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

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 with 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.

Saturday, 11 July 2026

Convict Conscript Combat

It should be no surprise that the future is a corporate future despite our aspirations. So, governments and agencies might do all the scouting and exploration, but the corporations have the money to invest and they expect a return on that investment. In the Corealis System, the conglomerate known as the Corporate Echelon is attempting to squeeze as much profit from the system and that includes protecting their facilities, let alone the colonies. There are reports of bug infestations and scab pirates attacking ships and outposts. In response the Corporate Echelon has instructed its Military Foundation to find a cheap solution to the problem. The result is the Rehabilitation Incentive Program (R.I.P.), a programme of enforced conscription from the Corporate Echelon’s private prisons. Convicts are given basic training and sent off on relentless tours of duty. They will eradicate bug infestations, assault pirate bases and spaceships, conduct salvage missions, run supply missions, and more, but no matter the type and nature of the mission, the Convicts, known as ‘Dirtbags’, are expendable. However, if a Dirtbag survives long enough, there is the promise of freedom and reintegration.

This is the set-up for Dirtbags! A Sci-Fi Shooter RPG, published by The Dungeon’s Key following a successful Kickstarter campaign. Inspired by films such as Starship Troopers, Tank Girl, and Aliens, plus The Dirty Dozen and an unhealthy dose of the Borderlands video game franchise, it is a satire on corporate greed and capitalism and deals with a lot of mature themes. The dystopian satire starts with the look of the rulebook, which is heavily graffitied in a running commentary upon service in the Rehabilitation Incentive Program, the Convict Conscripts sticking two fingers up in punk attitude at the corporate commanders and masters.

To create a Convict Conscript, a player divides five points across three abilities—Bones, Cunning, and Nerves, rolls for his Convict Conscript’s Pardonable Offence and the Fallout, and then selects a role assignment, loadout, and trait. The Convict Conscript’s upbringing, personality trait, and appearance can all be rolled for. Each Convict Conscript also receives a fifty-credit signing bonus. The roles are Ape (Infantryman), Pill (Combat Medic), Tech (Combat Engineer), Hen (Reconnaissance), and Muscle Head (Support Gunner). Each provides three options in terms of Loadouts and Traits. Both the Pardonable Offence and the Fallout provide an extra bonus. In addition to his loadout, a Convict Conscript wears a Prisoner Identification Collar, which of course, is fitted with a small amount of explosives which can be detonated remotely, as a deterrent against escape attempts.

Name: Louise Kincy (MD)
Bones 1 Cunning 2 Nerves 2
Pardonable Offence: Medical Malpractice (75 years)
Fallout: High-Strung (No breathers in combat)
Role Assignment: Pill
Traits: Field Surgeon
Upbringing: Water Carrier in the circuit city sweatshops
Personality Trait: Petty
Appearance: Old World Prosthetic Hand
Loadout: 350-SI Service Pistol (three magazines), Surgery Kit, Juice Box Energisers (two), Tourniquet (one)

Mechanically, Dirtbags! uses a dice pool system. In fact, it uses three dice pools. These are Action, Ammunition, and Reserve. The Action pool is based on the Convict Conscript’s abilities. It is the number of dice that a player can assign to any one action. Using six-sided dice, any result of a four, five, or six is a success, although this range will increase or decrease depending upon if the Convict Conscript has Advantage, Disadvantage, or Severe Disadvantage. Any failed results go into the Convict Conscript’s Reserve where they cannot be used. Various traits will restore dice from the Reserve to the Action pool, but the primary means is to ‘Take a Breather’. Out of combat, this takes fifteen minutes, but in combat, it takes a whole turn in which the Convict Conscript can nothing else. A critical success, a roll of two sixes on an action will also restore a single die from the Reserve to the Action pool.

The number of actions that a Convict Conscript can undertake in a round is determined by his Ability values. For example, a Convict Conscript with a Bones of two has two physical actions in a round. So, his player might describe his actions in cleaning out a bug nest as first throwing a grenade at the hole out of which a bug swarm has erupted and then charging to its lip. Whilst a Convict Conscript with Cunning of two operating a drone might send it to hover over the hole and then scan for movement. In either case, the Convict Conscript’s player needs to roll a success for each action. Notably, none of the actions involve shooting or attacking. This is a free action. Nor does a player roll to hit. Instead, he rolls the Ammunition pool for his Convict Conscript’s weapon. The Convict Conscript can fire as many times as he wants. The only limits are the ammunition capacity of the weapon and its firing mode. Firing at targets beyond a weapon’s range reduces the number of Ammunition dice the player rolls. Every success is a hit, but if two ones are rolled, it means that the weapon has jammed. All dice rolled from Ammunition pool go into the Reserve pool and can only be refreshed when the Convict Conscript takes a turn to reload.

When hit, a Convict Conscript can defend using his Action pool or his Ammunition pool and every success negates a hit. Armour negates hits and can be destroyed. Damage is inflicted per location and if a hit location suffers two more points of damage, it is bleeding and will suffer more damage loss. Limbs can be ruined and amputated; if the torso is reduced to zero Hit Points, the Convict Conscript cannot ‘Take a Breather’, but can talk and still take free actions like shooting; and if a Convict Conscript’s Hit Points in his head are reduced to zero, he is dead. In addition to possible access to a Pill or Combat Medic, every Convict Conscript carries at least one ‘Muscular Intravenous Liquid Koka’ (M.I.L.K.) Energiser in his Prisoner Identification Collar. This can be automatically injected to negate hits of damage, ignore Ability limits, gain advantage on the Convict Conscript’s next roll, reroll any number of dice with disadvantage, and spend a success to gain an extra action. However, consume too many Energisers and a Convict Conscript can suffer an emotional outburst, such as hyperventilating, suffering a nervous breakdown, fleeing, and so on. Similarly, witnessing another Convict Conscript’s death, suffering an amputated limb, and other dire situation may also result in an emotional outburst. An emotional outburst is resisted with a Nerves roll.

Mechanically, Dirtbags! is simple and it does give a player plenty of freedom in terms of how and what his Convict Conscript does. Primarily this is because it removes the need to declare an attack as action and have it happen automatically if the player declares it. All the player has to do is roll for the effect. It means that the player can focus on his Convict Conscript moving and taking other actions. The limits are his Ability values and the size of his Action pool and the flow of the play is going to be from action to rest and back again from running and gunning and hiding and ducking to needing to ‘Take a Breather’ and back again. The Action pool and the Ammunition pool are both resources that need relatively careful handling.

Dirtbags! A Sci-Fi Shooter RPG is played out as a series of tours of duty, each of which consists of several operations, the number randomly determined reflecting the difficulty of a campaign. Effectively, length of play determines the campaign difficulty. A completed operation reduces a Convict Conscript’s sentence by five years and for every twenty years his sentence is reduced, he can improve an ability, take a Retinal Curriculum Projector course which grants a trait, or take a trait from his role. Between tours of duty, a Convict Conscript can take Shore Leave, which may be a relaxing time or it may leave the Convict Conscript without an internal organ, which reduces his torso’s Hit Points. The Convict Conscripts also have access to a wide range of military surplus that they can purchase and in return they can sell their military surplus and salvage. A sample mission, ‘Occam’s Razor’, a training mission that goes to hell with a bug invasion!

Dirtbags! A Sci-Fi Shooter RPG does not feel quite complete. There is background to the setting, but no advice for the Game Marshal and it could have done with a random mission generator at the very least. There is content sufficient to inspire the Game Marshal, but such a table would have been useful. It also does not address what happens if a Convict Conscript manages to reduce his sentence to zero, which is possible, but difficult after ten to fifteen operations. Whomever has amended the training manual that is Dirtbags! A Sci-Fi Shooter RPG calls it a return to slavery. The Corporate Echelon states that the Rehabilitation Incentive Program has an eighty percent success rate. One option here might be to look at Gangs of Titan City, a roleplaying game of criminal gangs and life in a spire city, as to what happens next, but otherwise, the Game Marshal is left to decide what happens next.

Physically, Dirtbags! A Sci-Fi Shooter RPG is a scrawling mess of a book and intentionally so. It is all punk attitude verses corporate bullshit and sometimes that does get in the way of what is relatively simple, straightforward roleplaying game. The example of play is actually the easiest and quickest means of learning the roleplaying game’s rules. The artwork is decent though.

Dirtbags! A Sci-Fi Shooter RPG has the potential to be manically chaotic fun, throwing it as it does a disparate, desperate group of poorly trained conscripts into one dangerous mission after another, whilst the Game Marshal throws every military movie cliché into the mix. It would be interesting to see what happens if the Convict Conscripts are actually rehabilitated, but that will have to wait for a supplement or another roleplaying game. In the meantime, the Dirtbags have one last chance to prove they are not scum in a light, but surprisingly detailed military Science Fiction shooter.

Solitaire: Bloody and Alone in Appalachia

Maybe it went wrong when you drove off the highway and into that small town? Needed some gas or a place to stay for the night or simply a rest room. Took a wrong turn on the trail and found yourself outside a house in the woods? For whatever reason, you have found yourself in the small town of Bludworth Hollow in the Appalachian Hills of Eastern Kentucky. And them Appalachians take against strangers and to them there is no one stranger than city folk. And you are definitely city folk. The store owner took one look at you and with a curl of his lip, he knew you were not from around here. And then that was when everything went black… When you woke up, there was a bruise on the back of your head, you were in a barn, your wallet gone, and you had no idea where you were. There was a radio nearby that you might be able to call for help and if all else fails, you have been left with a video recorder on which you might have time to record what happens to you. Or maybe that is what they want, to record your last hours. To record your terror as the situation closes around you. As you scramble to switch the recorder on and point at it your face, your hands trembling, you think you hear movement. Is someone coming? Are they coming to help? Are they coming to hound you…?

This is the set-up for Bloody and Alone in Appalachia, published by Beyond Cataclysm Games following a successful Kickstarter campaign
and based on SURVIVE THIS!! Bloody Appalachia, the Old School Renaissance roleplaying game published by Bloat Games. Where SURVIVE THIS!! Bloody Appalachia is a typical roleplaying game, Bloody and Alone in Appalachia is a solo journalling game, and is thus best played when all but the last Player Character has been hunted down and butchered! Further, instead of using rules derived from Dungeons & Dragons, for its mechanics Bloody and Alone in Appalachia uses the rules and format of The Wretched, the Science Fiction journalling game published by Loot the Room. Thus, the game requires two ordinary decks of playing cards without the Jokers, a six-sided die, a Jenga or similar tower block game, and a set of tokens. In addition, the player will require a means of recording the results of the game. It is suggested that audio or video logs work best, but a traditional journal will also work too. The roleplaying game is inspired by films such as The Blair Witch Project, Cabin in the Woods, Deliverance, and just about any backwoods horror film you care to name. Lastly, one major difference between Bloody and Alone in Appalachia and The Wretched is the number of antagonists that it offers. Typically, a solo journalling game like The Wretched presents a difficult situation and one threat. In Bloody and Alone in Appalachia there are not one threat, but thirteen! The Butcher. Bigfoot. Children of the Corn. Dirty Hoof. Fairies. Iris Lynch. Jack the Scarecrow. Piggy Lee. Reggie ‘The Mad Miner’. The Sheriff. Las Bandisas. The Ruby Mind Cooperative. The Wild Wrestler. The player will only face one of these at a time, and what that means is the player can return to play Bloody and Alone in Appalachia over and over in an attempt to escape and defeat a different foe each time. This gives it a replayability factor that is rare amongst solo journalling games.

Set-up is simple. The Jenga tower is set up with a random number of blocks pulled to represent the battering the player has already suffered and the stress he is currently suffering. Every time the player is instructed to pull a block, it represents another wound suffered, and if the Jenga tower collapses, it means that the player has died, whether from this one last wound or stress as his heart gives out. Each deck of playing cards is shuffled. One becomes the Event deck, the other the wound deck. Each day of the player’s travails is divided into two phases. Phase One is ‘The Tasks’, whilst Phase Two is ‘The Log’. There are four steps in Phase One and two in Phase Two. In ‘The Tasks’, the player draws a random number of cards from the Event Deck and works through them one by one, consulting ‘The Tourist Guide’ for each one. ‘The Tourist Guide’ is broken into four card types corresponding to the four suits in an ordinary deck of playing cards.

Hearts represents an encounter of a ‘Personal’ nature. For example, the nine of hearts entry reads, “A rusty hook bounces off the chain-link fence as someone—or something—tries to entangle you. You vault the fence in a single burst of adrenaline, but the razor blades at the top cause you to stumble. Pull from the tower.” Diamonds are the ‘Physical’ world about the player, representing places in and around Bludworth Hollow. For example, the seven of Diamonds entry reads, “The Bokenheel Bridge tricked you—it’s desperately dangerous and can’t leave the town here. How did you learn that miserable lesson? Pull from the tower.” The clubs are ‘People’, individuals that the player can meet in and about Bludworth Hollow.  For example, the eight of club reads, “When Mayor Hooper asked you to follow him, you hoped it would be the first favour in a chain that would lead you to freedom. What you saw at the Town Hall instead taught you that hope comes to Bludworth Hollow to die. What did you see?” Lastly, spades represent the monster stalking the player in and around Bludworth Hollow. Each one of the thirteen monsters has its own set of entries. This enhances the replay value of Bloody and Alone in Appalachia simply in terms of variety, but with thirteen entries per monster, the player could actually replay Bloody and Alone in Appalachia with the same monster and it still be different. Further, each monster not only has thirteen entries, it also has some background, but also two locations which can visited if the right diamonds card are drawn.

In Phase Two, or ‘The Log’, the player takes the time to consider what has happened to him that day. What he learned about the town and its inhabitants? Did he encounter the monster? How is he feeling? He then records his diary for the day.

The Wound deck simply gives fifty-two options for injuries the player might suffer. They are simply described, leaving it up to the player describe them as graphically as wants. The player is further supported with advice and a decent example of play—a nice addition for a solo journalling game—plus tables for NPC motivations and things to be found in and about the town. There is also a map of Bludworth Hollow which the player can use or create his own during play.

Like all of journalling games based on The Wretched, the subject matters of Bloody and Alone in Appalachia are dark and distressing. The player is going to be chased and cut, stalked and stabbed, pursued and punched, and more. In other words, the horror is not going to let up. However, it does lean into the clichés of rural, back woods, redneck horror, but ultimately, it is up to the player to decide how he handles these elements of his playthrough.

Physically, Bloody and Alone in Appalachia is cleanly and tidily presented. There is no art bar that on the front and back cover. There is more artwork than is typical for a solo journalling game based on The Wretched, primarily illustrating the thirteen monsters in Bloody and Alone in Appalachia.

Bloody and Alone in Appalachia is easy to play, but challenging to win. And win not once, but thirteen times! It all depends upon the draw of the cards, but every card is potentially interesting prompting the player to be creative in telling his own story. This is in line with The Wretched format, but Bloody and Alone in Appalachia goes bigger and bloodier than most solo journalling games. With thirteen monsters, Bloody and Alone in Appalachia dishes up more hillbilly horror than you ever imagine you wanted and will bring the player back to the back woods again and again to see if he can survive another monster.

Friday, 10 July 2026

Friday Fantasy: Dungeon Crawl Classics #81: The One Who Watches From Below

We are all fascinated with what is to come, what will happen in our futures, such that many consult horoscopes and seek out fortune tellers and pray to the gods for answers. Such means are rarely reliable, but what if there was a source of true prophecy? A place where answers of true meaning and accuracy can be gained for those willing to seek out its location and pay the price? There have always been rumours and stories of such places, but it one case they are actually true. The Cave of Secrets does exist and if the seeker of his future can find it and pay coins, gems, or magic items as tribute, he can ask the questions that he wants answers to. There are other rumours about Cave of Secrets though… So many men and women have sought answers that a great hoard of treasure has been amassed down the ages. Enough to buy whole kingdoms! Razor-edged swords and powerful wands! Precious gems and jewels that rain through your fingers! Which means that the Cave of Secrets has attracted an entirely different class of person  interested in what it contains! Mercenaries! Robbers! Raiders! Treasure hunters! Adventurers! Now the adventurers have followed the map with an ‘X’ marked ‘Cave of Secrets’ and stand before the cave entrance with its wooden sign which reads, ‘ENTER’.

This is the set-up for Dungeon Crawl Classics #81: The One Who Watches From Below, a scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying GameDesigned for a group of six to eight Player Characters of First Level, the scenario is notable for three things. The first is that it is the winner of the Mystery Map Adventure Design Competition that was included in the pages of the Free RPG Day 2012 adventure module and the second is that as the competition winner, the scenario is actually good. The third is the nature of the curse that dominates the scenario and for the length of the scenario at least, will change how the players roleplay. The curse is triggered by the Player Characters’ greed when they touch the wrong items. Anyone who suffers the curse collapses to the floor, comatose, as his eyes tear themselves from their sockets and flesh grows back over the sockets, and then…! Then, the victim’s eyes move across his body and slide onto the floor and across the walls. The player is no longer roleplaying his character’s body, but just his eyes and he can send them hither and thither. However, the eyes can be attacked and there are some things, like the Eye Slime, which actively hunt these cursed eyes. Further, the only way in which the Player Character can communicate is by blinking or other eye moment and by tracing letters in the air or writing them down, which takes time. To facilitate this, the scenario includes a handout which the Judge can copy and cut out so these is a gap which the Player Character’s eyes can be seen. On the plus side, the Player Character can dominate unintelligent creatures, but this is not easy and the Player Character still cannot communicate using his voice, only the growls and howls of the creature dominated. Ways to remove the curse are suggested, but they are challenging, and ultimately, so is having to roleplay without being able to speak. This does not mean that it will not be entertaining though!

The theme of eyes runs all the way through Dungeon Crawl Classics #81: The One Who Watches From Below. Sets of eyes slide across the walls, blinking and spying on the Player Characters, they bounce down from looming stalks to batter and bruise them, and in one case, they even attempt to blink a message to them! The Player Character Eyes can slide through pipes and cracks and the scenario facilitates this, though the party will need to penetrate beyond the Cave of Secrets that make up the first part of the dungeon. Beyond lies the Temple, clearly a working area, although oddly devoid of its inhabitants. This does not mean that it is free of any dangers. For example, the Player Characters will be able to scour the library for the means to result the eyes to victims of the Cure, but it triggers an attack upon them by every single book in the library! They will likely also discover references here to ‘Shigazilnizthrub’ and ‘The One Who Watches From Below’. There is a room containing ‘Guard Pillars’, eyestalks of a gargantuan subterranean beast that pierce up through the floor and once aware of intruders, bounce up and down on them and rolling over them. The Temple level is the most detailed of the scenario’s four levels and there is a lot here for the Player Characters to discover and examine.

Underneath the Temple are the Brood Pit and the Undertemple. The former injects an arcano-technological element into the scenario as the location of the birthing pools of the abominable Halfling Hybrids that work and protect the complex. The latter is the location for the scenario’s finale and what a finale it is! For players who feel that they have not had enough combat up until now, will certainly get in the final scene. It takes place in ‘The Vault of Eyes’, a massive cavern marked by an abyssal central pit surrounded by mounds and mounds of treasure! There are even wheelbarrows nearby that the Player Characters could use to ferry treasure out of the cavern. Fortuitously, this is one of the treasure vaults of Shigazilnizthrub. Fortuitously, Shigazilnizthrub objects to thieves. So, before the Player Characters have time to go over treasure there is, a titanic black rubbery mass of tendrils, fins, and eyestalks shoots up from the depths of the cavern and surveys all before it. At the same time, the eyes on the walls of the cavern all open and look at the Player Characters. It is a sweet moment of cosmic horror… and choice. Do the Player Characters stay and fight? Do the Player Characters make a run for it? Do the Player Characters make a run for it and attempt to take as much treasure as possible? Make no mistake, this a very challenging, deadly encounter that could end in a total party kill. Or they could defeat Primordial Titan and make off with everything, and become legends. It is possible. More likely, the scenario will end somewhere in between as the Primordial Titan thrashes its tentacles up and down, and the Player Characters make a run for it with what treasure they can carry, chased all the way through the dungeon to the cavern exit by eyes sliding along the walls. It is a memorably great finale.

To support the Judge, Dungeon Crawl Classics #81: The One Who Watches From Below includes notes on how to run the final scene, in particular how to use the Primordial Titan’s ‘powerful suggestion’ which has been changed from ‘domination’ to make for a more interesting and less player agency-denying encounter. There are playtest notes too and a bonus encounter that that did not appear in the original printing of the scenario. There are also another three handouts, images of various locations. It is a pity that there are not more of them as they really help the players visualise the dungeon.

For the long term, Dungeon Crawl Classics #81: The One Who Watches From Below details Shigazilnizthrub as a Patron. This includes his Patron Taint, three Patron spells—Remote Seeing, The Crawling Eye, and Book of the Dead, and his Spellburn. This is an entertaining addition to Dungeon Crawl Classics canon and would work well with Player Character and NPC wizards.

If there is an issue with Dungeon Crawl Classics #81: The One Who Watches From Below it is that the treasure rewards do feel very light. At least in terms of what the Player Characters can carry in terms of coin and gems and thus carry out of ‘The Vault of Eyes’. The scenario is supposed to be giving the Player Characters life-altering amounts of treasure, but the scenario does not allow for that and effectively, the encumbrance rules feel as they limit what can be carried.

Physically, Dungeon Crawl Classics #81: The One Who Watches From Below is as well presented as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The writing, the artwork, the cover in particular, and the cartography are all excellent.

Dungeon Crawl Classics #81: The One Who Watches From Below is a great dungeon crawl infused with a sense of cosmic horror, given lots of detail and entertaining encounters, and topped off with brilliantly weird gimmick of a curse. The combination will not only present a challenge to any player, but also really make for a fun playing experience.

—oOo—

The next scenario is Dungeon Crawl Classics #82: Bride of the Black Manse.

Friday Fear: Vengeance of Bathory

Has the greatest serial killer in history fled America for her homeland in present day Slovakia? Has she taken refuge in her ancestral home of Castle Čachtice, despite it having been destroyed in 1799 and her having died there in her sleep in 1614? Who is this monstrous murderer, this woman with the worst reputation in history? None other than Countess Elizabeth Báthory of Ecsed! Following the revelations about her viciously cruel and bloody campaign of torture amongst the fashion community and on the streets of Los Angeles, her whereabouts are unknown. But those in the know, those that know of her true nature and abilities, have reasons to suspect that they have not truly defeated and that she will return again. Perhaps though, can she be really destroyed and the threat she presents to the world stopped once and for all in her home? This is the set-up for Vengeance of Bathory, a modern day, vampire-hunting setting scenario set in central Europe. It is a sequel to The Blood Countess, the entertaining scenario about the efforts to uncover Báthory’s swathe of stalking and slaughter in Los Angeles that took in part some of its inspiration from the seventies television series, Kolchak: The Night Stalker. Published by Funny Shaped Dice Productions, Vengeance of Bathory is a short, one or two-session horror scenario, the seventh in the publisher’s ‘Frightshow Classics’ line. Ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.

Vengeance of Bathory does work better as a sequel to The Blood Countess, but it is not the only set-up suggested in the scenario. Alternative suggestions include looking for a tourist, Lucinda Miles, who has gone whilst visiting Čachtice, the village below Castle Čachtice; working for an organisation that want to investigate Countess Elizabeth Báthory; and a vision is experienced of one her victims point towards the village. Of these options, only the first is developed in the scenario, leaving the others to be developed by the Fright Master. The scenario begins with the arrival of the Player Characters in the sleepy village and their first night at the Penzión Čachtice, the only guest house not to be fully fixated on the Báthory legend. The Player Characters have time to interact with a few locals at the guesthouse’s bar and the following day visit the Draškovičov kaštieľ – Múzeum Čachtice and Church of Methodius and gain some extra background about Báthory and the surrounding area.

However, there is an issue with the scenario in getting the Player Characters from this set-up and into the meat of the plot. There are hooks and pointers as to where the Player Characters might go in the village, but they are underwritten and not easy to bring into play by the Fright Master. It does not help that the village itself is not detailed in a way can be easily used and the only locations detailed are the Penzión Čachtice, Draškovičov kaštieľ – Múzeum Čachtice, Church of Methodius, and Castle Čachtice. The village also has a tourist industry dedicated to dedicated to Báthory and relatively little is made of that. As it turns out, the village is full of threats and dangers to the Player Characters, including cultists and the presence of Countess Elizabeth Báthory herself. The cultists’ presence could have been made more in and about the village, having them watch the Player Characters and making them a little paranoid. Some of the cult members include the staff of Penzión Čachtice and unless they are really pushed and confronted by the Player Characters, their involvement and the horrific nature of their activities may not be discovered. Which is an issue when discovering their involvement and their activities is one way in which the plot can move the Player Characters onto the main thrust of the plot.

Eventually, the Player Characters will find their way into the tunnels that run under Čachtice all the way to Castle Čachtice, and this is when the pace of the scenario picks up. As they make their way through the tunnels, the Player Characters will come across horror after horror. Torture chambers, ghoul nests, dark temples, sacrifice storage spaces, and moreVengeance of Bathoryand worse! The complex of tunnels and rooms are stalked and haunted by cultists, ghouls, and phantasms, and none of it is mapped. The Fright Master is expected to roll for locations found, encounter details, and events. The events are all attacks by the various threats, but all varying in terms of the odds that the Player Characters have of defeating them, effectively how many there are versus the Player Characters. The ‘Details’ table includes some entries that are easier to use than others. Hostile, injured, corpse, and squabbling encounters are likely easier to use than say the curious and friendly encounters. Here is another aspect Vengeance of Bathory that the Fright Master might to develop so that she has something interesting to place in the path of the Player Characters in what is otherwise a random dungeon!

Apart from a possible vision, the Player Characters will not have met Countess Elizabeth Báthory so far in the scenario. This changes in the finale, which takes place in the Tomb of Báthory. She will command a haunting of phantasms to flit back and forth battering at their psyches, whilst she flits in and out, punching and kicking, and shrieking in cruel laughter at their plight. She will especially take delight in taunting any Player Characters who had a part in defeating her in Los Angeles. It is a challenging fight and there is a chance that the Player Characters will be defeated, captured, and tortured… However, they can also defeat her and do so for good. The Player Characters may want to arm themselves in preparation and ideally, the Fright Master should help them do that, perhaps back at Penzión Čachtice. Another option is to involve the local police and an NPC is provided for that, and being a European police officer, he does have access to firearms.

The scenario includes eight pre-generated Player Characters. Two of them are locals, one the curator of the museum, the other the priest at the village church. If they are not used as Player Characters, then they can be used as NPCs instead. Only four of them have combat skills and only one has a psychic ability, but all come with backgrounds, weaknesses, and a thumbnail portrait. Four of them are also continuing their hunt of Countess Elizabeth Báthory after their encounter with her in The Blood Countess.

Physically, the cover to Vengeance of Bathory manages to be both distracting and horrific! The internal artwork is good and it does include a decent image of the village, though the Fright Master will need to work out what some of the buildings are. Otherwise, the production values are decent.

Unfortunately,
Vengeance of Bathory is simply not as good as The Blood Countess. It does not flow as easily as it should and the Fright Master will need to develop elements of it to strengthen its plotting and so ease the Player Characters towards the finale with Countess Báthory. With the necessary development done, Vengeance of Bathory has the potential to deliver an session or two of bloody horror in the Grand Guignol style.

Monday, 6 July 2026

Miskatonic Monday #443: Resonance Cascade

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Florian Krates

Setting: An underground facility, 9:00 AM, May 16th, 2005
Product: Scenario
What You Get: Twenty page, 1.07 MB Full Colour PDF
Elevator Pitch: Call of Cthulhu meets Half Life.
Plot Hook: Warning. This is not a test. Warning. This is not a test. Warning. This is not a test. Warning. This is not a test. Warning. This is not a test... Warning. The test starts now.
Plot Support: Staging advice, no pre-generated Player Character employees, 
five NPCs, and five Mythos entities and monsters.
Production Values: Decent

Pros
# Half Life survival horror where death or escape are the only options
# Third-person dungeoneering in a doomed laboratory
# Helminthophobia
# Cleithrophobia
# Atelophobia

Cons
# No maps
# Locations, but no sense of the overall facility
# What if a Player Character employee dies? Can he respawn?
# Really, really needs pre-generated Player Character employees
# Half Life survival horror where death or escape are the only options

Conclusion
# A linear narrative plus no map makes progress challenging to describe
# Multiple Gordon Freemans without pre-generated Player Character employees

Miskatonic Monday #442: The Drowned Thorn

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Publisher: Chaosium, Inc.
Author: Stuart McNair

Setting: Lancashire Coast, 1926
Product: Scenario
What You Get: Ninety-Four page, 107.00 MB Full Colour PDF
Elevator Pitch: The secrets of the sands, fear of the foreshore.
Plot Hook: A missing rifleman on the shifting shore.
Plot Support: Staging advice, six pre-generated Investigators, 
sixteen NPCs, six handouts, three maps,  and three Mythos entities and monsters.
Production Values: Good

Pros
# Littoral horror where the intertidal edge keeps shifting
# Brilliantly nebulous
# Well worked through conclusion that presents the players and Investigators with concrete options
# Useful set of extra locations
# Decent handouts
# Thalassophobia
# Ammosophobia
# Epistemophobia

Cons
# Annoyingly repetitious in its use of NPC descriptors
# Needs an edit
# Brilliantly nebulous

Conclusion
# Challengingly off-kilter and nebulous environmental scenario whose sparseness may be difficult to impart
# The investigators will have to supply the emotion and thus the contrast