, whilst the ‘Stop Card’ is used when a player wants a break. In addition, the ‘Extras’ book includes short essays on ‘Lovecraft and Race’ and ‘Lovecraft and Mental Health’, which serve as introductions to their subjects and the controversies over both.

Lovecraftesque comes as a boxed set that contains a forty-four page ‘Rules’ book, a thirty-six-page ‘Extras’ book, ‘Playmat’, a ‘Story Token’, an ‘Active Player Token’, ninety-two Gameplay cards, six Scenario decks consisting of eighty Gameplay cards, pads for the ‘Main Character & Supporting Characters’, ‘Conclusions’, ‘Ban List’, ‘Setting & Locations’, and ‘Clues’. The ‘Rules’ book provides a complete guide to the game and how it is played, taking it from set-up through its three Acts to the conclusion. The ‘Extras’ book adds optional rules that allow for play by one or two players, with the solo option opening up the possibility of Lovecraftesque being played and recorded as a journalling game. There are notes too on playing this version with scenarios of the first edition of Lovecraftesque and even for legacy play in which the players will alter the cards themselves. It gives six scenarios that include a mystery in a dilapidated country house, in the last days of Pompei, a far future dive into a black hole, a parent’s frightful confrontation with their child’s imaginary friend, a mystery at a spa on the Yorkshire moors in World War 2, and a hunt for an artist in thirties Mexico who has gone missing below an ancient meteorite crater. These six have their own Scenario Decks and highlight the scope of Lovecraftesque and its flexibility. And that is confined to just the core box, before the players consider the expansions available from the publisher. In addition to the essays on ‘Lovecraft and Race’ and ‘Lovecraft and Mental Health’, the ‘Extras’ book includes a lengthy example of play that encompasses a whole game.

The roleplaying game’s cards are divided into several smaller decks. The ‘Story’ deck mirror’s fifteen or so chapters across its three acts and guide the players through the stages and procedures of playing Lovecraftesque. They are included as a mechanical prompt rather than a means to learn the rules. The ‘Role Cards’ define the tasks for each role and will be passed around as play progresses from chapter to chapter, whilst the ‘Rule Cards’ explain various aspects of the game. The ‘Erase’ and ‘Stop Cards’ from the ‘Rule Cards’ remain visible throughout the game, whilst the others are referred to when necessary and when they come up on the ‘Story Cards’. This referral to the ‘Rule Cards’ could have made a lot easier on the ‘Story Cards’, primarily by including the number of the cards as well as their names. The ‘Mystery Cards’ give the clues in simple fashion, along with possible suggestions. For example, ‘Murky History’, described as “Intriguing and bizarre records from the distant past.” also includes the suggestions, “Old photographs”, “Genealogical information”, “Deeds, plans, or other land records”, “Newspapers, reports, or journals”, or “History books”. The ‘Location Cards’ do the same for possible places, whilst the ‘Character Cards’ do the same for the ‘Witness’. Included amongst the ‘Mystery Cards’ are several ‘Special Cards’ each of which breaks the game’s rules. For example, ‘An attack’ enables the Narrator to inflict harm, including lethal during a scene that he will narrate, including on the protagonist—though they cannot die—which ignores the ban on deliberate harm under the ‘No Deliberate Harm’ and ‘Survival And Sanity’ rules, whilst ‘A surprising theory’ can be played at the end of Act I, ‘Signs and Portents’ to have each player pass his Conclusions to the player to his left, who then has to build on them as part of his play. This ignores the ‘Isolation’ Rule. These ‘Special Cards’ alter the narrative flow of the game and invariably give greater narrative control to a player at the point at which they are played.

The Scenario Decks include their pre-set ‘Setting Cards’ and ‘Main Character Cards’ as well as specific ‘Location Cards’, ‘Character Cards’, and ‘Mystery Cards’. Penultimately, the Playmat is marked with a Story Track for the roleplaying game’s three Acts, spaces for the ‘Erase Cards’ and ‘Stop Cards’, and the current ‘Story Cards’. The edge of the Playmat is marked with spaces to place the various other cards. Lastly, the oddest thing in Lovecraftesque is the ‘UV/blacklight flashlight’. It is intended to be used to discover hidden artwork on the box, Playmat, and the books. It is either an intriguing inclusion or one that is just a little creepy, depending upon your opinion.

Physically, Lovecraftesque is very well presented. In comparison to a more traditional roleplaying game, it feels a little light on artwork, but what there is, is good. It is well written, the play aids are useful, and everything is well explained. The components are of a good quality and the box even comes with a good storage tray with a lid which keeps the cards in place and has room for the expansions.

Since Lovecraftesque comes in a box and it uses cards as its prompts, it suggests that there is a limited amount of play that can be got out of it in comparison to a more traditional roleplaying game. In the case of the pre-set Scenario Decks that might be the case, but apart from those, a playthrough of Lovecraftesque only uses a limited number of the core cards each time, so there fair degree of replay capacity to the game and each time, the players are going to be telling a different story depending upon the ‘Location Cards’, ‘Character Cards’, and ‘Mystery Cards’ drawn as well as the ‘Mystery Cards’ played. Of course, what Lovecraftesque offers that a traditional roleplaying does not is narrative control. The ‘Narrator’ has primary narrative control throughout, but this shifts from chapter to chapter, allowing everyone to take role, plus the roles of ‘Whisperer’ and ‘Witness’ will have their own input too. The rotation of these roles also enables the players to see the story being told from different angles in a way that a traditional roleplaying does not. And this extends to the nature of the ‘Final Horror’ and the ‘Conclusion’. The players are working together to decide what that is, but there is a degree of secrecy to since unless the ‘A surprising theory’ ‘Special Card’ is played, each player keeps theirs hidden, but can still influence the outcome because they can play ‘Mystery Cards’ which best fit their Conclusions. It is almost a bit of hidden competition in a roleplaying game not designed to be competitive, but since every player is also playing ‘Mystery Cards’ to add clues, there is no winner to speak of and the determination of the final Conclusion is agreed by all of the players.

There is an element of Lovecraftesque cutting off its nose to spite its face by not including the traditional elements of Lovecraftian investigative horror and the Cthulhu, and not making it more attractive to a wider audience. There is nothing to stop the players from doing that should they agree to do so, but the point of Lovecraftesque is that it does not want to do that and that is very much not the aim of the authors. Instead, it wants to allow the exploration of the Cosmic Horror genre free of the Lovecraftian, even though its influences, rather than its elements, are present in the game. Ultimately, Lovecraftesque is a roleplaying game that is meant to be like Lovecraft, but not Lovecraftian. Which is fine, since there are multiple other games that offer that experience already. What Lovecraftesque: A storytelling game of eldritch mysteries offers is an opportunity to explore the Cosmic Horror genre from a different angle and via different means in a surprisingly comprehensive and handsome box.

Saturday, 25 October 2025

Jolly Green Giant

Five years ago, a great structure of translucent green crystal thrust itself up, or was expelled, out of the earth. In doing so, it smashed its way through a part of the city of Ballarad. The inhabitants of the city were in shock, but that changed over time. Some simply accepted its presence as part of the city and some became fascinated by it—especially once entrances were discovered in its side, whilst many saw it as an opportunity to make a living catering to the thousands who came to the city, wanting to explore the ruin. The ruin, just one more from the past Eight Worlds, became known as the Jade Colossus, and its reputation grew as discoveries were made by those venturing inside its labyrinth of tunnels, corridors, shafts, rooms, vaults, and more. Void Miners search the Jade Colossus for the mysterious, greenish-black Midnight Stones containing void energy that does not always obey the laws of physics—they can power other Cyphers (or drain them), they might contain a secret, they can heal a user, and they can even alter or mutate a user… They can also temporarily energise the great artefacts that can be found within the Jade Colossus. The Mouth of Exaltation is a giant, ten feet diameter mouth that constantly utters a stream of arbitrary verbiage—numbers, names, recipes, repair instructions, phrases, and terms—in a variety of languages known and unknown, and all seemingly answers to questions. The Hand of Fury is ten feet high and rotates through a series of gestures which appear to be fighting techniques, but could be more. The Eye of Transcendence is nine feet in diameter and looks into the viewer as much as the viewer looks into it, giving glimpses of the past, the present, and the future, granting knowledge, and even enhancing the intellect, but beware it blinking, for when its vision disappears, so do the viewers. These are the only known artefacts of the Jade Colossus, and they are closely guarded and watched over, whilst much of the rest of the structure remains unexplored.

Jade Colossus: Ruins of the Prior Worlds is published by Monte Cook Games and is a campaign supplement for Numenera. Specifically, it is written for use with the first edition of Numenera, but apart from page references, it is quite easy to run it using the second edition of Numenera Discovery and Numenera Destiny. As a supplement it does things. The first is to provide a campaign starter and setting that the Game Master can run in which the Player Characters explore a relatively recently appeared prior-world ruin and not encounter some of its already discovered mysteries and secrets, but go delving for more. For this, it provides new character options, either to be used at the start of a campaign or adopted later in the campaign as the Player Characters explore the Jade Colossus; details the city of Ballarad, its locations and inhabitants and factions, and their motivations; plot seeds designed to draw the Player Characters into exploring the Jade Colossus; and lastly, the major locations discovered within the Jade Colossus and the wonders and dangers of examining them. The second consists of descriptions of ten other great prior-world ruins that the Game Master can develop herself, and lastly, the ‘Numenera Ruin Mapping Engine’. The latter is a set of tables designed to help the Game Master map the interior of prior-world ruins, whether that is Jade Colossus, one of the other ten prior-world ruins described in Jade Colossus: Ruins of the Prior Worlds, or one of the Game Master’s own devising.

There is good advice on to use Jade Colossus: Ruins of the Prior Worlds, whether as campaign starter or a location to visit and explore, and several suggestions—or ‘tall tales’—as what the Jade Colossus actually is, all of them theories and ideas told and discussed by the inhabitants of Ballarad. These include the various body parts having been separated and the Jade Colossus used as a prison or that they are actually the first of several, multiple body parts not yet discovered, because the Jade Colossus is a factory that manufactures them. There are rumours too as what the known body parts are. Twenty campaign threads, from a young Aeon priest wanting to collect Midnight Stones to blast an easier way into the Jade Colossus rather than using an entrance controlled by one of the factions to a disagreement between a faction and Ballarad over whether or not to bring a disarticulated limb artefact out of the Jade Colossus to be the centrepiece of Emergence Day, the annual celebration of its appearance. These can be used to both start a campaign or worked into an existing campaign, giving the Player Characters multiple and ongoing reasons to interact with the people of Ballarad and explore the Jade Colossus. Combine these with the handful of opening scenes and the Game Master numerous options for opening set-ups.

If the weirdness of the artefacts within the Jade Colossus is not enough, the new foci for the Player Character is where is really gets weird. ‘Delved Too Deeply’ connects the Player Character to the void energy of the Jade Colossus, coiling underneath his skin, but leaves him unable to withstand any light; ‘Has Three Hands’ connects the Player Character to the Hand of Fury and gives him an extra hand, separate to his body, able to operate at his direction and perform various functions; ‘Speaks in Exaltation’ is gained by a Player Character after being humbled by the Mouth of Exaltation and grants him an extra mouth, that will sometimes speak for him, sometimes not; and ‘Taps the Void’ connects the Player Character to the Midnight Stones to enhance his armour, speed, and more. Whether taken at the beginning of a campaign or later, all four tie the Player Characters into the setting.

Both the city of Ballarad and the two factions that feud over access and control of the Jade Colossus are described in some detail. The Heritors are found across the Ninth World and seek to exploit prior-world ruins for betterment of society, but many see them as mere scavengers and thieves, whilst the Jade Protectors are a local group and want to keep the Jade Colossus safe from exploitation. Both are provided as employers and potential antagonists, but also organisations that the Player Characters can join. In comparison, the only parts of the Jade Colossus are fully detailed. They include ‘Wrenna’s Way’, a well known route to the Mouth of Exaltation mapped by a now missing explorer, all three sites of the artefacts, and the immediate rooms and corridors around them. Given that the Jade Colossus is the eponymous and primary focus of the supplement, this does not quite feel enough, but detailing the whole of the Jade Colossus is not the aim of the supplement.

Instead of detailing the whole of the Jade Colossus, what Jade Colossus: Ruins of the Prior Worlds instead gives the Game Master is the ‘Numenera Ruin Mapping Engine’. Linking off an exit in an already detailed location, such as ‘Wrenna’s Way’ or the area around the Mouth of Exaltation, the tables can be rolled on to determine main features, corridors, and rooms and their size, shape, and features—there are two lengthy tables for the latter. Further tables expand on the main features, so that the Game Master can create more detailed Abhuman colonies, accessways, energy discharges, explorer situations (or encounters), integrated machines, matter leaks, vaults and their contents, and more. Some adjustment is required to use the tables for other prior-world ruins, but these tables will very effectively expand the Jade Colossus and create adventure spaces for the Player Characters to explore.

Besides detailing the Jade Colossus itself, the supplement also describes ten other prior-world ruins of the Ninth World. They include the ‘Changing Road’, a cylindrical interdimensional corridor of varying width and character that potentially has exits everywhere; the ‘Dead City’ is an ancient settlement rendered uninhabitable by random shifts in gravity; and the ‘Fissure of the Crystal Angel’ is a wide chasm spanned by a transparent synth bridge and home to the entity known as the Crystal Angel who appears above the bridge to perform wondrous music at the apogee of a series of concentric tracks that it constantly rides. Some come with notes on how to use the ‘Numenera Ruin Mapping Engine’ with, for example, the locations of the ‘Changing Road’ only have one exit and that is always down the corridor, whilst the corridors and tunnels of the ‘Dead City’ should be renamed streets and roads. Any one of the ten prior-world ruins could easily be added to a campaign, but all require development to be fully usable.

Physically, Jade Colossus: Ruins of the Prior Worlds is very well presented as you would expect for a Monte Cook Games’ book. The book is engagingly written, the artwork is excellent, and the sidebars are effectively used to provide extra information, links, and stats.

If there are any issues with Jade Colossus: Ruins of the Prior Worlds, they are minor. One is that the supplement does not give the complete guide to the Jade Colossus and there is no beginning, middle, and end to its exploration. Yet it is not designed to be a complete adventure or campaign, a ‘techno-dungeon’ if you will, but a starter-kit that the Game Master can use to drive a campaign or simply have her Player Characters visit. Another is that there is no definitive explanation of what the Jade Colossus actually is, but again that comes back to the toolkit nature of the supplement. It is up to the Game Master to decide what the core mystery of the Jade Colossus is or if she actually wants to decide what it is. Even then, the Player Characters may never even discover what it might be or even want. Discovering some of its secrets might be enough.

Jade Colossus: Ruins of the Prior Worlds is several things. An introduction to prior-world ruins in Numenera, a description of one of these prior-world ruins and the town it dominates, a campaign starter, a location to add to a campaign, and a toolkit to generate the insides of prior-world ruins, whether those mentioned in the book, or one that the Game Master creates. It has an amazing versatility and provides the Game Master with everything to get started with all that the supplement is designed to do, which is, to delve into the future dungeons of the past.

Friday, 24 October 2025

Friday Fantasy: Life-Paths

Character creation is not always as easy as you might want it to be. Not necessarily because of the rules or the mechanics, but because it can be challenging to create interesting characters—both for the player creating and roleplaying the character and the other players and their characters. This is not a criticism per se of any particular rules system or roleplaying game, as they invariably provide the solid, mechanical basis for a character. Of course, background and key elements of a character’s personality can come about during play, but initially, it can be difficult to differentiate between one fighter and another, one cleric and another, one wizard and another. It all comes down to inspiration and sometimes, that can be lacking. Some roleplaying games provide the means of creating further background details for a character, many do not, and some are somewhere in between. For example, ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library, is somewhere in between. It has a Background Table, providing a simple, one-line description of who or what your characters is, but what if you want to go further and want a bit more detail? One option might be Life-Paths: A ShadowDark Supplement.

Life-Paths: A ShadowDark Supplement is from Burning Light Press, which though written for use with ShadowDark would work with a lot of other retroclones from the Old School Renaissance. Published a successful Kickstarter campaign, this supplement presents potential backgrounds and lifepaths for Wizards, Fighters, Priests, Thieves, Bard, Rangers, Witches, Warlocks, Knights, Shamans, and Heroes, for a total of eleven basic options. Obviously, it covers the four Classes from ShadowDark—Fighter, Priest, Thief, and Wizard, but goes further. None of the four core Classes are restricted to the four associated lifepaths in Life-Paths: A ShadowDark Supplement, so a player could create a Wizard and then select the Witch or Warlock Lifepath instead of the Wizard and similarly a Fighter could be combined with Bard, Ranger, or Knight Lifepaths. So, there is plenty of flexibility here. There is even more however, if Life-Paths: A ShadowDark Supplement with the Player Companion for ShadowDark. This add more Backgrounds to the standard Background Table, but details some thirty-six new Classes for ShadowDark, including Archer, Assassin, Beastmaster, Berserker, Brigand, Buccaneer, Burglar, Charlatan, Conjurer, Druid, Elementalist, Enchanter, Explorer, Gladiator, Mage, Mariner, Monk, Mystic, Necromancer, Noble, Oracle, Pugilist, Ranger, Rogue, Savage, Scholar, Scout, Shaman, Soldier, Sorcerer, Spy, Squire, Thug, Urchin, Valkyrie, and Witch. All of which could easily be combined with a Lifepath from Life-Paths: A ShadowDark Supplement.

A standard First Level Player Character looks like this:

Name: Baergurn Boulderkin
Class: Fighter Level: 1
Ancestry: Dwarf Background: Soldier
Alignment: Lawful
Armour Class: 13 Hit Points: 9

Strength 12 (+1) Dexterity 07 (-2) Constitution 16 (+3)
Intelligence 13 (+1) Wisdom 11 (+0) Charisma 08 (-1)

Abilities: Weapon Mastery (Axe), Grit (Strength)
Equipment: Chainmail, Shield, Greataxe (1d8)

Each Path offers a route from Childhood through Adolescence to Adulthood, as well as an optional Bonus Path. At stage, the supplement gives a player a mix of choices and random outcomes. There are events that can end in success or misfortune. In general, the spellcasting Classes have two paths during the Childhood step rather than three and some of them have to make more choices than other Lifepaths. For example, the Ranger also needs to have his preferred terrain rolled for, the Warlock his Patron, the visions for the Shaman. So, for example, the Witch’s Path begins with her either being ‘Taken’ as a child or ‘Born’ into a coven. If ‘Taken’, the connected event might be because of a blood debt or the witch was stolen, but if ‘Born’, the witch followed her mother into the life, or her connection occurred all of a sudden. This is followed by a roll. On a success, the Witch was prepared for this if ‘Taken’, but exchanged a poor home for a better one if stolen, but on a failure, the ties with the new family are a curse if ‘Taken’ or to have suffered a childhood dominated by memories of loss ‘Born’. This format is followed throughout, but beyond Childhood, the Player Character gains a bane or a boon at each stage depending upon the roll. For example, the Witch can a bonus to the Hit Points for her familiar or lose more Hit Points herself when restoring her familiar to life; improve or worse her spellcasting Difficulty Class; know more or fewer spells; and so on. The combination of events and a boons and banes create not just the basics of a Player Character’s background and life story, but also what he learned from the experience.

A First Level Player Character with the benefit of the tables from the Life-Paths: A ShadowDark Supplement looks like the following and has the following background. Baergurn Boulderkin is of common stock, following his parents into service as guards and (Misfortune) they drilled a strong sense of duty to him, but too much some say for his own good, instilling in him an intolerance of criminals and a staunch stubbornness. As a young Dwarf, he was mugged by thugs, but readily raised his fists and fought them until his friends joined him. His stockiness stood him stead he withstood a beating (Success/Maximum Hit Points). His Young Adulthood was spent as a Mercenary, signed up to company to defend a realm and fight off evil. Yet the numbers of the enemy were too great, and innocents began to die at the hands of the Goblin hordes and even to this day Baergurn Boulderkin’s morale will break if he sees innocents die (Misfortune). What followed was a period of ‘Endless Slaughter’ when he went after the gang of goblins that plagued the area and tried to end their madness. Baergurn Boulderkin found them drunk and squabbling over dice and he took his axe to them, staining him in their blood from head to foot. To this day, he always acts first when outnumbered (Success).

Name: Baergurn Boulderkin
Class: Fighter Level: 1
Ancestry: Dwarf Background: Soldier
Alignment: Lawful
Armour Class: 13 Hit Points: 13

Strength 12 (+1) Dexterity 07 (-2) Constitution 16 (+3)
Intelligence 13 (+1) Wisdom 11 (+0) Charisma 08 (-1)

Abilities: Weapon Mastery (Axe), Grit (Strength)
Equipment: Chainmail, Shield, Greataxe (1d8)

Every Lifepath is accompanied by an alterative trilogy of tables with simple results, one each again for Childhood, Adolescence, and Young Adult. These are faster and easier to use, but not as much fun or full of flavour.

Physically, Life-Paths: A ShadowDark Supplement is well presented and decently written. It is lightly illustrated, the best pieces prefacing each Lifepath.

Life-Paths: A ShadowDark Supplement adds a lot of detail and flavour to every Player Character and will help to bring them to life and give a player hooks and details that will help him roleplay the character. Plus, the uncertainty of a character’s life to date is always fun to roll up and create. On the downside, although every player can use it, it does add a further degree of randomness and imbalance, so that not every character is going to be equal in terms of boons and banes. Thus, the use of Life-Paths: A ShadowDark Supplement should be agreed upon by everyone. Nevertheless, for the group that wants to add more colour and detail to their Player Characters, Life-Paths: A ShadowDark Supplement more than supports that, giving them a history and making them interesting.

Friday Filler: Don’t Talk To Strangers

School has finished for the day, but your parents are not going to be home from work for hours yet. As a ‘latchkey kid’ you have to make your own way home or to the library or the pool or the afterschool pep rally, and that would be fine any other day. After all, your parents trust you and they have warned you to be careful of strangers, so you have been successfully making your way home from school for ages and without any problem whatsoever. Not today though! There are proper strangers on the prowl for little kids today. Otherworldly strangers with spindly, hairless green bodies and big black, unblinking eyes. In other words, little green men from outer space ready to abduct the children and whisk them away in their flying saucers. This is the set-up for Don’t Talk To Strangers, which is published by by Cryptozoic Entertainment and is part of the first trilogy of games—along with Let’s Dig for Treasure and Let’s Summon Demons—based on the art of Steven Rhodes, noted for its sly, subversive dig at the social attitudes and fears of the seventies and eighties. Published following a successful Kickstarter campaign, it is designed to be played by between one and four players, aged fourteen and up. The aim of the game is for a player to get as many of the thirteen kids under his charge to the homes, pool, park, pep rally, or library where they will be safe—for the most part—whilst avoiding their being abducting and perhaps ensuring that other kids get abducted instead, and ultimately, at the end of the game, score as many points as possible. A game can be played in twenty minutes or more, depending on the number of players. The aim of the game is for a player to get as many of the thirteen kids under his charge to the homes, pool, park, pep rally, or library where they will be safe—for the most part—whilst avoiding their being abducting and perhaps ensuring that other kids get abducted instead, and ultimately, at the end of the game, score as many points as possible.

Don’t Talk To Strangers consists of an eleven by seven-and-a-half-inch, double-sided board, a deck of one hundred cards, ten Stranger Tokens, fifty-two Kid Tokens, one Flying Saucer Coin, and a twelve-page mini-rulebook. The board shows the various homes, other locations, streets, bus stops, and Stranger spaces surrounding the kid’s school. Most locations in the board will score a player points at the end of the game, from the seven points of North End Mansion to the single point of the Library or spots in the South Pool. In addition, some locations grant extra benefits if a player has a kid there. For each kid in the Library, a player will increase his hand size by one, whilst for each kid in the South Park, he can increase the number of kids he has in place. The Stranger spaces are where the Strangers will land when a ‘Stranger Sighting’ card is played. Any Kid on a Stranger space when this occurs is abducted and out of the game and the presence of the Stranger on the Stranger space blocks movement through that space. The board is double-sided, the ‘Board B’ having a more complex layout and more Stranger spaces.

Most of the game’s cards are movement cards. For example, ‘Skateboard’ allows a player to move a Kid three spaces; ‘School Bus’ enables him to move a kid between any two Bus Stops; and ‘Hop the Fence’ lets him move a kid one space, but this can effectively be through a wall! A ‘Stranger Sighting’ means that a Stranger has been spotted and has to be added to the board on a ‘Stranger Spot’, whilst a ‘Saucer’ card forces a player to target a kid on the board, who can be from anywhere on the board, including those on a scoring space. He then flips the Flying Saucer Coin and if it lands ‘Saucer’ face up, the Kid is abducted out the game.

The game begins with each player having three cards and a Kid on the ‘Start’ space which is the school. On his turn, a player can do one of two things. One is to add a Kid to the ‘Start’ space, the other is to play a card. A player can only have one Kid in play. A Kid on a scoring location does not count towards this limit and a player can increase the number by gettinga Kid to the South Park location. Most of the time a player will play a card, move a Kid, and draw back up to his hand. However, if a ‘Stranger Sighting’ or a ‘Saucer’ card, he must play them immediately and resolve their effects. It is possible for a player to draw multiple ‘Stranger Sighting’ or ‘Saucer’ cards depending how the deck has been shuffled.

The continues until one player has managed to get all of his Kids to scoring locations, but very much more likely, all of the Stranger location cards have been filled—ten on ‘Board A’, eight on the more difficult ‘Board B’. At this point, each player totals the score he has from the Kids he has on scoring locations, and the player with highest score wins.

None of this game play is very challenging—if at all nor does it offer very in the way of variation. This makes the game better suited to a younger audience or a family audience, whilst the lack of variation means that more experienced players are unlikely to want to play it again.

Physically, Don’t Talk To Strangers is well presented. The rulebook is short and easy to read, and includes an example of play as well as explanations of what the various cards do. The artwork, with its bright, bold colours, is excellent, Steve Rhodes’ illustrations are excellent.

Don’t Talk To Strangers is underwhelming, both in terms of its limited game play and its humour. One of the pleasures of the games in this line is Steve Rhodes’ illustrations which are invariably sly and subversive. Not so in this game where only one card stood out, which is ‘New Step-Dad’ card which enables a player to move any Kid, including that of an opponent, from a Home or Mansion location to an empty Home or Mansion location, so changing their score valuable at game’s end. This has a witty element of social commentary that will hit home for some players—whether children or adults of a certain age—and which the other cards in the game lack.

At best, Don’t Talk To Strangers is an average filler game, at worst, the one in a gamer’s library which completes his collection of all six Steve Rhodes-themed games from Cryptozoic Entertainment. It is certainly far from the best in the series.