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Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts

Sunday, 12 July 2026

Realms of Resistance

As the Third Age draws to a close and the Shadow stretches out across Middle-earth, in the west, there remain three bastions of Light. The Elder Days when the Elves once sang and danced under the canopy of the forests that stretched the whole of Middle-earth are long gone, their numbers greatly reduced in the wars against Sauron and his predecessors and by the loss of hope that led others to take the secret paths and ways to the Grey Havens, and from there sail into the West and find peace in the Undying Lands. For those that remain, the Long Defeat yet looms over them, the triumph of Sauron and Shadow, even as they take refuge under the protection of four great Elf lords and ladies, protected by the greatest magic of all—the Three Rings! These are the Elven Rings of Power, forged in the Second Age by Celebrimbor in Eregion—Vilya, Narya, and Nenya—hidden away and untouched by Sauron. Worn respectively by Elrond, Círdan the Shipwright, and Galadriel, they have each used their Ring of Power to protect their realms—Rivendell, Lindon, and Lothlórien—against unwanted change. They remain long into the Third Age and are the subject of Realms of the Three Rings.

Realms of the Three Rings is a setting supplement for The One Ring: Roleplaying in the World of Lord of the Rings. Published by Free League Publishing, it expands upon the setting material given in the core rulebook for The One Ring and Ruins of the Lost Realm, the regional guide to the lands of southern Eriador, and adds depth to the background of any Elven Player Character in a campaign for The One Ring. There is scope for the lords of these Realms to become Patrons to the Player Characters, for non-Elves to become Elf-friends, and potentially some of the secrets that these lords hold. Of course, the Realms are not safe and even as they feel inviolable, Sauron and the forces of Shadow plot to undermine them and Realms of the Three Rings details three of these plots. Nine landmarks are described, some of which are tied into the three plots, some of which are located within the Realms. Lastly, the supplement offers options for the player, but in the main, Realms of the Three Rings is primarily a book for the Loremaster.

Ruins of the Lost Realm begins with a history of the Eldar from the Elder Days to the Twilight of the Third Age and what is surprising about it is that it kept to just two pages. It could have been much, much longer given how lengthy and detailed the history of Elves is in Middle-earth lore, but to be fair that history is available elsewhere and much of it is unlikely to have a direct effect upon a Loremaster’s campaign. This does not mean that the Loremaster cannot instead do her own research and bring elements of that history into play, because effectively that is what the authors of Ruins of the Lost Realm are doing. Their focus is upon the Three Rings of Power, how they were created by Celbrimbor, and the rise of Sauron as he used his own ring to subvert the Free Peoples of Middle-earth. It may not be an extensive history, but is enough here at least.

The influence of Three Rings of Power can be seen in the strange experience of staying in one of the surviving Elf-lands. There are literally a timelessness and an introspectiveness to the Realms that means that visitors will often initially feel overwhelmed by its apparent idleness and lack of urgency. In time, they either learn to live in step with it or never quite shake of its dream-like feel. The timelessness also means that visitors are never quite aware of how much time passes whilst they are there, weeks passing by before they are ready to leave again. There benefits to staying in an Elf-realm though. When a Company visits one of the three realms, it automatically triggers a Fellowship Phase. One of the things that that Player-hero can do is the Heal Scars Undertaking and remove a Shadow Scar. However, this is in addition to whatever Undertaking the Player-hero wants to do. It costs Adventure Points to do so. Otherwise, Player-heroes who are not Elf-friends or native to one of the realms cannot spend their Yule Fellowship Phase there.

Each of the three realms—Rivendell, Lindon, and Lothlórien—is richly detailed with information about its numerous locations, its Ring of Power, notable figures, and more. For example, the description of Lindon includes details of the Nine Houses of Mithlond, guild-like organisations that regulate labour and professions, organise festivals, sponsor festivals, and more. These are a ready source of NPCs and possible plots should the Loremaster decide to develop them. Of the three realms, Rivendell is the most well-known, having previously been detailed in The One Ring Loremaster’s Screen & Rivendell Compendium, but it makes sense have it described here with the other two Elf-lands. That said, Realms of the Three Rings does not simply reprint the previously presented information, but expands on it to detail the wider hidden valley of Imladris, so now the Player-heroes can spend time with Gandalf sharing stories and music under the Hoary Old Chestnut, and perhaps hear a rumour or whisper on the wind, or follow the sound of the Piper in the Woods. Of the three realms, Lothlórien is the most mysterious and the most closed off, understandable given its proximity to Moria. Indeed, given that proximity, the Loremaster may want to have Realms of the Three Realms close to hand if she is planning to run Moria – Through the Doors of Durin. Much like the Fellowship, Player-heroes here may receive the Gifts of Galadriel if they take the Meet Patron undertaking and one Player-hero and his Fellowship Focus can even ne allowed to look into the Mirror of Galadriel. Of course, there is a chance that the Player-hero will see a harrowing vision, scarring him as much as it does give him insight, but looking into the mirror is a momentous event and should be treated as being very special.

One nice touch is that although all three realms are described as unyielding and unchanging, each includes a table that adds a fitting random element. For Lindon, this is ‘Exploring the Markets’ giving a range of interesting traders and craftsmen to buy from and learn from; for Rivendell, it is ‘Many Meetings in Rivendell’, a table of NPC types that the Loremaster can develop; and in Lothlórien, there are ‘Elf-Minstrel Songs’ that the Player-heroes may be lucky to hear. These add a little variation and again, can be developed further by the Loremaster to add extra detail and flavour.

The encroaching nature of the Shadow comes to the fore in Realms of the Three Realms with a plot directed at the Elven realms, each intended by Sauron to bring ruin to the Elves. Each includes some background and explanation of the plot, stats for the NPCs involved all of them nasty and evil in their own way, and a timeline that stretches twenty years into the future from 2965 TA. These are set-ups more than anything else, but they are detailed set-ups whose suggested plots and events can be woven around other adventures. As expected, these are particularly strong storylines for Player-heroes who are Elves, exposing them to some of the vile fates that Sauron and his minions have inflicted upon their fellow Elves. In ‘Perils of the Last Road’, Sauron sends Morlhoss, the Dark Whisper, a vengeful, spurned Elven spirit, and Zagruk, the Voice From Beyond, a gifted Orc Sorcerer who bears The Mask of Spirits, an iron mask that enables him to become a host for Morlhoss, to prey upon those Elves who have decided to journey into the West, making travel difficult across the Misty Mountains in particular. The Dark Lord targets Rivendell in ‘Memories of Ancient Wounds’ as he sends Cauthlin, an ancient spirit known as the weasel-lady, to take her revenge on the Elves of the Last Homely House. Playing on his grief at the loss of his wife, Celebrián, and fears of the possible loss of his daughter, Arwen, Sauron hopes that Elrond can be drawn out of his refuge where he will be vulnerable. In ‘Old Hatreds May Still Breed War’ sees Sauron drive a wedge between the Elves of Lindon and the Dwarves of the Blue Mountain when an Elf, recently escaped from captivity of the Orcs of Mount Gram, claims to have seen a great hoard of Dwarven arms, armour, and treasure in the Orc hold and that the Dwarves must be paying tribute to Mount Gram! This is an insult that cannot stand on either side as the lack of wisdom amongst the young Elves and their yearning for valour and glory pushes them into confrontation of the infamous stubbornness of the Dwarves.

All of the NPCs are nicely drawn here and it should be noted that not all of the villains are totally and utterly villainous. There is a path to redemption for some of them, though not all. Cauthlin, the weasel-lady, is genuinely evil and that is clear from the unsettling illustration of her that accompanies her description. If there is a downside to the three plots, it is that Lothlórien does not receive one, though given how closed off and inaccessible that realm is, it may be that Sauron has not yet devised a scheme which he thinks will make it vulnerable.

Lastly, Realms of the Three Rings details nine Landmarks, adventure sites across Eriador. Some of these can be tied into the plots described in the previous section. For example, Ost Breniellin is a fortress that guards Lindon’s north and is home to the House of Exiles, who now make the accusations against the Dwarves of the Blue Mountains in ‘Old Hatreds May Still Breed War’, whilst ‘The Valleys of the Dwarves’ is home to the accused. ‘The Singing Stones’ are Elven ruins on the edge of the Misty Mountains where songs can be heard in dreams, but not remembered, and is where an NPC tied to the plot of ‘Memories of Ancient Wounds’ could be encountered, whilst events later in that plot can play out at ‘The Wailinghole’, a worked cave network that has been turned into an outpost by the Elves of Rivendell and has secrets of its own. ‘The Winter-horn’ is both a sound and a place in the High Pass of the Misty Mountains, whose sound is said to be strong enough to keep giants at bay, and perhaps can be found as part of the ‘Perils of the Last Road’ plot, as can ‘Whitehorn Hay’, a farm where Men welcome Elven visitors.

The others include ‘The Palace of the Sea-birds’ is the ruined island home of an old Elf-lord, now the seat of King Arovall, a massive seagull who rules over all of the region’s seabirds; ‘The Vineyards of Glauria’ sit high on the side of the valley above Rivendell where the ancient winemaking practices of the Eldar are still continued to this day; and ‘The Falls of Nimrodel’ lie on the edge of Lothlórien, potentially a place of refuge from nearby Moria, whilst the nearby ‘The Ruins of Dwarferry’ details an ancient Dwarven crossing point across the Anduin. Where most of these Landmarks are given a location, both ‘The Hollow Wood’, a refuge for Elves on the road westwards, and ‘The Isle of the Sorceress’, a refuge of a more mystical nature, can be placed anywhere by the Loremaster.

Finally, the appendix adds options for the Player. These include two new Heroic Cultures. One is the High Elves of Rivendell, which previously appeared in The One Ring Loremaster’s Screen & Rivendell Compendium, whilst the other is the Elves of Lórien. The High Elves of Rivendell have the Cultural Blessings of ‘Elven-Wise’, able to spend Hope to achieve a Magical success with a skill roll, but also ‘Beset by Woe’, meaning that their long memories cannot forget the mark left by the Shadow on their spirit, limiting when they can remove Shadow points. Their notable Virtues are ‘Artificer of Eregion’, enabling a Player-hero to craft Marvellous Artefacts like the Elven-smiths of old or identify qualities about a Marvellous Artefact or Wondrous Items, and ‘Might of the Firstborn’, which lets a Player-hero expend Hope to negate a point of Hate or Resolve spent by a foe to activate a Fell ability. The Elves of Lórien have a single Cultural Bless, that of ‘Tree-People’, which lets a Player-hero spend a point of Hope to achieve a Magical success with a skill roll when in a forest, but more Virtues to choose from. These include ‘Lembas’, gaining access to the famous waybread after spending time in Lothlórien; ‘Deadly Archery’, granting the ‘Prepare Action’ with a bow whilst in the Rearward Stance as a secondary action; and ‘Favour of the Lady’, which grants the blessing of Galadriel to gain more Hope points during the Fellowship Phase, but at a cost of an extra Shadow point, which can be negated by returning home. There is a lot of flavour to both Heroic Cultures, enabling players to create interesting Player-heroes. The last item in the appendix is ‘Elf-Lords in Solo Play’, a guide to creating powerful Elves born in the First and Second Ages who have yet to make the journey West. These are specifically designed to work with the solo rules for The One Ring—called ‘Strider Mode’—and enable a player to roleplay a much more powerful figure who can more readily face greater foes. It is a welcome new option for the ‘Strider Mode’.

Physically, Realms of the Three Rings follows the look of The One Ring: Roleplaying in the World of Lord of the Rings with an almost parchment look upon which the pen and ink art sits beautiful artwork, some of which, like the depiction of the weasel-lady is quite unnerving. The cartography is also very good.

If there is an Elven Player-hero in the Company, Realms of the Three Rings is a supplement that his player will want his Loremaster to purchase. It places the Elves in the spotlight in the Third Age of Middle-earth, a place that ironically, they would rather avoid. It not only details their realms as places to visit, but provides the Loremaster with the means to bring their reticence, their waning hope, and their elegance into play and develop her campaign around their included plots. Realms of the Three Rings adds depth and detail to Eriador, scope for Elven Player-heroes to shine, and other Player-heroes to explore their grandly elegant, but declining world.

Friday, 12 December 2025

The Other OSR: Eye of the Aeons

Troika!
is both a setting and a roleplaying game. As the latter, it provides simple, clear mechanics inspired by the Fighting Fantasy series of solo adventure books, but combined with a wonderfully weird cast of character types, all ready to play the constantly odd introductory adventure, ‘The Blancmange and Thistle’. As the former, it takes the Player Characters on adventures through the multiverse, from one strange sphere to another, to visit twin towers which in their dying are spreading a blight that are turning a world to dust, investigate murder on the Nantucket Sleigh Ride on an ice planet, and investigate hard boiled murder and economic malfeasance following the collapse of the Scarf-Worm investment bubble. At the heart of Troika! stands the city itself, large, undefined, existing somewhere in the cosmos with easy access from one dimension after another, visited by tourists from across the universe and next door, and in game terms, possessing room aplenty for further additions, details, and locations. One such location is Eye of the Aeons.

Eye of the Aeons is the third entry in a new series of scenarios for Troika! from the Melsonian Arts Council begun with Whalgravaak’s Warehouse and continued with The Hand of God. This is the ‘1:5 Troika Adventures’ series, which places an emphasis on shorter, location-based adventures, typically hexcrawls or dungeoncrawls, set within the city of Troika, but which do not provide new Backgrounds for Player Characters or ‘Hack’ how Troika! is played. Eye of the Aeons lives up to these tenets, in that it is a dungeoncrawl that takes place in a single castle location, but arguably fails to live up to these tenets by not actually being set in the city of Troika, but in the rubbish and detritus strewn wastes beyond the city’s extensive walls. The location is the Manse of Mirrors, a walled castle consisting of seven domes and three towers that is home to Queen Yanwa of the Cyclopes. It is of particular interest to the Wizards of the College Illuminate, a minor school of magic in the city of Troika, because it also houses the Eye of the Aeons, a mysterious prism of immense power said to be cause of the Red Eye Curse that afflicts some of the college’s members. ;Victims of this curse randomly shoot a fire bolt that pierces armour, which makes them a danger to others. ;Queen Yanwa of the Cyclopes also suffers from the Red Eye Curse, but is rumoured to dole out an elixir that cures or at least alleviates the ailment, attracting many sufferers, known as ‘Burning Eye Pilgrims’ to the manse in the hope of relief. Unfortunately, Queen Yanwa has been beset by rebellion, not once, but twice. The Cyclopes’ former servants, the Anthropophagi, which have four arms and hands and no legs, so always walk on their hands, a single eye and a mouth in their stomach, and no head, have rebelled and set up their own kingdom in the manse, where they squabble and fight, and regularly hold elections to see who the new Jub-Jub will be. Worse, Yorg the Usurper has dethroned Queen Yanwa, and studies the Eye of the Aeons in hopes that it will repower his golden barge and enable him and his compatriots to escape to the Outer Spheres where he hopes they will be safe from the fate ordained for him. Add in rumours of a Chaos Godling at the heart of the manse, a missing wizard’s apprentice, and treasures said to be hidden within its walls, and the Manse of Mirrors sounds like an intriguing place to visit and explore.

Getting the Player Characters to the Manse of Mirrors requires some set-up. Several hooks are given, ranging from shattering the mirrors in the manse to prevent something terrible from approaching this sphere to finding a cure to the Red Eye Curse by asking Yorg the Usurper. One or more of these can be used to drive the Player Characters to explore the manse and interact with its factions, who though opposed to each other maintain a rough truce between themselves, barring the odd raid or Queen Yanwa’s Cyclopes deciding to turn the mighty weapon atop the Gun Tower on somewhere in the Manse. That said, the ; obvious starting point and entrance into the Manse is not as clearly signposted as it could be and the factions, the relationships between them. and what they want are not as clearly explained as they could be. Which is a pity because it hinders the set-up process and getting the Player Characters involved in Eye of the Aeons.

The likelihood is that the Player Characters will begin at the Burning Eye Pilgrims’ Camp in one of the ruined tower, though there are other options as how they might enter the Manse. Here they can pick up rumours, interact with the members of the various factions, and begin to learn more about the situation within the Manse. Beyond this the grounds of the manse are split between a very large pond and an equally large, but overgrown garden. The pond is dominated by the boathouse, home to the rowdy Anthropophagi, and the blind boatwoman who sees beauty in ugliness and ugliness in beauty and cleanliness, and who prefers to be paid in trinkets and eyes. The garden is an oasis of calm by comparison. The Manse, though, is dominated by its nineteen towers, many of them in ruins, some of them containing mounds of rubbish and rubble, and some home to the rival factions of the Cyclopes. Others though house sets of mirrors, set up in differing fashions, sometimes to hold an object in place between them, sometimes to hold something or someone within. The mirrors form the major magical element of the scenario and finding the way to operate them will grant access to some of the secrets in the Manse of Mirrors.

There are some nasty surprises to be found and dangers to be encountered in the walls of the Manse of Mirrors, but Eye of the Aeons is not a scenario that drips with menace or suffers a sense of impending doom. Rather, the Manse of Mirrors feels forlorn, run down, and forgotten, the last refuge of a fallen Queen, that the Player Characters can explore and pick over, perhaps siding with one faction or another as they attempt to fulfil their objectives within the manse. This will expose them to the weirdness and wonder to be found in the Manse of Mirrors.

The scenario is supported by stats the various faction members in the Manse of Mirrors, as well as the enemies that the Player Characters might face. There is a list of new equipment too, but many of the items to be found within the manse’s walls are drawn from the Troika! rulebook.

Physically, Eye of the Aeons is very well presented. The layout is tidy and the artwork is excellent.

Eye of the Aeons is far from a bad adventure, but in comparison to other scenarios for Troika! and its ‘1:5 Troika Adventures’ series, it does not grab the reader and make him want to run it. Unlike the first two entries in the series, it lacks the enthrallment of a good elevator pitch and its set-up needs development itself to motivate the players and their characters to want to explore the Manse of the Mirrors. None of that is beyond the ability of a good Game Master to fix, and if that is done, Eye of the Aeons is a quiet, eerie manse meander punctuated by hullabaloo and horror.

Sunday, 12 October 2025

Moria on my Mind

Moria looms deep and long in our imagination. When we think of dungeons, we always think of Khazad-dûm, the grandest Dwarven city in Middle-earth, built into the Misty Mountains by Durin the First, which rose to be an ancient, thriving kingdom of Durin’s Folk. Only to be undone by a greed for the greatest of metals—Mithril, that would breach the home or prison of a beast or spirit, a thing of such evil that it once served the Dark Lord, Morgoth. This was the Balrog and it rose, climbing from the depths up the shafts and along the tunnels, even down the road that the Dwarves had the length of the city, burning to ash all before it, including those stalwart defenders who stood to protect the city and what it stood for, even as others fled their home and the Misty Mountains, to become refugees across Middle-earth. From the beginnings of its foundations in the First Age to the day Durin’s Bane killed or drove all of the Dwarves from the city, and killed Durin the Sixth, Khazad-dûm had stood for seven thousand years. It only took two for the Balrog to undo that in the years of the Third Age. The Elves named it ‘Moria’ or ‘Black Pit’ and it has stood for another two thousand years since, its halls once lit by Dwarven artistry and craftsmanship, now dark and cold, stained by fire and Shadow, infested by Orcs and Goblins and worse. It is the year 2965 of the Third Age. It will be another twenty-five years before Dáin II, King Under the Mountain, gives permission for Balin to mount his ill-fated expedition into Moria and another fifty before Gandalf the Grey will lead the Fellowship of the Ring through ancient Dwarven halls, but interest in what still resides inside is growing, if ever really went away.

Moria – Through the Doors of Durin is a setting and campaign supplement for The One Ring: Roleplaying in the World of Lord of the Rings. Published by Free League Publishing following a successful Kickstarter campaign, it won the 2025 Gold Ennie Award for Best Cartography and 2025 Gold Ennie Award for Product of the Year. What it does is present a complete dungeon, but not in the traditional roleplaying sense of every corridor, every room, every trap, every threat, and every treasure being presented in detail. Instead, it presents Moria as a realm all of its very own, much like Rhovanion, the region East of the Misty Mountains or Eriador, the region to the West of the Misty Mountains. It has history—so much history, it has lore—so much lore, it has secrets—so many secrets, it has landmarks, it has monsters, it has factions, all of which the Player-heroes can explore, discover, confront, and plunder. If they dare. All of this has significant effect on why a Fellowship might come to want to enter Moria and how a Fellowship actually explores Moria, because above all, Moria – Through the Doors of Durin is unlike any other dungeon for any other roleplaying game.

Despite what Balin might have to say about it, Moria is not a place that can be reclaimed, since it is infested with Orcs and Goblins, poisoned by Shadow, and probably damaged beyond repair by current standards of Dwarven craftsmanship. After all, so much knowledge was lost when Khazad-dûm fell. Moria – Through the Doors of Durin suggests several Patrons—one of whom is Saruman, who at this time is very much known as Saruman the White, and several reasons as why the Player-heroes might want to enter Moria, whether for themselves, or more likely, their patrons. It notes that the more Dwarves there are in a Fellowship, the more likely it is that Fellowship will return to Moria and the more likely that its forays will be longer and deeper (whether that is up or down). The motives include searching for treasure, perhaps at the request of a patron; searching for mithril, Moria being only known source; rescuing those captured by the Orcs and held prisoner or forced to work in the mines; looking for lost lore—especially ring-lore; gathering information about the inside of Moria and its factions; and especially if one is a Dwarf, then vengeance. These are paired with Patrons, some as far away as Isengard to the south or Tharbad to the west, but others camped out nearby. They of course include several Dwarves, and their suggestions too as to which of the Patrons given in The One Ring: Roleplaying in the World of Lord of the Rings might also have an interest in Moria. In some cases, these do tie in with the new Patrons given here, whilst in the case of Gandalf, he would brand the Player-heroes as fools. Lastly, there is the possibility of the new Patrons becoming rivals and even enemies if the Player-heroes do not enter their employ and possibly sending rival expeditions into Moria that the Player-heroes might encounter or even have to rescue.

For the Loremaster, there are tables of rumours to spread and advice on the themes of a Moria-based campaign. They are divided between themes of wonder and sorrow and fear. The former includes the intricate grandeur of Moria and its epic scale, its hidden places and secrets, the piles of gold and jewels—if not held in hidden caches, then in Orc hoards, and perhaps the possibility of reclaiming the city. The latter includes the long and lonely dark, the toil and hunger of exploring Moria since any expedition will need to carry all of its light sources and all of its food, the triumph of the Enemy with the city firmly occupied by Orcs, Goblins, and more, the lack of a safe place, and horrors beyond record. What is notable here is that the lack of safety (though there is a place of refuge to be found, though doing so would take luck and be a mammoth undertaking in keeping with the rest of Moria), the constant need for the expedition to carry its own food and light, the long and lonely dark which can sometimes be so oppressive that it quenches light, and the horrors without record, all point to the genre that lurks in the distant, darkest places of Middle-earth, but here moves centre stage for all the time that the Player-heroes spend in Moria.

Mechanically, this is enforced by the number of locations and great items that a Player-hero can pick up and so acquire points of Shadow, whilst there is the constant chance that the activities of the Player-heroes will attract attention of The Eye—in the Moria, the equivalent of ‘Drums in the Deep’—and trigger potential events including Dire Portents, Orc Assault, Terrors in the Dark, and Ghâsh. The latter is the Orc word for fire, and when it occurs, it indicates some sort of encounter with Durin’s Bane! Lastly, Dwarves can suffer from Moria Madness in place of other Bouts of Madness whilst in and around Moria.

Where Moria – Through the Doors of Durin does surprise is in its treatment of its foes, not once but twice. For the most part it relies on the bestiary from The One Ring: Roleplaying in the World of Lord of the Rings core rulebook, so there are surprisingly few new entries added here. These include the three factions of Orcs—Orcs of Mordor, Orcs of Moria, and Orcs of Udûn that contest control of Moria, those wretched Dwarves who still slave in the mines for the Orcs and the Goblins, and then some quite foul monsters. The other surprise is not the inclusion of the Balrog, after all, a description had at least to be included, but the fact that its stats are included. For the most part, the Balrog will be a baleful presence, lurking somewhere in the depths of the mine, but sometimes stirring in response to intrusions and strange activities in the mine, triggered by Ghâsh.

Yet the inference of having the stats of the Balrog is that the Player-heroes can fight him—and the truth is, they can. Of course, this is likely to be fatal for them under ordinary circumstances, though not necessarily under extraordinary circumstances and extraordinary circumstances are only likely to be triggered in the only real ‘end game’ situation in Moria – Through the Doors of Durin. This end game allows the Player-heroes to be completely brave, foolhardy, and utterly heroic and do the impossible. And that is to defeat the Balrog. This is possible, not just because the stats for the Balrog are given, but also because there are legendary artefacts to found within the depths of Moria that would aid any warrior capable of fighting Durin’s Bane. Finding them would require an epic journey in its own right and in some cases, repairing them would require a feat of legendary craftsmanship. And then there is the fight. Whether the Fellowship survived or not, defeated the Balrog or not, it would be a campaign ending climax. And yet, if the Balrog nearly defeated Gandalf, why should the Player-heroes be allowed to do so? Well, Player-heroes are Player Characters and Player Characters like to do the unexpected. Plus, as pointed out in the description of the Balrog’s lair, Shelob, was a very powerful foe encountered in The Lord of the Rings, and she too was injured grievously by a simple gardener! Further, Durin’s Bane might not be a Balrog, but instead be the Witch-King of Angmar or a dragon or a betrayal. This would mean that the Player-characters could still win and still be legendary heroes, but leaves the Balrog to face Gandalf on Durin’s Bridge.

The heart of Moria and Moria – Through the Doors of Durin is mapped out across twenty-eight locations from Dimril Dale in the east to the mansions of Thrain I in the west, and from the Mountain Galleries atop the Halls of Khazad-dûm to The Balrog’s Throne in the Deeps. They are marked and the routes between them are broadly mapped out on a stunning map of the city and its outside environs that also includes a good cutaway away of the city that shows the depths between them. There is plenty of scope and room and tables for the Loremaster to develop her own sites, but the focus is upon the twenty-eight, each of which is given its own rumour, old lore, background, and descriptions of the particular places within that locale as details of any important NPCs and then their associated schemes and troubles. Plus, a delightfully drawn map of the location that depicts the grandeur and scale of Khazad-dûm and its despoilment over the millennia.

The locations include those inside Moria and out. The notable ones outside include Dimril Dale where there can be found the famous Dimril Stair that leads up to the pass over the mountain and the Mirrormere, the lake where the Dwarves come to look into the waters to seek wisdom, and then the Doors of Durin on the far side. Inside can be found the Second Hall and Durin’s Bridge, where in fifty years, Gandalf will face Durin’s bane, and the King’s Hall, where Durin the Sixth took his stand against the Balrog and in defeat laid a curse upon the hall. Throughout, the locations are populated by some fantastic NPCs—Orcs, Dwarves, Goblins, and more. They are all well drawn, none of them really trustworthy, but the Player-heroes can deal with and interact with them and that includes the evil, spiteful Orcs and Goblins. The more includes Mocker Crawe, a big crow who has learned the speech of men and Orcs and acts as a messenger over the mountains and beyond, but might befriend passing travellers or explorers coming to Moria before luring them into a trap. As his name suggests he constantly mocks others, but he is very partial to shiny things, and he is afraid of the Giant Eagles who have recently taken to flying over the mountains. Another interesting NPC is Har, a Dwarf far from the East in the service of Sauron, who leads the Orcs of Mordor and hopes to rule Moria in his master’s name.

The appendices to Moria – Through the Doors of Durin suggest further ways in which it can be explored and played through. It examines Balin’s expedition and how it was doomed to failure, and how that might be used as the basis for a campaign as well as looking at the search for Thráin II made by Gandalf and Aragorn’s entry into Moria. The latter includes the possibility that one of the reasons why the Player-heroes might want to enter Moria is to enter Aragorn, the rewards for which would be a wealth of contacts and even Gandalf as a patron. There are details too on mithril and some sample magical treasures, as well as a new Culture, that of the Dwarves of Nogrod and Belegost, representing Dwarves of another House to that of Durin.

However, the longest appendix in Moria – Through the Doors of Durin is on ‘Solo Play in Moria’. This expands on The One Ring – Strider Mode to provide the means for the reader to join Balin’s quest and undertake various missions as part of his attempt to reclaim Moria. This will be as a Dwarf who will command a band of six allies. As part of Balin’s expedition, it should be no surprise that ultimately, the efforts of this Dwarf and his allies will fail. Instead, the solo option is intended to tell the story of that expedition before bringing it to a close with one last, heroic mission into Moria. The player is encouraged to record the outcome of these missions in his own version of the Book of Mazabul, Balin’s own record of his expedition, the inference being that a future expedition might find it and so have a better understanding of what they face in Moria. Overall, this adds another unexpected dimension to the supplement, but one that has plenty of potential for telling stories.

Physically, Moria – Through the Doors of Durin follows the look of The One Ring: Roleplaying in the World of Lord of the Rings with an almost parchment look upon which the pen and ink art sits stark, but still capturing the character of the many NPCs and the dark horrors below. The cartography is more art than maps, whether that is the individual locations or the map of the whole of Moria.

As a campaign, Moria – Through the Doors of Durin does not have a beginning, a middle, and an end, barring the almost impossible end game already mentioned. Much of its actual story will be told in the future and unless the Player-heroes work for multiple patrons and thus multiple reasons to enter Moria, it is unlikely that they will explore all of its heights and depths. As a campaign, it also stands alone from The One Ring: Roleplaying in the World of Lord of the Rings. Whilst it can be used for one-off expedition into its halls as part of an ongoing campaign, Moria – Through the Doors of Durin is more intended for long term play and dedicated expeditions in and out of its halls, with the Player-heroes focused on what they encounter and find there rather than what might be going on elsewhere.

Mapping Moria and making it playable was an almost impossible task, but there should be no doubt that in Moria – Through the Doors of Durin, Free League Publishing has not only succeeded in achieving that task, but exceeded it too. It draws heavily on the lore to develop and present a gloriously impressive overview of a complete realm of its own in Middle-earth and then gives the Loremaster all of the tools necessary to draw the Player-heroes into the dark of Moria. This includes plots and machinations of allies and foes inside and out, and once they are inside, landmarks to not only explore, but ultimately, survive. Above all, Moria – Through the Doors of Durin is not only a superbly reverent treatment of its source material, but a great toolkit of multiple plots, numerous secrets, and far too many horrors to help the Loremaster, her players, and their heroes experience the magnificence and malevolence of lost Khazad-dûm.

Saturday, 31 May 2025

The Little Book of Death ...in Spaace!

Escape the Dark Sector: The Game of Deep Space Adventure is about survival. About making a break from the cell of the
detention block of a vast space station where they have found themselves incarcerated. They have an opportunity to escape their imprisonment, but the route they must take, between the detention block and their spaceship, is fraught with danger. The escapees must find their way out of the Detention Level, through the Heart of the Station, and then the Forgotten Zones to their impounded spaceship—and escape! Published by Themeborne Ltd., Escape the Dark Sector is the Science Fiction sequel to Escape the Dark Castle: The Game of Atmospheric Adventure, which was inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books. As with its fantasy predecessor, Escape the Dark Sector can be played solo or collectively and
offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Sector – Mission Pack 1: Twisted Tech, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Sector is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Sector, nor any of its expansions, or even Escape the Dark Castle, could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is Death in Deep Space, the Science Fiction equivalent of The Death Book for Escape the Dark Castle. This is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Alien Queen’ reads as follows:

“Die, humansss!”

The Alien Queen was lying wait! Jets of venom fly towards you as she pounces—YOU must roll two HIT DICE now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Sector, he picks up Death in Deep Space and after finding the entry for ‘The Alien Queen’, he reads aloud the following:

The Alien Queen

Once it enters your bloodstream, the paralysing venom of the Alien Queen works quickly – a spreading rigidity coursing through your entire body, locking your joints one by one until you are all but paralysed. Even your eyelids cannot close, and you are forced to watch in horror as the terrible creature captures your fellow crew with equal ease.

With a series of hissed commands to her countless, scurrying servitor spawn, you are all dragged back her vast, deck-spanning nest. There, a slick, black, fleshy membrane covers the walls and beneath the vaguely humanoid shapes of her decomposing victims are still recognisable. Their shallow breaths rise and fall in eerie synchronicity, an indication that their suffering is yet to be ended. Soon, you and your crew join them.

Once in place, your spines are sliced open. The shimmering spools of nerve fibre that spill out are intertwined with those of the other captives suspended around – the connection sealed with a sticky, mucus coating. In this way, you become part of the fabric of the hive, a sensory node in a living web, lining the walls as far as the eye can see, warning the hive of approaching threats and passing the news back through the biotic chain in an instant.

For the rest of your days, your pain is theirs and theirs is yours; you see what they see and hear what they hear, your collective existence painfully prolonged in service to your bestial captor.

Your adventure ends here.

Physically, Death in Deep Space is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, Death in Deep Space fits easily into Escape the Dark Sector: The Collector’s Box Set.

Death in Deep Space is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Sector is an enjoyable game, but character deaths can feel little, “Is that it?”. With Death in Deep Space, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Sector to a nasty and unfortunate, but fitting end.

—oOo—


Themeborne Ltd. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Saturday, 10 May 2025

From Beyond

In the mile-high tower of the Spire, the Aelfir—the High Elves—enjoy lives of extreme luxury, waited upon by the Destra—the Drow—whom they have subjugated and continue to oppress the criminal revolutionaries that would rise up and overthrow them. In the City Beneath, where heretical churches have found the freedom to worship their forbidden gods and organised crime to operate the drug farms that supply the needs of the Spire above, the Aelfir find themselves free of conformity, the Destra free of repression. They are joined by Gnolls and Humans. Some simply live free of the stifling Aelfir control, whether by means lawful or unlawful, others are driven to beyond the Undercity, delving ever deeper into the bowels of the world in search of the fabled Heart, or perhaps their heart’s desire. There are also those who use the Undercity as a sanctuary, as a base of operations, from which they lead the rebellion against the Aelfir. They are members of the Ministry of Our Hidden Mistress, both a faith and a revolutionary movement, and outlawed for both reasons. As the Ministry of Our Hidden Mistress foments and funds rebellion and unrest in the Spire above, it sends cells of its black ops paramilitary wing, Throne Division, scurrying up the Spire to conduct assassinations, acts of sabotage and blackmail, abductions, extractions, and more. The City Beneath then, is a home to many, sanctuary to some, a base of operations to others, a stepping stone to elsewhere for a few, and a thorn in the side for even fewer. What though, would happen if the City Underneath was threatened from somewhere else, perhaps a means of escape?

Doors to Elsewhere is a supplement for Heart: The City Beneath, a roleplaying game that explores the horror, tragedies, and consequences of delving too deep into dungeons. Published by Rowan, Rook, and Decard Ltd., like the other supplements for Heart: The City BeneathSanctum, Vermissian Black Ops, and Burned and Broken—it explores other ways in which to roleplay in its world underneath. Where it differs is that it actually takes the Player Characters away from the City to explore another place and from there, potentially, whole new dimensions. This opportunity comes when dozens of doors that were not there before suddenly appear and open. On the other side is a strange land between the dimensions. This is the City Elsewhere, home to untold numbers of people, who live in buildings that reach four or five storeys into the sky, the upper levels connected by wrought iron bridges, their homes connected to markets and workshops by warrens of alleys and streets. By day, the vast city is a blaze of colour, noise, and light, but at night, only the light remains, fizzing and fizzling in the streetlights that provide sanctuaries against the dark. And such sanctuaries are needed, for no one walks the streets voluntarily now. Between the light of the lamps and darkness beyond, there is no shadow, there is only a darkness that is home to the Interstitials, pools of liquid darkness that smell of curdled milk whose mandibles click at locks to unpick them, whose claws clack on the cobbles and so make you realise that your companions number more than you can count, and who want to eat you and spread the darkness. They abhor the light and something or someone is stealing the Power Crystals that fuel the lights of the City Elsewhere. Citizens of Elsewhere remain inside and lock their doors at night, but many have begun fleeing the city, leaving via the many passageways that lead to doors to other dimensions—and that includes the City Beneath. Can the City Beneath provide them with sanctuary as it does others, or now that the doors are open, will the Interstitials follow and bring their eternal death and darkness with them?

This is a campaign framework which begins in the City Beneath rather than away from it as do the other supplements for Heart: The City Beneath. Its set-up presents an immediately intriguing mystery, one almost on the Player Characters’ doorstep. The framework really consists of that beginning and its possible endings, leaving what happens in between in the hands of the Game Master and her players. This includes the culprits behind the theft of the Power Crystals, Doors to Elsewhere suggesting multiple options, some of whom might be surprisingly close to home for the Player Characters. After that, it explores the nature of the City Elsewhere, the main factions in the city and their notable personalities, various locations or landmarks that the Player Characters might visit, the dimensions that the Player Characters might find themselves in if they take a wrong turn, and a set of tables for bringing the City Elsewhere and its inhabitants to life.

Some of the flavour of the difference of the City Elsewhere comes through in the small details. For example, one possible door from the City Beneath to the City Elsewhere is described as a corpse, slumped over, through coral has blossomed to form a doorway, whilst potential means of overcoming the language barrier is solved by everyone smoking from the same hookah to temporarily understand each other or a book, when handed to the Player Characters by an NPC, reveals in exact detail, the conversation they would have if they spoke the same language. At the Crowdswallow Market—where the bustling crowds over seven streets never quite seem to buy anything, the Player Characters might want to buy a Fighting-Rope, since bloodshed is forbidden in the City Elsewhere or a Light Bomb, as it is one of the few things that harms the Interstitials. Other locations include the Café De L’Autre Monde, which always remains a café no what happens in the City Elsewhere and serves a delightful menu of cakes; the Desert Maiden, a ship lost at sea that crash-landed atop an artist’s workshop and become a bar; and the Street of Doors, the City Elsewhere’s central street lined with stable doors to other dimensions, allowing travel to and from Approved Realms—if the toll is paid, of course.

The City Elsewhere’s major factions include the City itself and only the one guild, the Guild of Cartographers, which seeks to catalogue and control every portal. Surprisingly, the Vermissian Collective has a presence in the City Elsewhere. The group of scholars and explorers who map and examine the transport network which runs up and down the Spire to the City Beneath and beyond, maintains an embassy in the City Elsewhere. It has become much busier since the doors to the City Elsewhere began opening. Not all of the factions are happy to see the Doors open. The Hounds—or the Glorious 33rd—are dedicated to finding every door, closing the ones they can, and boobytrapping the ones they cannot.

Doors to Elsewhere also has discussion on ‘Dimensional Theory’ and descriptions of some of the major dimensions that have multiple, stable links to the City Elsewhere, along with several minor ones that are harder to reach. A favourite from the latter is ‘The Place Where Cats Go When No-One’s Watching’, a constant twilight labyrinth of rooftops, alleys, airing cupboards, bins with fish in, and more, that all cats can access if nobody is watching. Sadly, non-cats are not allowed and to them it is anything other than a feline paradise. The SS Freebird is ship that sails on the aether between dimensions, the collective of shamans, magi, fringe scientists, de-frocked priests, and occult oddities that make up its crew working to maintain and improve their vessel when not docking at other dimensions and partying hard—really hard!

Rounding out Doors to Elsewhere is a list of the (story) beats—minor, major, and zenith—that the Player Characters can hit whilst in the City Elsewhere and the advances available. There is some advice on how running as different a campaign in the City Elsewhere compared to the City Beneath, but it is relatively light. It is backed up with a set of random tables for creating details in play at the table.

Physically, Doors to Elsewhere is a slim, very well-presented book. It is lightly illustrated, but the artwork is excellent and the book is easy to read and understand.

Much as with Sanctum, Vermissian Black Ops, and Burned and Broken before it, Doors to Elsewhere presents a different campaign focus and set-up for Heart: The City Beneath. In fact, a very different campaign focus and set-up for Heart: The City Beneath, one with an external rather than an internal focus. It enables to the Player Characters to explore and contrast their existence in the City Beneath with the City Elsewhere and beyond, but as much as it is filled with lovely little details and intriguing secrets as you would expect for a supplement for Heart: The City Beneath, ultimately, Doors to Elsewhere does feel like an outlier.

—oOo—

Rowan, Rook, and Decard Ltd. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.




Saturday, 12 April 2025

The Other OSR: The Hand of God

Troika! is both a setting and a roleplaying game. As the latter, it provides simple, clear mechanics inspired by the Fighting Fantasy series of solo adventure books, but combined with a wonderfully weird cast of character types, all ready to play the constantly odd introductory adventure, ‘The Blancmange and Thistle’. As the former, it takes the Player Characters on adventures through the multiverse, from one strange sphere to another, to visit twin towers which in their dying are spreading a blight that are turning a world to dust, investigate murder on the Nantucket Sleigh Ride on an ice planet, and investigate hard boiled murder and economic malfeasance following the collapse of the Scarf-Worm investment bubble. At the heart of Troika! stands the city itself, large, undefined, existing somewhere in the cosmos with easy access from one dimension after another, visited by tourists from across the universe and next door, and in game terms, possessing room aplenty for further additions, details, and locations. One such location is The Hand of God.

The Hand of God is the second entry in a new series of scenarios for Troika! from the Melsonian Arts Council begun with Whalgravaak’s Warehouse. This is the ‘1:5 Troika Adventures’ series, which places an emphasis on shorter, location-based adventures, typically hexcrawls or dungeoncrawls, set within the city of Troika, but which do not provide new Backgrounds for Player Characters or ‘Hack’ how Troika! is played. The Hand of God lives up to these tenets, in that it is a dungeoncrawl that takes place in the upturned hand atop the tallest statue to a god in the temple district of the city of Troika. The Player Characters are plucked from their dreams and the scenario opens with them waking to find themselves atop the extended index finger, in the giant nest of THOG, the demon bird. It is a strikingly silly and utterly appropriate cold opening for the Player Characters and the scenario, and it makes the scenario incredibly easy to slot into a campaign. The Players Characters fall asleep one night and when they wake up, there they are. What the Player Characters can see below them is the fingers of the hand, a gondola spanning the distance between the index finger and the thumb, bridges between the other fingers, a tower on the middle finger whilst water rushes out of the tip of the finger to fall to a lake below, a ramshackle wooden town on the little finger, and far below on the palm, forests and mountains surrounding the lake, and even perhaps a way down. It is a wondrous vista, a sight unlike that in any other roleplaying game and The Hand of God never lets the Game Master or her players forget it. There are constant reminders of what the Player Characters can see throughout the adventure.

The Hand of God is a pointcrawl, consisting of locations linked by specific routes and connections, making deciding where to go from one location to the next easy to decide. It is literally laid out in front of them, like the palm of well, a god’s hand. As the Player Characters descend, they will encounter the denizens of the hand, like the Goblins at the Gondola Station led by Frenki, the elderly radical mazematician ostracised for his experimental maze design, and Skink, the priest from Jibberwind Temple, currently riding the gondola back and forth in silent contemplation, who could be provoked enough to start a fight—and would quite like it if you did. In a cave down the thumb, the sleazy, flat cap-wearing Crenupt the Undead, who has been thrown out of Jgigji, the tumbledown town of living dead on the little finger, who might have goods to sell that he very likely stole and if that fails, the means to take revenge by stealing everything from the town if the Player Characters will help him. All he wants is a lot of wine. A lot of wine. The index finger is scored and scarred by Sofia the Giant Serpent as she endlessly circumnavigates the finger, her iron scales cutting deep into the stone of the finger, whilst just above in the crags, three Harpy sisters all want food, but one also wants to hear fine music, another to see beautiful paintings, and a third to read beautiful words, and they all hate each other!

The hand has several major locations. They include Jibberwind Temple, which is home to the cult of the Perfect Fingers, dedicated to Thog, its looping corridors acting more as wind tunnels and its treasure vault the target of many an inhabitant of the hand, whilst Thark Village is being put to the torch by Automonous Arrests and Adjudication Inquisitorial sect of The Indelible Order of Allotted Idols as the villagers huddle in the crypts below and attempt a ritual which might save them. Elsewhere, there is Jgigji, the town of drunken undead, a wizard’s tower/folly where the wizard’s work is likely the actual folly, and a community of Parchment Witches—one of the signature character types in Troika!—who set snares and net traps for beast and intruders, using the skins of the former to create some of the best parchment across the spheres whilst squabbling about anything and everything. All of these locations and their various factions are interlinked and many of the people that they meet will share information or ask for help in return for it, pushing the Player Characters onwards in their exploration of the statue. The descriptions of the scenario’s many NPCs do vary in detail, but all are going to be fun for the Game Master to portray, some of the less detailed ones really leaving room for the Game Master to develop how she wants to portray them and make them memorable.

Escape is the ultimate aim for the Player Characters in The Hand of God. But there are also plenty of mini-locations and dungeons to explore, treasures to find or steal, and of course, there is the view to look at. Other options are suggested as to why the Player Characters might want to go to The Hand of God, whether that is find one of the treasures in the statue, locate a curse-eater, or discover their future from Vow, the Spider-God who can read the threads of fate. Many of these reasons might also explain why the Player Characters might want to return to The Hand of God in the future.

Physically, it all helps that the content of The Hand of God is presented in very accessible fashion. The maps are great and the adventure is decently illustrated. The scenario needs a slight edit in places.

The Hand of God manages to feel big, but is delightfully self-contained, more or less in the palm of a god’s hand, a pointcrawl as memorable for its location as its content, such that it is more of a ‘handcrawl’ than a pointcrawl. The Hand of God is fun, easy to drop into a campaign, and like any good Troika! scenario is weird and wondrous.

Saturday, 4 January 2025

The Other OSR: Whalgravaak’s Warehouse

Troika! is both a setting and a roleplaying game. As the latter, it provides simple, clear mechanics inspired by the Fighting Fantasy series of solo adventure books, but combined with a wonderfully weird cast of character types, all ready to play the constantly odd introductory adventure, ‘The Blancmange and Thistle’. As the former, it takes the Player Characters on adventures through the multiverse, from one strange sphere to another, to visit twin towers which in their dying are spreading a blight that are turning a world to dust, investigate murder on the Nantucket Sleigh Ride on an ice planet, and investigate hard boiled murder and economic malfeasance following the collapse of the Scarf-Worm investment bubble. At the heart of Troika! stands the city itself, large, undefined, existing somewhere in the cosmos with easy access from one dimension after another, visited by tourists from across the universe and next door, and in game terms, possessing room aplenty for further additions, details, and locations. One such location is Whalgravaak’s Warehouse.

Whalgravaak’s Warehouse is the start of a new series of scenarios for Troika! from the Melsonian Arts Council. This is the ‘1:5 Troika Adventures’ series, which places an emphasis on shorter, location-based adventures, typically hexcrawls or dungeoncrawls, set within the city of Troika, but which do not provide new Backgrounds for Player Characters or ‘Hack’ how Troika! is played. Whalgravaak’s Warehouse lives up to these tenets, in that its dungeoncrawl takes place in a large, in places, impossibly large interdimensional warehouse that served as major import/export house for the city of Troika. Whalgravaak was once known as the cruel, but efficient logistics wizard who could get anything from anywhere and ship anything to anywhere, which made him and clients rich as the city became a shipping nexus between the spheres without the need or the expense of training staff to crew and maintain the golden barges that still traverse between the spheres today. However, Whalgravaak grew paranoid in his old age, destroyed the instruction manual to the great device by which goods were transported, and retired. When the device became a threat to the city of Troika, the Autarch ordered Whalgravaak’s Warehouse permanently closed and locked. That was centuries ago. Whalgravaak is long dead. His warehouse still stands, a looming monolithic presence in a bad part of the city. Nobody goes in and nobody comes out. Though some claim there is movement on the room. Now, someone wants something from inside and have decided that the Player Characters are best equipped to find their way in and navigate its darkened offices and deep storage bays with their vertiginously stacked crates, which surely must still contain something interesting after all that since Whalgravaak himself died?

Whalgravaak’s Warehouse gives one main reason why the Player Characters might want to break into and explore the warehouse. This is to locate a book called The Tome of Sable Fields, for which they will be paid handsomely, but there are others and the Game Master can easily come up with more. Finding a way into the warehouse is a challenge in itself, but inside, the Player Characters will find strange worm-headed dogs gone feral, creeping bandits and burglars looking for goods to fence or places to dump bodies, cultists who worship the still breathing nose of a titan, a clan of dustmen sieving the heaps of dust on the expansive roof of the warehouse where the air glows aquamarine like the Dustmen of Charles Dickens’ Our Mutual Friend, and more. There are rooms full of great lengths of rope that are mouldering into slime, a vegetable store where an onion has become an Onion Godlet, a room of sponges so dry it will suck the moisture from anyone who enters, and a set of employee records laden with bureaucratic despair… The roof is a post-apocalyptic hexcrawl of its very own, a separate environment that is essentially a desert of dust, marked only by the flickering head of one the giants that still work in the warehouse below and an Oasis of Tea, that will take the Player Characters days to explore. They had better come prepared for hot weather!

Locating The Tome of Sable Fields is a relatively simple matter and the Player Characters may do so relatively quickly, but actually getting hold of it is another matter. It is actually suspended over the very means by which Whalgravaak transported goods from one dimension to another by a crane. Unfortunately, none of the parts of the crane are talking to each other and the only way to get the crane operating is to get them to talk to each other. Essentially one bit of the crane is more noble than the other and the Player Characters will probably need to persuade them to overcome their individual problems and snobbery. This will drive them into exploring the warehouse further in the hopes of finding the means of getting each one to co-operate.

As part of the ‘1:5 Troika Adventures’ series and thus a dungeoncrawl, although one in a warehouse, Whalgravaak’s Warehouse is designed to be played like a dungeon and explored like a dungeon. Thus movement, noise, and resources become important, the Player Characters need a source of light and the scenario is played out in ten-minute turns in true Old School style Dungeons & Dragons. This also means that Whalgravaak’s Warehouse is played differently to other adventures for Troika!, with less of an emphasis on narrative play and more on environmental, location-based exploration. In keeping with the style, the adventure is perhaps deadlier and more challenging than the typical Troika! adventure, requiring more caution and care than a Troika! player might be used to.

Physically, Whalgravaak’s Warehouse is very well presented. The artwork is as weird and wonderful as you would expert, the cartography is decent, and the layout is clear and easy to use. There is also good advice for the Game Master on how and why she should use Whalgravaak’s Warehouse, and a clear explanation of what is going on in the warehouse.

Whalgravaak’s Warehouse is a great set-up for an adventure. Take the warehouse of an interdimensional import/export house, abandon it for centuries, and then turn it into an industrial dungeon with weird Dickensian undertones. The result is eminently entertaining and constantly going to screw with the heads of both the players and their characters as they discover one example of industrial decline after another and just what happens when you leave a dangerous interdimensional magical industrial complex alone for far too long.

Saturday, 28 September 2024

The Little Book of Death

Escape the Dark Castle: The Game of Atmospheric Adventure is about survival. About making a break from the deep dank dungeon cell you have been thrown into and working your way through the rooms and corridors of the dark castle until you can get to the main gate and escape. Of course, in between there is lots of uncertainty and plenty of death—the latter your own included, and that is all before you encounter the big Boss who will definitely try to kill you and prevent your escape. Published by Themeborne Ltd., inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books, Escape the Dark Castle offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Castle: Adventure Pack 1 – Cult of the Death Knight, Adventure Pack 2 – Scourge of the Undead Queen, and Adventure Pack 3 – Blight of the Plague Lord. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Castle is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Castle, nor any of its expansions could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is The Death Book. This is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Dark One’ reads as follows:

“Your pitiful trinkets are no match for my dark magic!”

As YOU enter the Dark One’s presence, any items YOU are carrying vaporise (other players keep theirs). Discard them now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Castle, he picks up The Death Book and after finding the entry for ‘The Dark One’, he reads aloud the following:

The Dark One

From the strange, clawed fingertips of The Dark One a terrible torrent of dark magic pours, crackling through the air and striking you down. The unrelenting stream intensifies, coiling around you and holding you in place like spectral chains. You roll and twist on the chamber floor, wracked with agony, foaming at the mouth. With a single motion of it staff, The Dark One sends you hurtling through the air. Your body slams into each of fellow prisoners, the impact knocking them from consciousness one by one. By an upward motion of the staff, you are now sent soaring high into the air, only to be released as The Dark One turns his back and glides out of the chamber. As quickly as rose you tumble helplessly downward, slamming to the cold stones and exploding in a shower of gore.

Your adventure ends here.

Physically, The Death Book is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, The Death Book fits easily into Escape the Dark Castle: The Collector’s Box Set.

The Death Book is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Castle is an enjoyable game, but character deaths can feel little, “Is that it?”. With The Death Book, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Castle to a nasty and unfortunate, but fitting end.

Friday, 24 May 2024

Spurned and Splintered

In the mile-high tower of the Spire, the Aelfir—the High Elves—enjoy lives of extreme luxury, waited upon by the Destra—the Drow—whom they have subjugated and continue to oppress the criminal revolutionaries that would rise up and overthrow them. In the City Beneath, where heretical churches have found the freedom to worship their forbidden gods and organised crime to operate the drug farms that supply the needs of the Spire above, the Aelfir find themselves free of conformity, the Destra free of repression. They are joined by Gnolls and Humans. Some simply live free of the stifling Aelfir control, whether by means lawful or unlawful, others are driven to beyond the Undercity, delving ever deeper into the bowels of the world in search of the fabled Heart, or perhaps their heart’s desire. There are those though, who find themselves exiled to the city below, cut off from the world they once knew and they once fought for. Once you were members of the Ministry of Our Hidden Mistress, both a faith and a revolutionary movement, and outlawed for both reasons. As the Ministry of Our Hidden Mistress foments and funds rebellion and unrest in the Spire above, some it casts out and if they are lucky, they find themselves in the City below. Perhaps someone made a mistake. Perhaps someone took more than they gave. Possibly secrets were revealed. Perhaps by someone else or perhaps by you. It does not matter, for then the misgivings began to spread. Rumours about betrayals and bribes and worse, and so you became a hindrance rather than a help. Your only use to the cause was as something to placate the authorities, and so you were betrayed.

Were you sent on a mission, your handlers knowing you were going to fail? Were simply traded away to give the high priests of the Ministry of Our Hidden Mistress an advantage? Were you set up as a lesson to others? Does it matter? You became a traitor and you ran.

Burned and Broken is a supplement for Heart: The City Beneath, a roleplaying game that explores the horror, tragedies, and consequences of delving too deep into dungeons. Published by Rowan, Rook, and Decard Ltd., like the other supplements for Heart: The City BeneathSanctum and Vermissian Black Ops—explores other ways in which to roleplay in its world underneath. For Burned and Broken, this is to translate the spies, killers, and revolutionaries of Spire: The City Must Fall to the lawless nightmare of Heart: The City Beneath. This, though, is not done by simply adapting the Player Characters’ stats from one roleplaying game to another. Instead, Burned and Broken will chart the events that lead to the collective fall of the ex-operatives of the Ministry of Our Hidden Mistress, which ultimately, will prepare them for life in the City Below.

First though, Burned and Broken expands upon Derelictus, described as the ‘City Between’ Spire and Heart. In Heart: The City Beneath, this is just one Landmark that the Player Characters can visit, here it is broken into multiple Landmarks, beginning with Haven Station, the starting point for most people’s entry into Heart, and multiple Delves, like a Pig Farm that the Player Characters accidentally wander into, a warren of half-starved pigs that feed on who knows what and the pigs know the Player Characters are just something to feed on, although a very mobile something… Neither Delves nor Landmarks are safe, especially for newcomers, but Delves are far more dangerous. For the Player Characters from Spire: The City Must Fall, ‘the burned and broken’, their progress into Heart is tracked via Fall. In Heart: The City Beneath, the Player Characters each have Callings, which keep them in the Heart, but also push them to Heart. ‘Fall’ in Burned and Broken is shared between the Player Characters, who each pick a story beat from one of three categories—‘Leave’, ‘Acclimatise’, and ‘Become’. These respectively, get a Player Character out of Spire, help them adapt to its unfamiliarity, and lastly, begin to make connections with the peoples and places of the City Beneath. Fulfilling a beat first gets a Player Character a Calling as per Heart: The City Beneath, and then the abilities and advances from the selected Class.

If the first two sections of Burned and Broken take the Player Characters into the City Beneath and chart their progress, the third looks at their beginnings. Consequently, ‘Origins’ feels out of place, as if should have been at the start. It presents several packages of skills, domains, equipment, and abilities that each represent why the Ministry of Our Hidden Mistress recruited a Player Character and what a Player Character brought to the City Beneath. These are not direct adaptations, as various abilities do not fit the realm of Heart: The City Beneath and not all of them work as well below as they do above.

Despite Burned and Broken telling the Game Master that it is not designed to simply present a means of adapting a Player Character from Spire: The City Must Fall to Heart: The City Beneathh, it does actually give such a means! This, though, comes towards the back of the book and it is a very quick-and-dirty method that will definitely require the adjudication of the Game Master to fix potential issues. The advice on running a Burned and Broken campaign is decent though, highlighting the fact it is designed to tell a particular story, one of translation and change, that predominantly takes place in Derelictus, in the upper part of Heart. After all, the Player Characters are not ready to, let alone capable of surviving, a further descent beyond its confines. Plus, the Game Master is given some adversaries who will be hunting the Player Characters, including the Spire City Guard and Ministry Silence Operative.

Although the Ministry of Our Hidden Mistress is very much focused on fomenting its rebellion and resistance against the Aelfir masters of the Spire and so reclaiming the Destra home, it does maintain action operations in the City Beneath. Most obviously for Burned and Broken, this would actually be to track down agents of the Ministry of Our Hidden Mistress which have gone rogue or it deems to have turned traitor. Of course, the other option would be for the Player Characters to be seen to be disavowed by the Ministry of Our Hidden Mistress and then transition into agents still working for it, but in the City Beneath rather than the Spire. Several ideas are suggested as what operations they might be sent on, including some that involve the weirdness of the Heart: The City Below, such as breaking into the Slumbering Depths to assassinate an Aelfir before it is born in the mortal world and descending to the Maw where anything that is undestroyable elsewhere can be got rid of here! Lastly, Burned and Broken includes Minister as a Calling. This enables the creation of a Ministry of Our Hidden Mistress agent from the start in a Heart: The City Beneath campaign, equal to that of the other Player Characters.

Physically, Burned and Broken is a slim, very well-presented book. The artwork is excellent and the book is easy to read and understand. The order of the various feels slightly odd, but this is a minor issue.

Much as with Sanctum and Vermissian Black Ops before it, Burned and Broken presents a different campaign focus and set-up for Heart: The City Beneath. Unlike those supplements, it sets out to tell a specific story, one of betrayal, survival, and adaptation. It is a classic espionage tale, but here there is little chance of the ex-Minsters—the Player Characters—coming in from the cold. It allows though a campaign to transition from Spire: The City Must Fall to Heart: The City Beneath and gives opportunities for the Player Characters to grow and change in ways they would never have imagined in telling its one story
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—oOo—

Rowan, Rook, and Decard Ltd. will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.