1974 is an important year for the gaming hobby. It is the year that Dungeons & DragonsWizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
Sunday, 10 September 2023
1993: Amazing Engine System Guide
Saturday, 9 September 2023
A Delta Guide
The Delta Quadrant Sourcebook begins with a map like the three books in the series, but not an actual map of the Delta Quadrant, or even of the territory encompassed by the Borg Collective. Where the other supplements in the series have maps of their quadrants, the Delta Quadrant Sourcebook begins with a series of maps showing the flightpath that the U.S.S. Voyager took to get home. It shows an incredibly narrow slice of the Delta Quadrant, but so it should, and so too, does the Delta Quadrant Sourcebook. What this reflect is the fact that although U.S.S. Voyager undertook exploration during its journey home, it was never its primary objective. In fact, exploration was secondary, or even tertiary to its prime objective. Consequently, its encounters with cultures and species and worlds and spatial phenomena was fleeting, lacking the time that scientific rigour would otherwise demand. Thus its reports and analysis can only be seen in most cases as the initial cursory examination of a probe exploring a new region. This is highlighted in one of the pieces of colour fiction in the book and what it means is that once a Game Master has got her Player Characters and their ship to the Delta Quadrant, there is huge scope for her to develop her own content and even change details about a species or culture or a world because Star Fleet knows so little about the Delta Quadrant.
Unlike the earlier Beta Quadrant Sourcebook and Alpha Quadrant Sourcebook, the Delta Quadrant Sourcebook is not as easy a supplement to use in chronological terms. As it depicts an area of space between 2371 and 2379 and given its distance from Federation space, it is difficult to use in the Star Trek: The Original Series or Enterprise eras of play. Options are suggested, but there are far more of them set in the Star Trek: The Next Generation era. The overview of the various species, from the Devore Imperium and the Haakonian Order to the Vidiian Sodality and the Voth, taking in the Hirogen, the Kazon Order, and Species 8472 along the way varies from entry to entry. The length of entry is determined by how many times the U.S.S. Voyager encountered them, thus the Devore Imperium is given a mere half page, but the Hirogen, the Kazon Order, and Species 8472 over a page each. There is good, solid detail here, but it is let down by the lack of art. Only the Hirogen and Species 8472 are illustrated, whilst the rest are given a physiological description and given that they come from a visual medium, this is not really enough. There are descriptions of some of the worlds visited by the U.S.S. Voyager encountered as well.
Over a fifth of the Delta Quadrant Sourcebook is dedicated to the Borg. This includes an examination of who and what the Borg are, how they and their Queen function, how a species in danger of being assimilated might react, and so on. There are some interesting ideas here, such as the potentially immoral option of treating the Borg as invasive vermin, a threat to flee from, and as a viral infection. Another is restricted to worlds with cultures or resources which the Borg has deemed suitable for assimilation. If not yet technologically developed, a culture might regard the Borg as gods who will make the worthy immortal or demons who will steal the unworthy away... Types of drone are detailed, including maintenance, medical, tactical, and adjuncts. Throughout, there are in-game reports from the various governments and polities of the Star Trek universe. For example, the Cardassians are interested in making contact with the Borg Queen, the Dominion is wary of them, and Section 31 of Starfleet are still concerned about how much of a threat Juan-Luc Picard represents following his liberation from the Borg as Locutus. All of these add flavour and opinion that can help the Game Master portray these interested parties in her campaign. In this way, the use of the in-game fiction in this way is far better than has been in other supplements for Star Trek Adventures. In terms of worlds, the supplement is really rather clever. Instead of naming specific worlds, it examines the types of worlds that the Borg Collective is interested in. This enables the Game Master to create some interesting settings for encounters with the Borg, such as aboard their technologically advance floating platforms in gas giants or in the forcefield-protected facilities of demon worlds.
Under Lifepath Options, the most notable addition is that of the Liberated Borg. This is given as being for the Star Trek: The Next Generation era only, representing when they are a more frequent occurrence. This is not to say that they cannot appear in the other eras, but this is not really explored in the supplement. For the player Character, the Liberated Borg is a treated as a Mixed Species character and must have the Borg Implants Talent. This gives the Player Character three implants such as a Critical Array (interlink Node), Cybernetic Arm, or Ocular Sensory Enhancer. Their presence hampers social interaction as much as they grant technological advantages, but they can be removed. This takes a story milestone for each implant and only once all three have been removed, can the Talent itself swapped out.
Other species for the Delta Quadrant presented as fully playable characters include the Ankari, who use the energy from a nucleogenic lifeform to power their starships, the administrative specialist Jye, the Monean who live on a massive waterworld and are good swimmers and as former star nomads, also good navigators, the Occampa, and more. The guidelines suggest how the character generation process of Star Trek Adventures can be used, adjusted, or simply renamed to suit the Player Character.
For starships, the Borg feature again, with write-ups of Borg Octahedron, the command and control vessel for the Borg Queen and the Bog Torus which handles construction, along with the Borg Probe Ship and the Borg Tactical Cube. The Delta Flyer built by Tom Paris is detailed again, but more specific Delta Quadrant starships include the Kazon Raider, Hirogen warship, the Krenim Timeship with its time manipulating technology, Species 8472 Bioship, and many more. Stats for numerous NPCs are also given. Most of these are generic and unnamed, such as the Talaxian Smuggler, Occampa Explorer, or Hirogen Hunter, but there are named NPCs given too. These include Annorax, the Krenim officer and temporal scientist who turned the manipulation of the timeline into a weapon of war; Hugh, the Borg drone rescued by Starfleet; Commander Elizabeth Shelby, who became a tactical expert on the Borg following the battle of Wolf 359; and the Borg Queen. Perhaps the only NPC missing here is Rudolph Ransom, the captain of the U.S.S. Equinox, who used Ankari technology which drew power from nucleogenic lifeforms, to fuel his ship. Given that the Ankari are included, it seems odd that he is not.
The last part of the Delta Quadrant Sourcebook is dedicated to encounters, both the Borg and with other species in the quadrant. These all make good use of the details presented throughout the supplement. They including being caught at an outpost when a captured member of Species 8472 escapes and begins picking off victims one-by-one; Annorax, the Krenim officer and temporal scientist, seeking asylum with the Player Characters’ vessel; helping with a mass planetary evacuation ahead of the Borg arrival; attending an auction for the means to hack into the command structure of the Borg Collective, but the means turns out to liberated drones; and several more. There is discussion of possible ideas for Delta Quadrant-set campaigns, including a more swashbuckling style with non-Starfleet Player Characters, and also of the dangers of running a Borg-focused campaign. This is primarily because the Borg remain one of the most dangerous threats that Starfleet has encountered and going toe-to-toe with them is likely to end in death, disaster, and assimilation. Instead other means of defeating them are explored, typically involving either reprogramming the Borg systems or hacking into them.
Physically, the Delta Quadrant Sourcebook is a decent looking book. It is generally well-written and decently illustrated—though not always effectively—with a fully painted images. With so many species to illustrate, this is definitely a supplement which needed more artwork—and needed more artwork with good reason. It does need a slight edit in places. The layout is done in the style of the LCARS—Library Computer Access/Retrieval System—operating system used by Starfleet. So, everything is laid out over a rich black background with the text done in soft colours. This is very in keeping with the theme and period setting of Star Trek Adventures, but it is imposing, even intimidating in its look, and it is not always easy to find things on the page because of the book’s look. The other issue is that the none-more black pages are easy to mark with fingerprints.
Throughout the supplement, the descriptions and game content are supported by a series of in-game documents, reports, diary excerpts, and the like. Some of these feel a bit too long, but their focus, as with the book as a whole, on the Borg and the Delta Quadrant, means they too are focused and better for it.
If the Gamma Quadrant Sourcebook was three books in one, covering the Dominion, the worlds in and around Dominion space, and the Dominion War, then the Delta Quadrant Sourcebook is two books in one. One of them focuses on the Delta Quadrant and the other on the Borg, and with such two narrow foci, the supplement feels all the better for it. The supplement presents only a narrow strip of the Delta Quadrant, leaving vast swathes of space for Game Master to develop of her own, and that is even before considering adding the Borg. The Borg content will, of course, be useful throughout the Star Trek: The Next Generation era of play, but whenever or wherever she decides to bring the Collective into play, it should done with care lest the Player Characters be overwhelmed and outmatched. Overall, the Delta Quadrant Sourcebook nicely brings a slice of Delta Quadrant space to life and launches the Borg Collective as a formidable foe for Star Trek Adventures.
The Long Goodbye
It is this divide that is explored in Signal to Noise, an interstellar epistolary roleplaying game—that is, played out as a series of letters, for two players, published by LunarShadow Designs. It is the prelude to the Dyson Eclipse, a setting which explores the voyage of humanity and its subsequent exploration of mega-structures around a distant star. One player takes the role of the Explorer, one of the lucky few chosen to join Generation Fleet, whilst the other player is the Earther, forced to stay behind as their companion departs the solar system. Via a series of prompts—much like the journalling roleplaying games that include Colostle: A Solo RPG Adventure and Numb3r Stations – A Solo RPG, the players will exchange short letters with each other, looking back over their relationship and recent events—either aboard the Generation Fleet or at home—all with a wistfulness that comes from knowing that contact will be lost with each other forever and all they will have is their memories of each other and their pasts. As the game progresses and the Generation Fleet gets ever further from Earth, the ever-increasing time lag and distortion of the signal between ship and planet disrupts the messages, rendering communication and understanding increasingly difficult. How it does this is clever, enabling Signal To Noise to explore loss and regret whilst also putting Communications Theory into practice.
Signal To Noise requires an ordinary deck of playing cards for each player and a text editor, such as Word or Google Docs, which has the ‘Find and Replace’ function. Initially, the Explorer and the Earther establish their relationship and the Explorer the how and the why he is aboard the Generation Fleet and how he feels about it, and the Earther the how and the why he is not aboard the Generation Fleet and how he feels about that. The initial scene takes place before the Generation Fleet and for the Explorer and the Earther it is their last face-to-face meeting before the former leaves. Next, the Explorer sends a message to the Earther saying how much he will miss him, but also how much he is looking forward to the journey. Then the game proper begins. From his hand of cards, each player will draw a single card. The card suit determines which Event Track the event for this exchange of messages is drawn from, whilst its number determines two factors. First, is a personal event, the second is the letters to be replaced in the message that will eventually reach the recipient. As the exchange of messages progresses, the storyline for the Event Track will progress as well as be joined by the storylines from the other Event Tracks, more letters will be replaced in the messages going back and force between Explorer and Earther—representing ever greater communication degradation, and time will increase between messages, growing from a week to several, a month to months, and from one year to ten…
David,The message is sent, but due to the distance and the signal degradation, Dave receives the following version of the message:
Already a month out. We can hardly see the Sun now. In a week or two it will be gone and your messages will be my connection to home. I have spectacular news to tell you and I have amazing news to tell you. You remember I mentioned that the fleet received a signal that we could not understand from a nearby region of empty space? The shipboard systems deciphered it and not only that, but directed the manufacturing systems to build a device. Our engineers are currently analysing it and they reckon it’s some kind of FTL drive. We’re just beginning to work the possibilities. If it is, it could mean we can cut years off the journey to Tau Ceti. It could even mean we can get there and get back again. Who knows? Course, we have to ask ourselves who sent us the instructions for the drive and what they might want in return, but until we switch the thing on or get another message, who knows?
And the amazing news? I finally read Three Men in a Boat. All these years of you saying I should read it and I have to get billions of miles from you to finally do so. Seems appropriate to the journey we are on. Instead of passing villages, we are passing astronomical objects, which have become the topic of conversation when not speculating about the star drive as everyone has taken to calling it. Anyway, it was very amusing and I am glad that I finally listened to you. Your turn next, you should read that Philip K. Dick novel I told you about. I know it is going to be a month before you get this, so happy birthday for seventh. By the time you get my next message, I hope I will have extra news about the star drive. We may even have turned it on and gone somewhere fantastic!
Hear from you as soon as we can.
David,
Already a mopth out. We oap hardly see the Sup pow. Ip a week or two it will ke gope apd your messages will ke my ooppeotiop to home. I have speotaoular pews to tell you apd I have amazipg pews to tell you. You rememker I meptioped that the fleet reoeived a sigpal that we oould pot upderstapd from a pearky regiop of empty spaoe? The shipkoard systems deoiphered it apd pot oply that, kut direoted the mapufaoturipg systems to kuild a devioe. Our epgipeers are ourreptly apalysipg it apd they reokop it’s some kipd of FTL drive. We’re just kegippipg to work the possikilities. If it is, it oould meap we oap out years off the jourpey to Tau Oeti. It oould evep meap we oap get there apd get kaok agaip. Who kpows? Oourse, we have to ask ourselves who sept us the ipstruotiops for the drive apd what they might wapt ip returp, kut uptil we switoh the thipg op or get apother message, who kpows?
Apd the amazipg pews? I fipally read Three Mep ip a Koat. All these years of you sayipg I should read it apd I have to get killiops of miles from you to fipally do so. Seems appropriate to the jourpey we are op. Ipstead of passipg villages, we are passipg astropomioal okjeots, whioh have keoome the topio of oopversatiop whep pot speoulatipg akout the star drive as everyope has takep to oallipg it. Apyway, it was very amusipg apd I am glad that I fipally listeped to you. Your turp pext, you should read that Philip K. Diok povel I told you akout. I kpow it is goipg to ke a mopth kefore you get this, so happy kirthday for sevepth. Ky the time you get my pext message, I hope I will have extra pews akout the star drive. We may evep have turped it op apd gope somewhere faptastio!
Hear from you as soop as we oap.
Ultimately, Signal To Noise will play out to between seven and ten exchanges of messages at which point time will have passed and the signal will have degraded to the point of incomprehensibility. It will take between two and even five years for messages to travel between Earth and the Generation Fleet. The game will end with the players first reflecting upon the exchange of messages and the story they have told of two lives, far apart, before a debrief together.
It should be no surprise that Signal To Noise was written during lockdown, a roleplaying game entirely built for the exchange of messages via electronic mail. There are alternative rules which suggest it could be done via exchanged and later exchanged and edited video messages, as well as rules for extending play. The format means that it can be played at any distance and only one copy of the roleplaying game is needed as the author has given permission to share the PDF between the two players. As play progresses the game becomes about what we can understand, what meaning we can deduce from the increasingly garbled text from the context of the words and letters we receive at increasingly long intervals. Ultimately, the ‘noise’ of the signal will intrude to the point of incomprehensibility and loss of meaning accompanied by a loss of contact between Explorer and Earther. (As a side note, parallels could be drawn between the loss of communication and eventually, the loss of emotional connection in Signal To Noise and between a couple one of whom is suffering from onset dementia, though obviously it is not designed with that in mind.)
Physically, Signal To Noise is nicely presented. Its play is easy to read and grasp, made all the easier with the example of play included. The artwork is excellent.
Signal To Noise is about the long goodbye. Saying the long goodbye to a loved one or friend, one who is going away never to return, the other one who is staying behind. Within that long goodbye, Signal To Noise combines wistfulness and wonder, about that relationship that is to be lost and the future that is to be reached, and tells a story that will eventually be lost to the void between the stars.
Friday, 8 September 2023
Pocket Sized Perils #3
Call of the Catacombs is the third entry in the Pocket Sized Perils series following on from An Ambush in Avenwood and The Beast of Bleakmarsh. Designed for Third Level Player Characters, the scenario is a classic dungeon crawl, or rather a classic sewer crawl in the style of Warhammer Fantasy Roleplay, though still very much in the realm of Dungeons & Dragons. This because the scenario involves a particular monster—the humble kobold. The scenario is set in a city with extensive sewers, which the city authorities have contracted out the maintenance and operation of to a tribe of kobolds. Which is a little odd, if nevertheless, very forward and trusting of them. Unfortunately, the city’s wells of late have been unfit to drink from and when the inspectors sent to find out why have not returned, the city in desperation turns to freelancers—that is, the Player Characters—to investigate. Accompanying them is a guide to the sewers, a kobold called Scrip, who unfortunately has a certain chance of exploding and inflicting damage on everyone nearby. If there is a problem with Call of the Catacombs, it is this exploding kobold. Why? Why waste a perfectly good NPC that the Dungeon Master will have fun playing?
Call of the Catacombs is a linear adventure. It will take the Player Characters and their guide into the sewers, to the pumping station, and beyond. There are a few clues to be found along the way, such as kobolds emptying barrels of a strange liquid into the water flow and a set-up involving rats being milked! There is a diversion into some tunnels if the Player Characters want, these very nicely presented as a wheel that the Dungeon Master could almost spin to determine the random encounter were it not for the fact that the it is simply printed on heavy paper stock. The final two encounters of the scenario are on the back of all of the pages of the fold-out Pocket-Sized Peril. Here the Player Characters will discover what has been going on and who the culprit is, and face off against the creature in a big confrontation. For the Dungeon Master, there is an explanation, stats for all of the adventure’s monsters—including two new ones, and a random encounter table. The latter is not located in the place to run the scenario, the Dungeon Master needing to flip back and forth between the current location where the Player Characters and the last page. Ordinarily, this would not be an issue in a straightforward book, but the folded format of this scenario means that it is just that more awkward.
Physically, Call of the Catacombs is very nicely presented, being more drawn than actually written. It has a cartoonish sensibility to it which partially obscures the degree of peril to be found within the sewers and nearby tunnels. There is a sense of humour too in the details of the drawings, obviously more for the benefit of the Dungeon Master than her players. The combination of having been drawn and the cartoonish artwork with the high quality of the paper stock also gives Call of the Catacombs a physical feel which feels genuinely good in the hand. Its small size means that it is very easy to transport.
Call of the Catacombs presents a simple little mystery, that is ultimately, too simple. The adventure really only consists of six locations, so the exploration of it is never going to be a challenge. There is scope to expand it if the Dungeon Master wants, but it is not really necessary unless she wants to add more clues. Ultimately, the simplicity of the adventure design and the lack of exploratory, if not combat, challenge means that Call of the Catacombs is a filler dungeon, one that can easily be prepared with minimum time and effort, and then added to a town or city in the Dungeon Master’s campaign. Once done, it can also be played in a single session as well. Unsophisticated, if well presented, unlike the previous The Beast of Bleakmarsh , which was sophisticated given the size and format, but underdeveloped, Call of the Catacombs presents a very straightforward, but very easy to use, scenario. Call of the Catacombs has the same charming physicality of the other entries in the Pocket Sized Perils series, but will need more effort—though not too much effort—than those others to get the fullest out of the scenario.
Friday Filler: Big Boss
Big Boss consists of a square board, plain and austere, but marked with a track which snakes around in a loop, running from one to seventy-two. Each number has a corresponding card in the Industry Card deck. In play, these numbers indicate where a player can found a company, and if the company occupies the right numbers where a player can expand the company along the track. The other cards in Big consist of the Level cards, the Share Cards, and Player Cards. There are eleven Share cards in each of the game’s eight companies—these are colour coded and have fantastically aspirational names such as Kingdom, Lunar, and Oasis, as well as a matching counter for the Share price Mat. The Level cards are used to expand any company on the board. The Player Cards are marked with two Radio Towers, which each player has two of at game’s start. The Radio Towers are added to a company headquarters to give a player a bonus of three shares. The Share Price Mat is numbered from one to fifty and is used to track each company’s share value over the course of the game. There is also a big stack of money tokens, ranging in value from one million to five hundred million, a big pile of building pieces, and eight headquarter pieces. The building pieces are black and not only fit into the track on the board, but stack on top of each other. The eight headquarter pieces correspond to the eight companies, sit atop the building pieces in play, and each have a slot for a Radio Tower.
At the beginning of the game, each player receives a hand of ten Industry Cards, two Radio Towers, and forty million in money tokens. Game play is simple. On a turn, a player has two options—buy a card or play a card. He can buy an Industry Card—either from the face up Industry Cards or from the Industry Card deck, or he can buy a Level card. He can play an Industry Card or a Level Card. The Industry Card is played to found a company or expand a company corresponding to the number on the Industry Card. The Level Card is used to expand a company by adding a building piece on top of an existing building piece in any company. When they are played to expand a company, both Industry Card and Level Card will also increase a company’s Share Price. Increasing the level of a Company will increase the Share Price by a greater amount than expanding the Company along the track. A Level Card also gives a player choice in which Company he chooses to expand, whereas an Industry Card does not. Consequently, a Level Card is more expensive than an Industry Card.
Once a player has expanded or founded a Company, its Share Price increases and the player earns money based on the new Share Price. He has then has two optional actions. One is to buy two shares, either from the same company or two different ones, and the other is to add a Radio Tower to the company that he just founded or expanded. He has two Radio Towers, with the second being more expensive to place than the first. Lastly, if a player cannot buy or play a card, he can either sell Shares at their current value or simply pass and take no action.
Initially, companies must be three spaces apart, but as they expand, they grow closer together and then, if they are connected, they merge. The larger company—the one with greater presence on the board and greater Share Price—will take over the smaller one. Anyone who has shares in the smaller company will receive a pay-out, the smaller company is eliminated from the game, and the share price of the larger company is increased by the share price of the smaller, now eliminated company. Eliminated along with the company are its shares, so although there is an immediate pay out, there will be none at the end of the game because neither shares nor company are in the game. So, mergers have a long-term effect as well as a short term one. They are also inevitable since there are seventy-two locations on the board and seventy-two corresponding Industry Cards, and whilst not every Industry card will necessarily be played, most will be and they can only be played the once.
Big Boss ends either when every player has decided to pass or more likely, all of the building pieces have been placed. Everyone receives money according to their shares, their Radio Towers, and the Industry and Level Cards they have their hands. The player with the highest value is the winner.
A notable feature of Big Boss is that the Share Price for any company always goes up, never down. Another aspect is that whilst share and profit games can be dry in tone and feel, the addition of the building pieces gives Big Boss a physical presence on the table and in play. Although the Share Price of a company is tracked on the Share Price Mat, the players can see it grow, literally physically as the game progresses. Consequently, whilst the use of the building pieces is used as an abstract representation of the company’s Share Price, that use actually does the reverse, it literally does indicate growth. Play of Big Boss is quick and easy, the rules being easy to grasp and understand, but once the initial flurry of Industry Cards have been played from the players’ hands to first found and then expand companies, the game can become quite intense as players decide whether they want to expand out along the track in the hope of merging, focus on adding Levels to a Company to increase its Share Price and make it stronger should it face a merger, or perhaps a mixture of the two. The more expensive Level Cards will give a player more options, but the cheaper Industry Cards restrict and focus a player’s choice. Equally important are the Share Cards, which enable a player to invest in a company even if he has been unable to directly expand the company.
One strong feature of Big Boss is the rulebook. It is well written, explaining how to play in simple fashion, enabling play to begin quickly even after opening the box for the first time. It also includes clear examples of play and play tips. In addition, the rulebook includes a history of Big Boss, rules for playing the original version of the game as published in 1994, and a section of ‘Frequently Asked Questions’. The original version of Big Boss is slightly more complex and less forgiving in its set-up and play.
Physically, Big Boss is has decent production values beyond the rulebook. The Industry Cards are nicely illustrated even though the number on them is the only thing that actually matters in play and everything has an art deco feel to it, including the eight headquarter pieces, so that you feel like you are building the skyscrapers across the skyline of nineteen thirties New York. One issue is the bulk of the components, especially the building pieces, which come in their own bag. They take up a lot of room in the box and since there is no tray inert, they can knock everything about in the box and that is despite the fact that they do not quite fit.
The game is explicitly based on the Sid Sackson classic Acquire and shares many similarities to that game though mergers are not as prevalent or as necessarily crucial in Big Boss. The main differences between the two games include the more visually satisfying three-dimensional aspect of Big Boss, and the existence of a strong monetary incentive to expand companies that you do not control.
Big Boss is a chance to own a Wolfgang Kramer game that has never been seen in English before. The question is, is it worth it. The answer is yes, as Big Boss has a great pedigree, being an alternate, streamlined, and more forgiving version of Acquire. As a competitive game of shares and company growth Big Boss is a good introduction to the financial theme in board games which does not get too complex, nor too dry, and with the physical presence of the company buildings, looks just about right.
Monday, 4 September 2023
Jonstown Jottings #82: Caravanserai
What is it?
Caravanserai is a mini-campaign and supplement for use with RuneQuest: Roleplaying in Glorantha in which the Player Characters establish operate a Caravanserai, a combined inn and rest stop on a trade route, the likes of which they will have probably stayed at during their adventures.
It is a sixty-one page, full colour 3.50 MB PDF.
Where is it set?
It is set after the events of the Dragonrise.
Caravanserai is designed for a group of adventurers looking to settle down, or at least establish a base of operations. Ideally, one of the Player Characters should be an Issaries merchant, who should possess or have access to 2,500 Lunars.
Caravanserai requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, and The Book of Red Magic. RuneQuest: Weapons & Equipment is a necessity. Plunder may also be useful as will Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses.
What do you get?
Miskatonic Monday #214: The Strawman
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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.
Author: A Keith Applegarth
Setting: Modern day Pennsylvania
What You Get: Fifteen page, 4.68 MB Full Colour PDF (plus extras)
Elevator Pitch: The scarecrow doesn’t just scare crows
Plot Support: Five pre-generated Investigators, seven maps, thirteen NPCs, and one Mythos monster.
Pros






