One Bad Apple is set in the small village of Two Forks, located in the Borderlands between the twin forks of the Flenderish River and marked by the two stone bridges which cross the sluggish, muddy rivers, the temple, and the Two Forks Distillery and Public House, the most profitable building in the village. Were it not for the quality of its spirits, Two Forks would be utterly unremarkable, a place where nothing happens. That placid nature has been shattered with the sudden change in behaviour by the town’s blacksmith. Victor the Smith has always been a friendly, agreeable man, always ready to help others, but now, a sudden, unprovoked and extremely violent outburst has left his neighbour, Ruprecht Allson, bruised, battered, and bloody, and like the rest of the village unable to explain why he was attacked. Two Forks’ two guards managed to subdue Victor the Smith and lock him in a shed, where he continues to rage and scream and hammer at the door. What has affected Victor the Smith? What is the reason for his rage? How long will the shed hold him?
Friday, 20 March 2026
Friday Fantasy: One Bad Apple
One Bad Apple is set in the small village of Two Forks, located in the Borderlands between the twin forks of the Flenderish River and marked by the two stone bridges which cross the sluggish, muddy rivers, the temple, and the Two Forks Distillery and Public House, the most profitable building in the village. Were it not for the quality of its spirits, Two Forks would be utterly unremarkable, a place where nothing happens. That placid nature has been shattered with the sudden change in behaviour by the town’s blacksmith. Victor the Smith has always been a friendly, agreeable man, always ready to help others, but now, a sudden, unprovoked and extremely violent outburst has left his neighbour, Ruprecht Allson, bruised, battered, and bloody, and like the rest of the village unable to explain why he was attacked. Two Forks’ two guards managed to subdue Victor the Smith and lock him in a shed, where he continues to rage and scream and hammer at the door. What has affected Victor the Smith? What is the reason for his rage? How long will the shed hold him?
Assault on Algiers
Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…
Achtung! Cthulhu 2d20: Operation Kindling is a scenario that takes Achtung! Cthulhu 2d20 back to North Africa after the events of the early war campaign, Achtung! Cthulhu 2d20: The Serpent & The Sands, although the two are not connected. Its set-up—and pretty much all of the scenario—is simple and straightforward. This because it is designed to be played as part of, and is included with, the Achtung! Cthulhu 2d20: Quickstart Pack, along with Achtung! Cthulhu 2d20: Operation Ultimatum. The latter is designed to serve as a one-hour demonstration session, whereas Achtung! Cthulhu 2d20: Operation Kindling is slightly more involved and will take a longer session in which to complete. It could easily be run using the players’ own characters, perhaps as a mission to run between the early part of the war and the mid- to late part of the war. However, the scenario is designed to be used as a quick-start, so includes four pre-generated agents. These consist of an indecisive American natural engineer and linguistic, an implacable British Commando with a reputation for surviving combat, a well-read Belgian police detective who has joined the Free French forces, and a French North African sorceress with an eye for clues and reading others. The latter is the only female pre-generated agent.Against the background of distrust between the French and the British because of the Battle of Mers-el-Kébir when the British attacked French vessels to prevent from falling into German hands, the Player Characters are ordered in turn to neutralise a force of Vichy troops at a police station, ideally by getting them to switch sides or surrender; destroy a radio tower; and ultimately, to capture a Nachtwölfe experimental artillery battery and hold it until relieved. The team is also warned that Black Sun forces may also be operating in the area. The set-up is this straightforward and the agents are likely to deal with the mundane Vichy forces very quickly. Only after than does the scenario get interesting. This is with the discovery of a Black Sun convoy which has clearly been ambushed and gunned down. The agents learn too that the ambushers took an object of importance—a ‘horn’. With this information in hand, the Player Characters still need to capture the gun battery, which turns out to be a Blauer Kristall-powered pair of lightning cannons! Once done, their orders are to hold the battery. Which the agents have to do against a force of Black Sun troops which is chasing the Nachtwölfe unit which was responsible for the ambush on the Black Sun convoy. The scenario will come to climax with the agents fighting alongside sudden and temporary allies—the fleeing Nachtwölfe soldiers—and discovering what the ‘horn’ is that they took from the Black Sun convoy.
Physically, Achtung! Cthulhu 2d20: Operation Kindling is generally well presented, though it has clearly been rushed in places. Both maps and agent illustrations are fine.
Monday, 16 March 2026
Miskatonic Monday #424: The Innsmouth Terror
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Author: John Hedge & Miskatonic Playhouse
Setting: 1923 Lovecraft Country
What You Get: Forty-six-page, 68.09 MB Full Colour PDF
Elevator Pitch: Hollywood horror comes to Innsmouth
# ‘The Shadow over Innsmouth’ writ large, but in an entertaining fashion
Miskatonic Monday #423: Hunger at the Campsite
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Author: Phanzar
Setting: 1982 USA forest
What You Get: Three-page, 2.99 MB Full Colour PDF
Elevator Pitch: A cat-tree-cat god is hungry
# No motivation for the Investigators
# Playable in thirty minutes
# Hookless
Sunday, 15 March 2026
Work is Scary
“A new life awaits you in the Off-world colonies! A chance to begin again in a golden land of opportunity and adventure!”—Blade Runner
Building Better Worlds is a book that will take you out—far out—into the Alien universe to the Outer Rim Territories as far as the frontier of the Weyland Isles Sector, and then quite literally beyond, that is, ‘Beyond the 20 Parsec Limit’ where there is little hope of help or rescue if an outpost or colony gets into trouble or needs rescuing. Building Better Worlds is a book about the future of humanity and finding new worlds, living on worlds and settlements far from Earth not always best suited to colonisation, about making the lengthy journeys between them, and surviving some of the deadliest of secrets and dangers in the galaxy. With Building Better Worlds, the Game Mother can run campaigns that focus on searching for and discovering new planets—hopefully suited to settlement or exploitation, if not both; on settling, working, and developing colonies; and on transporting goods and passengers between them. It is designed to be used by both player and Game Mother and so is book of two halves. The first half includes an explanation of the fundamentals of exploration and colonisation, the colonisation timeline, a mix of governmental non-governmental organisations, guidelines to creating suitable Player Characters as well as two new careers, numerous weapons, vehicles of all types, and other equipment, and some ideas around which campaigns could be based. This half, roughly a third of the book, is for the player, whilst the longer second half is for the Game Master. That half includes two catalogues, one of the systems and colonies of the frontier, the other of the parts of the Weyland-Yutani Extrasolar Species Catalogue that Weyland-Yutani does not want you to see, ‘The Lost Worlds’, a complete sandbox campaign beyond the frontier, and the expanded means to create new worlds and colonies, and for running a colony.
The supplement opens with the facts of colonisation and space travel. That it is heroic, that it is dirty, that it is dangerous, and that it is expensive. That explorers need to be hardy and well-trained and that the pay is invariably good, whilst colonists need to be even more hardy, prepared for life on another world, and expect to be paid little, if at all. Both are likely to need to pay back for their training, though this is easier for explorers who make more income, and both exploration and colonisation expeditions are going to be funded by wealthy corporations, governments, or institutions. The history of colonisation runs from 2029 CE and the Weyland Era to the 2190s and the Black Gold Rush following the terrorist nuclear bombings of petroleum supply colonies, the Colony Wars, and the Great Mother Mission launched to contact lost colonies. However, the explanation of events is organised by category and the timeline crammed into a two-page spread, so it is difficult to get a proper feel for the flow of events.
The organisations chapter includes descriptions of positions on Scientific Exploration Vehicular (SEV) Expeditions and the Extrasolar Colonization Administration (ECA), useful as potential roles for both Player Characters and NPCs, whilst the governmental organization and corporation descriptions are a mix of the familiar and unfamiliar. The Weyland-Yutani Corporation, the Seegson Corporation, United Americas, Colonial Marine Corps, Union of Progressive Peoples, and more will be familiar, expanding upon the information in both the Alien: The Roleplaying Game corebook and the Colonial Marines Operations Manual. The less familiar includes the Central Confederation of Africa, which is a minor, but rising interstellar power, and the New Albion Protectorate, a former colony located in the Weyland Isles, which seceded from the Three World Empire (3WE) and is prompting other colonies to follow suit in an effort commonly called ‘3WExit’ (you can tell that the author is British).
In terms of character options, Building Better World offers two new Careers as well as discussing how the different Careers from Alien: The Roleplaying Game can find their way onto exploration missions and colonisations expeditions and why they might join both, along with a table of possible personal agendas, which is very good. Each is also given two new Frontier Talents and two items of Frontier Gear. For example, the Frontier Talents for the Colonial Marshal are ‘Menacing’ and ‘Tough’, whilst the items of Frontier Gear are a ‘Bounty hunter/Investigator licence’ or ‘Handcuffs’. The two new Careers are the Wildcatter and the Entertainer. The Wildcatter is a prospector or surveyor who explores new worlds looking for resources or suitable sites for colonisation. The Entertainer is suggested as being a performer, croupier, unofficial club owner, waiter, barkeep, or other profession, which is less useful for most campaigns. It would need a static set-up—a base or a colony or a space station—to be a logical character option, and when things go sideways as they should, would also be the basis for a replacement Player Character.
There is a good selection of new gear and ships which can be found all across the frontier and beyond. New weapons, armour and suits, other equipment, vehicles, and spacecraft. The other equipment ranges from items as simple as a Folding Spade and Digging Fork (which of course, can be sued as a weapon) and as complex as the ‘Omni-Tech SDDG Sonic Deterrent Defence Grid’ designed to deter indigenous wildlife and pests from getting inside a perimeter. It is effective against humans though, inducing stress. The vehicles are typically large, multi-wheeled, and rugged, the COBB-C/D ‘Grasshopper Multivector Helijet’ an exception. The spaceships include the Lockmart Model 439SL Class 7 Excavator which has a heavy mining drill in its prow; the Weyland Heliades-Class, the first FTL-capable spacecraft; and colony vessels such as the Lockmart Model TB22C Borrowdale Class Transfer Vehicle and W-Y Model CY78.3 Affiance-Class U Colony Ship.
Surprisingly, the advice and suggestions for campaigns is in the half of Building Better Worlds for the player rather than in the section for the Game Mother. There are rules for surviving new environmental conditions, but the most interesting content here is the discussion of campaign types, set-ups, and expedition types. There are some colony classifications described too, including the ‘Shake and Bake’, ‘Extra Crispy’, ‘Giffy Popped’, and ‘Armed and Hammered’, that will give certain colonies similar feels. The two types of campaign discussed are Explorer and Colony Campaigns and together with the list of potential expedition types, such as supply and cargo runs, salvage ops, prospecting, scientific field-trips, and more, gives the Game Mother a decent range of ideas around which to base campaigns and plots. These are solid prompts, but as much they give the Game Mother some good starting points, the reader is left wanting more as each is worthy of further expansion and discussion.
For the Game Master, Building Better Worlds is also broken into two halves, one more general in nature, the other specific to the campaign, ‘The Lost Worlds’. The more general half begins with details of eighteen new systems located in the Outer Rim Territories, the Frontier, and Beyond the 20 Parsec Limit. Each has a description that gives its history and current status, plus list of stats and details that includes affiliation, classification, climate and temperature, terrain, notable colonies, population, and key resources. There are no hooks given so the Game Mother will need to work hard to develop these into fuller adventure locations with reasons why anyone would visit them. At half a page, they are underwritten and perhaps point towards the need for a world guide for Alien: The Roleplaying Game – Evolved Edition.
The second section is the ‘Weyland-Yutani Extrasolar Species Catalogue’. From Abominations and Fulfremmen (Perfected) to Protomorphs and and Xenomorphs, this is an expanded bestiary of your worst nightmares that nobody wants to meet and this being for Alien: The Roleplaying Game, unfortunately will. Many of these have been taken from the film Prometheus and the cinematic scenario, Heart of Darkness. Some also appear in the campaign that follows, but this still expands the options available to the Game Mother wanting to surprise and unnerve her players and their characters.
The second half of the section for the Game Mother is ‘The Lost Worlds’, a campaign that takes up just under half of Building Better Worlds. It builds off the timeline given earlier and set in the 2190s, concerns the Great Mother Mission. This is a combined multi-national, multi-corporation humanitarian, recontact, and recolonisation expedition launched by the United Nations Interstellar Settlement Corps to discover what happened to the settlements and peoples of the Far Spinward Colonies following their isolation from the Outer Rim due to a series of massive solar ejections, gamma bursts, and waves of radiation. It has been seventy-five years since contact was lost and numerous vested interests want to know what has happened to the millions of people who settled the region. There is even hope that if successful, the Great Mother Mission will serve as an example of co-operation and goodwill in the face of increased hostilities between the United Americas and the Union of Progressive Peoples. Of course, the expedition is rife with tensions and issues, both political and corporate, and these will drive the actions of the expedition members NPCs for much of the campaign and influence those of the Player Characters too.
The Player Characters are members of the expedition assigned to the UNCSS Solovetsky Island, one of Great Mother Mission’s four Magellan-class J Science Exploration Vessels (SEV). They can take just about any role about ship, but need to be free to conduct planet-based missions too. Otherwise, the players have a lot of freedom in terms of what characters they can create and roleplay. The campaign consists of seven chapters or expeditions, the first six of which can be played in any order as a sandbox, the completion of each one reward the players and their characters with another piece of the campaign’s metapuzzle, whilst the seventh serves as the campaign’s finale. Alternatively, they can be run as one-shots, but that would negate the tension and mystery that builds as the campaign progresses. The lose structure of the campaign also means that the Game Master has room to create her own scenarios set on other worlds in the Far Spinward Colonies. She may want to do that to have her Player Characters discover what happened to the other colonies that were not necessarily affected by the campaign’s emerging threat. The campaign includes a Session Zero for set-up and guidance on how to handle downtime scenes between the expeditions, as well as list of events that can occur as necessary or because of the Player Characters’ actions.
Over the course of the campaign, the Player Characters will colonies riven by a family feud, divided into extreme haves and have-nots, on the edge of insurrection, and seemingly empty bar strict automation. They will also conduct a search and rescue mission for a lost expedition vessel and even help set up and run a colony. The latter makes use of the colony creation and operation rules and advice in the supplement’s appendix which also include expanded rules for creating star systems and planets. Structurally, since ‘The Lost Worlds’ can be played in any order, it does lack a sense of space or urgency as written. Rather urgency is going to build from the narrative and the discoveries that the Player Characters make as opposed to inbuilt timing mechanism. Thus, by the end of the sixth part of the campaign, the Player Characters will have uncovered, even encountered, and hopefully understood the nature of a threat to not just the Far Spinward Colonies, but all of occupied space. Again and again, the Player Characters will find signs of ‘alien’ activity and even be confronted by it, but where in a Cinematic scenario, the objectives are simply survival and escape, here they are also to learn and wonder at some the secrets that the campaign will reveal.
Building Better Worlds does feel as if it should be two books, one focusing on its themes of colonisation and exploration, the other on its campaign. Perhaps as two books, the one devoted to colonisation and exploration would have had more room for colonies of the Alien universe to be expanded upon and detailed. Plus, ‘The Lost Worlds’ is more of a re-exploratory campaign than an exploratory campaign and were it not for the expedition where the Player Characters get to set up and run a colony, that part of the supplement would have been ignored. However, this does not mean that as just the one book, Building Better Worlds is a bad book by any stretch of the imagination.
Physically, Building Better Worlds is a great looking book. It is well written and the artwork is as excellent as you would expect for the line. As with other books for Alien: The Roleplaying Game, the layout is fairly open and thus easier to read. Being for the first edition of the roleplaying game, it still uses the black background that some readers have an issue with.
Building Better Worlds expands Alien: The Roleplaying Game—and consequently Alien: The Roleplaying Game – Evolved Edition—with a wealth of options, campaign ideas and playstyles, threats and other dangers, that all together open the possibilities of the roleplaying game’s Campaign mode and the Frontier Colonist campaign model. It then showcases them with a great campaign that delivers an escalating combination of horror and hubris.
Saturday, 14 March 2026
A Supernatural Search
Pendragon: The Grey Knight is a scenario that delves into the weirdness and the supernatural of King Arthur’s kingdom, on a quest that will take the Player-knights across a land blighted by the Dolorous Stroke and a fairy kingdom, and back again, their faith tested again and again, and all the while bearded and tempted by those that would see them fail, Arthur’s honour besmirched, and the shining star that is his realm tarnished. It is a reprint and update of the first adventure to be released for Pendragon in 1986, written by Larry DiTillio no less, the author of the much revered Masks of Nyarlathotep campaign for Call of Cthulhu. It can be played using either the Pendragon Core Rulebook or the Pendragon Starter Set as well as a direct sequel to the latter. Where the original consisted of the one scenario, that is, The Grey Knight, this update has been expanded to include two scenarios that make it a trilogy and fills in the years between the end of the Pendragon Starter Set and the beginning of ‘The Grey Knight’. They bridge the gap between the two just as Pendragon: The Grey Knight bridges the beginning and the end of Boy King Period.
The first of the two prologue scenarios is ‘Bearding the Lion’. It is set in 513 CE and when news reaches King Arthur that King Ryons is besieging King Leodegrance at Castle Terrabil, near Stafford in Cameliard, he orders army to war in an attempt to lift the siege. A chance occurs for the Player-knights to shine and earn Glory when they have the opportunity to capture King Ryons on the eve of battle. The scenario ends with the Battle of Terrabil, offering another chance to try out Pendragon’s battle rules, and then with the appearance of the Lady Guenever. This brings in another aspect of the roleplaying, the Adoration Passion, which may have long term effects for the Player-knights. The second scenario is ‘King Pellinore’s Quest’. It takes place in 514 CE and is a slightly busier affair. The Player-knights begin on the road to Carlion, King Arthur’s capital, to attend his marriage to Guenever. Along the way, there is the opportunity to hunt for Questing Beast, chase after a dastardly knight, and rescue a very fair maiden. Both scenarios lay the groundwork for ‘The Grey Knight’ scenario—‘Bearding the Lion’ in particular—and both are playable in a session or so. Given that they are relatively slight affairs, there is scope too for Game Master to insert scenarios of her own in these years and if the Game Master has access to Pendragon Gamemaster’s Handbook, could add to ‘King Pellinore’s Quest’ using the Feast rules for the wedding celebrations.
In between the two shorter scenarios and ‘The Grey Knight’ scenario, is a description of Carlion, which the Player-knights will return to in 515 CE at the start of the scenario for the Easter Tournament. There are some good roleplaying encounters on the road and at the court, with at least two of the Player-knights irritating to other knights in the process, and others attracting the attention of a lady. This sets up rivalries and love triangles that can be duelled during the tournament the following day, but the event is brought to a halt with a clap of thunder and out of a rolling mist ride a strange trio. A Dwarf, a Lady in Black, and a Black Knight. The Lady in Black makes grave accusations against the king and challenges to have her Black Knight face the king’s champion, and if he loses, the king will have been proven unworthy to rule. It is Sir Gawaine who throws down the mantle, but Merlin prophesises that he will fail unless one of the Thirteen Treasures of Britain is found and used to aid him in the duel. The Player-knights will ride forth in search of one of these, the Whetstone of Tudwal Tudglyd.
The Player-knights are faced with three challenges. First, determining where the Whetstone of Tudwal Tudglyd can be found; second, actually finding it; and third, returning it to Carlion in good time. This is because the duel between Sir Gawaine and the Black Knight is due to take place at Pentecost, some six weeks hence. The Player-knights will need to ride north and deep into the Wastelands. Here they will be constantly challenged by the strange encounters they have, especially if they are Christian knights, less so if they are Pagan knights, and not at all if they are Wotanic knights. Nevertheless, the Traits and Passions at the heart of Pendragon, Sixth Edition are given a thorough workout as the Player-knights progress. The trek through the Wasteland is a test of character as much as it is endurance, though there is one such test so severe that it could end the quest for a Player-knight (and the scenario for the player too)—and if too many fails, end the quest for all and place the kingdom in peril. (The scenario does include options as to what could happen if the Player-knights do fail.) After a big fight, the Player-knights can obtain the Whetstone of Tudwal Tudglyd and begin the journey back to Carlion, though this has its own challenges.
‘The Grey Knight’ is a linear scenario with no room for the Player-knights to deviate from the path of the quest. This does not mean that the Player-knights are bereft of agency, they are free to act as they want (or as their much-tested Traits dictate) throughout all of the encounters in this scenario as well as both ‘Bearding the Lion’ and ‘King Pellinore’s Quest’, though of course there are benefits to certain actions and penalties to others. Another point about player agency is that the scenario makes clear that it is the Player-knights who are the heroes of the tales because they are the ones that find and return with the Whetstone of Tudwal Tudglyd and so ensure the victory of Sir Gawaine and that without it, the king’s champion is doomed. Structurally, as written, the Player-knights are always going to arrive during the duel between Sir Gawaine and the Black Knight, the scenario providing the Game Master with extra encounters to run should the Player-knights have managed to have completed the quest in good time. Narratively, this means that six week time limit between challenge and duel does not actually matter, so really it is a means of keeping the tension high for the players and their knights and keeping them focused.
If the Player-knights do succeed, they will, of course, be well rewarded with Glory. There however, two further potential rewards. Both of which are fantastic, but will really only benefit one player each. One of them will grant extra responsibility (and even the potential for early retirement of the knight), but provide ongoing Glory and income. The Noble’s Handbook will be required to get the best use out of the reward. Hopefully future scenarios will offer similar opportunities for reward for the other Player-knights in the future.
There are really only three issues with Pendragon: The Grey Knight. One is that the maps showing particular locations and regions are difficult to locate on the full map of England in the back of the book. Another is that although it is subtitled a campaign, Pendragon: The Grey Knight is really too short to be that. Whilst it does have two extra scenarios before ‘The Grey Knight’, they are more like one session prologues to the main event. Lastly, it would have been useful to have had a pronunciation guide handy. As amusing it was to hear an American mangle many of the place and creature names whilst playing through Pendragon: The Grey Knight, it could easily have been avoided.
Physically, Pendragon: The Grey Knight is well very presented. The artwork is excellent and the illuminations entertaining. The maps are decent and add much to the manuscript-like feel of the book. The inclusion of the author’s notes is a pleasing and informative extra.
Pendragon: The Grey Knight is a great scenario made all the better by the addition of the two smaller scenarios which add depth and lay the groundwork for what is to come, much as ‘The Grey Knight’ does itself for The Great Pendragon Campaign. It tests and pulls at the Player-knights from start to finish, and in doing so, presents some delightful opportunities to roleplay as they are confronted with some of the more supernatural and more magical aspects of Arthurian Britain. Any Game Master and player who enjoyed the Pendragon Starter Set will definitely want to continue the story of their knights in Pendragon: The Grey Knight.
With thanks to Scott Joest and my fellow knights.
The Other OSR: Creatures of the Dying World
There are some common themes running through Creatures of the Dying World: A Bestiary by Jonny Bloozit #1. There are creatures from swamps and marshes and associated with filth and decay, such as the Bogmen which seek to suffocate, envelop, and digest its victim, but is immune to weapon damage, whilst the ‘Giant Leechworm’ is exactly what you think it is. The ‘Miasma’ is an evil spirit attracted to filth and decay and spreads diseases like the sniffles and the plague, whilst the ‘Plague Fly’ settles on carrion, fresh battlefields, and rubbish dumps in swarms, causing fever-like symptoms in those it bites and laying eggs in open wounds. Worm-like creatures are common too, such as the Cavern Worm that is like a deep sea tube worm that hides in crystalline tubes only to snap out and bite at its victims, The weirdest of the worms are the ‘Howling Worm’, a magical plant-human hybrid which howls and shrieks loudly when anyone comes near, so they are used as alarms much to the annoyance of anyone else living nearby.
Not all of the entries in Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 are simple foes that the Game Master can throw at his players and their characters. There is a version of the ‘Crystal Skull’ that is a combination of magical artefact and personality, containing the bound soul of a priest or herbalist who is not very happy about being so bound. Consequently, he is ill-mannered, angry, and contemptuous of the Player Characters, but might be persuaded to help. What is in no doubt is the Game Master will have fun portraying the unfortunate soul! The entry for ‘Dagon’ is really more illustration than description and adds little that is of use. The ‘Plague Doctor’ is an adaptation of the seventeenth century figure that sought to treat the bubonic plague, both as NPC and Player Character. It is suggested that the towns and cities setting of the Dying World are home to many Plague Doctors, who attempt cures through bloodletting, which can be dangerous if failed, and similarly use magical cures to shorten illnesses, though such an attempt will lengthen the illness if the attempt fails. In comparison to other Classes for Mörk Borg, this is underwritten, but there is perhaps scope for development.
Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 is a slight affair at just twenty-one entries and sparse descriptions for too many of them. Similarly, the emphasis upon folklore in the entries veers towards the meagre rather than the substantial, and in places, that lack gives less for the Game Master to work with and work into her campaign setting. And whilst there is no denying the effectiveness of the artwork in Creatures of the Dying World: A Bestiary by Jonny Bloozit #1, it cannot wholly make up for the underwritten nature of some of the bestiary’s entries. Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 does not wholly suffer from a case of style over substance, but the Game Master is likely to want to develop some of that substance herself to make fuller use of the bestiary.






