Saturday, 7 March 2026
Age of Athena
At the core of the game are two books, both needed to play. Warriors of Athena: Heroes gives the core rules for the game, including how to create a Warband consisting of the Hero and his Companions, running combats, and handling campaigns and rewards. Warriors of Athena: Quests explains how to create and run Quests, a bestiary of threats, and four ready-to-play multi-scenario campaigns. In addition to the rules, a player requires miniatures, both to represent his Warband and monsters and creatures, some terrain and buildings such as temples, a pack of ordinary playing cards, a twenty-sided die, and a play area, roughly thirty inches square. Warriors of Athena can be played using any scale miniatures and miniatures from any manufacturer (though North Star Military Figures does manufacture a range of miniatures to support the rules). If a player is new to wargaming as a hobby, the advice on the set-up and play area might be a bit light, but an experienced player will have no problems.
A Hero has six stats—‘Move’, Fight’, ‘Shoot’, ‘Armour’, ‘Will’, and ‘Health’. He will also have a Parentage, which will determine who his divine parent is and what his Gifts are, as well as potential Weaknesses. Gifts can a Heroic Ability, such as ‘Call Curse’, ‘Limited Flight’, or ‘Lunge’, bonuses to Stats or skills, or a mixture of all three. A Weakness can be an Enemy, Madness, Inhuman Appearance, and so on. Many of the Gods provide multiple different Gifts and Weakness. In Co-operative mode, this means that different Heroes can be half-brothers and sisters as they share the same divine parent, but a different mortal parent means different Gifts. Given the philandering ways of many of the gods, this is perfectly in keeping with Greek myth. All Heroes start off with same values for their stats, a player increasing his Hero’s Fight or Shoot and Will or Health by one each. He then rolls on the ‘Hero Parentage Tables’ to determine his Parentage, Gifts, and possible Weaknesses. He selects another five Gifts (the option is given to roll for them and in-keeping with the setting, let fate decide) and then divides fifteen points between eight skills—Artistry, Athletics, Diplomacy, Hunt, Navigation, Perception, Strength, and Trickery. A player also has some Wealth with which to equip his Hero. Lastly, a Hero has a Fate Pool of Threads which lets his player to reroll any die roll. He starts with two Threads.
A player has a pool of Recruitment Points to spend on purchasing Companions to complete his Hero’s Warband. A Companion has the same Stats as a Hero, though their values will vary wildly. They include warriors such as Archers, Barbarians, and Slingers, other Companions like Hunters, Thieves, and Songmasters, members of uncivilized species such as Centaurs and Satyrs, and even animals like Boars, Raptors, and Weasels!* Not all of a Hero’s Companions are going to accompany him on a Quest, but a player is free to choose which ones he wants to accompany his Hero. This allows a player to build up a stable of Companions he can choose from each time his Hero undertakes a Quest.
* Sorry, but I just want to shout, “Go! Go! Battle-Weasel!”
Name: Dionysodoros
Parentage: Dionysus
Gifts: Burning Eyes, Deadeye, Command Undead, Backswing, Ironskin, Waterlung
Weaknesses: Beauty
STATS
Move 6 Fight +4 Shoot +1 Armour 9 Will +3 Health 19
SKILLS
Artistry +4 Athletics +4 Diplomacy +1 Hunt +1 Navigation +0 Perception +1 Strength +4 Trickery +0
Once a scenario has been set up—and Warriors of Athena: Quests covers that in more detail—a game is played as series of turns. A turn consists of four phases. These are the ‘Hero Phase’, the ‘Creature Phase’, the ‘Companion Phase’, and the ‘Event Phase’. When activated, a miniature can take two actions, a standard action and a simple action. A simple action typically involves movement, whilst standard actions include attacking and any other thing that a Hero might want to do when activated. There are no hard or fast rules on this. Stat or skill checks are made by rolling a twenty-sided die and adding the appropriate Stat or skill, the aim being to roll equal or exceed a given Target Number. A roll of a one is always a failure, whilst a roll of twenty is always a success.
Combat is handled as a series of opposed rolls. Both combatants roll the die and add their Fight Stats, plus any other bonuses, whether from magic, reach, and so on. The combatant who rolls the highest Combat Score is the winner. Damage modifiers, typically from weapons, are added to the winner’s Combat Score and the defender’s Armour value is deducted from it. The resulting value indicates how much damage is inflicted and deducted from the defender’s Health. Some weapons and monsters will multiply this value two or three times. The combat rules also allow for critical hits which do more damage, weapon reach, breaking weapons, and more. Ranged attacks work the same way, but use the Shoot Stat.
One important action that a Hero can do is to activate a Heroic Ability. Every Heroic Ability has a Utilisation score, which a player rolls against to activate the Heroic Ability. Successfully activating a Heroic Ability costs Strain, typically a single point, which is deducted from a Hero’s Health.
If Warriors of Athena is being played with an Oracle, then that player controls the actions of the evil creatures in the scenario. Otherwise, there is a simple chart for determining their actions, typically either to try to attack or move to a target point representing some kind of objective. The advantage of the solo and co-operative modes is that they are easy to set up and play, but the disadvantage is that the player or players will know what the scenario involves and who the enemy are. However, the advantage of playing with an Oracle is that the player or players have no idea what their Warbands are going to be facing. The other advantage is that if the players want to—and Warriors of Athena: Heroes makes it clear that it completely optional—the Oracle can run Scenes in which the players can roleplay their Heroes.
Warriors of Athena: Heroes also covers injury and death—Heroes can suffer permanent injuries, and Experience rewards gains for completing objectives within a scenario. These can apply to both Heroes and Companions, but in terms of Experience, progression and benefits accrue at a slower rate for Companions. During play, a Hero may be searching for and find various types of tokens. These are Food Tokens, Clue Tokens, and Treasure Tokens. Clue Tokens will help progress the scenario, but treasure Tokens allow for a roll for treasure at the end of the scenario. This will typically result in wealth, but magical items, including potions, talismans, arms, armour, and more can be found. Another way gaining a magical item, invariably a talisman of a god, is by making a sacrifice to the gods. Fans of Jason and the Argonauts will be pleased to find included is the Dragon’s Tooth, which can be thrown to the ground and sown to have a warrior grow on the spot!
Physically, Warriors of Athena: Heroes is cleanly and tidily presented. It is an easy read, and everything is well explained. There are surprisingly few shots of the game in play, that is, photographs of miniatures on the table, in the book, in comparison to normal artwork. That artwork is excellent though, often depicting scenes of action and combat that you would want to see enacted on the table.
Warriors of Athena: Heroes is only one half of Warriors of Athena, but the rules its presents are simple, fast-playing, and easy to understand. Its skirmish scale makes it all the more accessible, as does the fact that it draws upon the familiar Greek mythology. Its scale allows for greater investment in the adventures and successes and failures of a player’s Hero and his Warband, but also allows for the possibility of some roleplaying too with the addition of an Oracle. Warriors of Athena can be played a simple skirmish scale miniatures wargame, but with the presence of the Oracle, it becomes a wargame with light roleplaying elements or a very light roleplaying game with strong wargaming elements. Effectively, a roleplaying/war game hybrid.
The Other OSR: Shipbreaker’s Toolkit
With the publication of the Mothership Core Box and the Mothership Deluxe Box following a successful Kickstarter campaign in 2024, the Mothership Sci-Fi Horror RPG has a complete set of rules for what is its first edition. The includes rules the construction and option of spaceships with Shipbreaker’s Toolkit, monstrous threats with Unconfirmed Contact Reports, and a guide for refereeing the roleplaying game in the form of the Warden’s Operations Manual.
Friday, 6 March 2026
Friday Fantasy: Tower of the Black Pearl
The set-up is for the Dungeon Crawl Classics 2018 Convention Module: Tower of the Black Pearl, a scenario for Dungeon Crawl Classics Roleplaying Game, published by Goodman Games. It is written for use with First Level Player Characters. It was originally published in 2006 as part of Dungeon Crawl Classics #29: The Adventure Begins anthology for use with Dungeons & Dragons, Third Edition and subsequently converted in 2008 for use Advanced Dungeons & Dragons, First Edition as TheGolden Auroch/Tower of the Black Pearl. This was followed by its first appearance in 2013 for Dungeon Crawl Classics as Dungeon Crawl Classics #79.5: Tower of the Black Pearl and then more recently, as Dungeon Crawl Classics 2018 Convention Module: Tower of the Black Pearl. The fact that it has been adapted into a convention scenario is indicative that scenario type that it is, that is, short, direct, but still challenging—and designed to be played in a single four hour session.
The scenario mixes pirates, magic, more than a few traps, and weird, fury crab monsters. The pirates provide the Judge with the scenario’s only real NPC, the nefarious Savage Quenn, courteous to a fault, smooth talking, and charming, but still a ruthless murderer! The Judge should have some fun portraying him, perhaps as a classic matinee movie villain idol! The tower also hides a big secret. In fact, it has two big secrets. It was once one of the eldritch fastnesses of Sezrekan the Elder. Today, he is renowned as the most wicked wizard ever to plague the Known World, but that does not stop many Wizards seeking him as their patron. In fact, the scenario will be that more interesting if the Wizard in the party does have Sezrekan the Elder as his Patron. The second secret is that the tower is effectively one big trap. If the Player Characters mange to get down far enough to get hold of the Black Pearl, its curse is that it causes the tower to rapidly flood. Which gives the Player Characters very little time to escape as the waters rise in rapid fashion…!
In terms of design, the tower itself is linear, although the Player Characters will find themselves returning to the Chamber of Portals to solve some simple puzzles to be able to teleport into lower areas and proceed with the adventure. This means that the adventure does not feel as linear. Beyond, there is a mini-River Styx, complete with Charon the Ferryman, and ultimately, the ‘Shrine of the Black Pearl’ which lies on the other side of a pool of black snakes. Getting across this pool without antagonising the snakes is going to be a problem for the Player Characters. Getting back across with the waters rising is an even bigger challenge. However, none of these encounters are the most interesting room in the tower. This is the ‘Hall of Mysteries’, the second encounter in the tower. It consists of a room containing a single book and a lot of candles. Each candle represents the life of a Lawful hero. Snuff it out and the hero dies. Relight it and the hero springs back to life. This applies to the Player Characters as much as it does any other hero. This gives the Player Characters the power of life and death—at least within this room—and potentially, if the Player Characters actually snuffed out every candle, they could change the fate of nations as without Lawful heroes, Chaos triumphs and civilisations collapse. Essentially, unwittingly, the Player Characters could destroy the world as they know it, and since the tower is only accessible for a few hours and then not again for a decade, only discover the consequences of their actions after they leave and be unable to reset if for a decade! This is such a deliciously tart outcome to the meeting, just plain evil. Dungeon Crawl Classics 2018 Convention Module: Tower of the Black Pearl even suggests that this could be beginning of a ‘Dark Age of Heroes’ campaign.
Physically, Dungeon Crawl Classics 2018 Convention Module: Tower of the Black Pearl is well presented. This is a much tidier and easier to use version of the scenario. The map is clearer and the handouts good. The artwork is good too.
Dungeon Crawl Classics 2018 Convention Module: Tower of the Black Pearl is easy to set up and run. It could be run as ‘Character Funnel’—the signature feature of the Dungeon Crawl Classics Roleplaying Game in which Zero Level Player Characters attempt to survive an scenario in the hope of gaining sufficient Experience Points to acquire a Level and be eligible to take up a Class and all of its features—but it feels just a bit too tough for that.
Perfidy & Profitability
Ashfall II: Under the Dome is the sequel to Ashfall and the middle part of the trilogy. In addition to the core rulebook, the Game Master will need access to Alien Module 3: Darrians or Aliens of Charted Space Vol. 3, whilst the Central Supply Catalogue and Book 10: Cosmopolite may also be useful. Similarly, access to various issues of The Journal of the Travellers’ Aid Society may also be helpful, but are not crucial to running the scenario.
For the most part, Ashfall II: Under the Dome is a locked room, or rather ‘locked dome’ affair. The inhabitants of Dryavis, consisting of miners, technicians, and administrators readily welcome the arrival of the Player Characters and even celebrate their survival with a banquet. After that, the Player Characters are free to wait out the period between their arrival and their eventual collection and departure off world as they wish, although they are encouraged to take part in the community life of the mining base. There are mechanical issues to fix, a tournament to participate in, and other events to get involved in. As they go about their daily lives in the mining base, perhaps even spending time preparing their research notes and data (gathered in the previous scenario, Ashfall) for publication, it becomes clear to the Player Characters that all is not well in Dryavis. There is some friction between the old timers and new commers in the settlement, and some between the employees of the five companies that make up the conglomerate, the Pihrund Corporation, that controls the settlement, but most friction is between the Pihrund Corporation and the miners as they suspect that the Pihrund Corporation is operating a ‘fire and rehire’ programme to bring in a new workforce that will accept cheaper wages. The Player Characters will learn of this right at the start of the scenario when a miner approaches them and voices her concern about the state of the Pihrund Corporation’s accounts.
Ashfall II: Under the Dome is not only a radical change of pace from Ashfall, but also a difficult change of pace. The hook is simply not as strong in Ashfall II: Under the Dome as it is in Ashfall, shifting from, ‘To survive, I must march to safety across this dangerous landscape’ to ‘I have reached safety, but someone is telling me her worries about some accounts’. The players and their characters are not motivated to get involved unless they decide they want to. It is entirely possible that the scenario could play out with the Player Characters involving themselves in the community and life of the mining base and nothing more. The conspiracy, as small scale as it is and as nasty as it is, could simply pass them by and remain uncovered and unnoticed. Depending upon how the scenario is being run, this can present the Game Master with a challenge because the hook relies too on player and character curiousity. As a one-shot and on its on rather than as part of the trilogy, Ashfall II: Under the Dome needs the conspiracy hook to keep the players and their characters interested because they have not been through the crucible of Ashfall, whereas as part of the trilogy, Ashfall II: Under the Dome is such a contrast of tone to Ashfall, that the conspiracy almost seem superfluous.
Whether or not the Player Characters decide to investigate the rumours and the accounts of the Pihrund Corporation, the scenario is solidly supported. Besides the description of Dryavis and its facilities, including the mining equipment, there are full write-ups of various NPCs, a detailed explanation of the politics of the mining base, a description of the rules to Pamboyra, or Darrian chess (this is the game for the tournament), lots and lots of rumours to drive any plot or distract from it, and even Occupation tables for the Miner/ROVer (remotely operated vehicle operators) and Technicians working on Spume. The latter allows for possible replacement Player Characters as there is the possibility of their being killed in the scenario. It also allows for the scenario to be run as one-shot with the Player Characters as Miners/ROVers and Technicians rather than as scientists seeking the safety of the mining base after a disaster. In many ways, this set-up makes better use of the scenario’s plot, because as Miners/ROVers and Technicians, the Player Characters would have a greater sense of investment in the future of the mining operation.
Physically, Ashfall II: Under the Dome is a tidy affair. The plan of the mining base is serviceable, but the illustrations of the animals on the base are sort of cute.Ashfall II: Under the Dome is a scenario with two plot strands, one an amiable slice of mining base life, the other a corporate conspiracy. Getting the players and their characters interested and involved in the first is straightforward, but getting them interested in the other is much more of a challenge. So much of rests on the curiosity of the players and their characters, and for some players that will be enough to get involved, but for others, the Game Master may need to work harder to trigger that involvement.
Monday, 2 March 2026
Miskatonic Monday #421: Nothing but the Wind
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: JP Stephens
Setting: New World in the Dark Ages
What You Get: Seventeen page, 2.15 MB Full Colour PDF
Elevator Pitch: Vikings versus Wendigo
Miskatonic Monday #420: Lamps for the Lost
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: David Waldron & Reshmi Lahiri-Roy
Setting: 1890s Ballarat, Australia
What You Get: Fifty-eight page, 51.48 MB Full Colour PDF
Elevator Pitch: Grave consequences of caste, corruption, and crime in Victorian-era Australia
Sunday, 1 March 2026
Magazine Madness #45: Knock! #4
The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
Published following a successful Kickstarter campaign, the content in Knock! An Adventure Gaming Bric-Ã -Brac #4 begins with the dust jacket which contains with ‘The Lost City Sandbox’, Eric Nieudan’s homage to Tom Moldvey’s B4 The Lost City, the classic scenario for Basic Dungeons & Dragons. Along with the cover, this is a great start to the issue which does explore several themes. The first of these draws upon the influence of J.R.R. Tolkien upon the hobby. Josh McCrowell develops its ideas into two articles. The first is ‘The Hobbit as a Setting’ which asks, “What if The Hobbit was the only inspiration for roleplaying?”, whilst the second, ‘In search of better travel rules’ looks at where travel rules go wrong and how they might be improved for the Old School Renaissance. The first examines some of the elements of The Hobbit not normally seen in roleplaying, such as song do a lot of work—means to remember, appeals to authority, taunts, and more—and the importance of journeys means that Experience Points should be earned from them. There are new rule suggestions for each aspect like spending Experience Points to name yourself or an item following a critical success, to add both a story and a bonus to play, and that animals can speak their own language. There is even the observation that The Hobbit alludes to the existence of guns in Middle-earth! The second article expands upon the point about travel in the first, pointing out its potential mishaps if handled poorly and offering solutions to those problems. The second article can be seen as adjunct of the first, but can be used also be used in general Old School Renaissance too, not just one directly drawn from The Hobbit. Nevertheless, the first article could be the basis for a mini-roleplaying game and campaign all of its own.
A second theme will be more familiar; the design of adventures (and dungeons). They lead off with Idiomdrottning presenting her ‘BLORB Principles’, a preparation-focused, no-plot preparation, playstyle. The aim is to have the elements to place and engage the players and their characters with, but not plots, and then advice on how to develop and add to those elements in play. Then designer Chris McDowall takes a look at them in ‘Patching’ and develops them further to look at the more immediate effects of encountering something in play that the Game Master did not prepare for as part of her preparation. McDowall suggests ways of improvising a fix in play rather than leaving it for subsequent preparation. In some ways, the advice is obvious, but the second article complements the first and together they make a thought-provoking pair.
Since Knock! #4 is for the Old School Renaissance, there are articles aplenty on magic, monsters, and treasure. Some of these are specific, some are not. The specific includes a complete magic system in ‘d200 Power Words of Sorcery!’, inspired by a gamebook from the eighties, but feeling very much like the television series Knightmare; the ‘Menagerie’ gives full stats and details for creatures such as Zedeck Siew’s Mob Demon, Danilo Moretti’s Mirror Mare, and James V. West’s Raptor Knight as well as Islayre d’Argohl gives four fully detailed villains; and a selection of swords awaiting stats in Letty Wilson’s ‘The Sword Librarian’. The less specific includes Jens Turesson’s weird ‘Telephone Pictionary Game as Spell Research’, which fortunately is completely untested; a ‘4d8 Golem Generator’ by Chance Dudhack; and Glynn Seal’s complete to what happens following the ‘Desecration’ of a grave for its goods and treasure. There is even a little crossover by Eric Nieudan. So, his ‘Dragons Should Be Unique!’ gives the means to create dragons from alignment, age, and element to personality, hoard, and quirk, whilst the accompanying ‘The never-ending saga of the Wyrm’ shows how it works with a complete example.
Each issue of Knock! always includes some new Classes with ‘Retinue of Rogues’ and this issue is no exception. Joseph Manola’s ‘The Ghoul Blooded’ lets a player create a character who gets more Ghoulish as he goes up in Levels, from having an acute sense of smell and very tough fingernails to learning all the benefits of cannibal cookery and tunnelling through the ground, and even though he will become an unliving monster, he is not undead! Manola follows this with ‘The Inquisitor’, who can pass judgements on others for various effects, and is an interesting variant upon the Cleric Class. Pierre Vagneur-Jones also details two new Classes. ‘The Cynocephasus’ is a dog-headed human who may be born that way or cursed and may, through good fortune, transform into a full human and take Levels in another Class. It is inspired the medieval legend of St. Christopher. ‘The Skiapod’ draws from the writings of Pliny the Elder to present a very agile one-legged human. They prefer to kick with their feet rather than use weapons, but there are no details to reflect this. These second two Classes are less useful than the first two and ‘The Skiapod’ is underwritten in comparison to ‘The Cynocephasus’.
Penultimately, Knock! #4 gives four short adventures in ‘Extraordinary Excursions’. Numbered Work’s ‘Swamp Renewal’ involves the Player Characters in an ecological battle between a wizard who is using golems to dig out peat in a swamp and a Lizardfolk Druid who wants him stopped. The scenario does not give a set ending, so it will be entirely down to the players, but there are consequences to whatever side the Player Characters choose. ‘Grandma’s Cottage, Inc. and Gift Shoppe’ by Glenn Robinson has a cosy feel until it does not as the Player Characters go in search of a lot of missing orphans. When the king puts out the call for the softest of feathers for his bed, the Player Characters are off in search of the softest feathers in the land only to be found on the Giant Arboreal Goose in Martin Orchard’s ‘A Fistful of Feathers’. A cross between a race—there are rival groups—and a pointcrawl, this is an entertaining scenario. Lastly, ‘The Mountain Hall of the Iron Witch’ by Rosie Grey is written for The Merry Mushmen’s CRACK!, but is easily adapted to the rules of the Game Master’s choice. The Player Characters find themselves shackled and forced to work in the Iron Witch’s mines and have to escape. This is a fun campaign starter. In fact, all four scenarios are easily adapted and would work with a number of different roleplaying games.
Lastly, Knock! #4 rounds out the issue with ‘Welcome to the OSR’. Here the issue explores some of the responses to the attempt by Wizards of the Coast to rewrite the terms of the Open Game Licence. The aim here is for the members of Old School Renaissance hobby to show this section to players of Dungeons & Dragons, Fifth Edition and point them in the direction of the possibilities in the different play style. There is discussion too of several Dungeons & Dragons, Fifth Edition-retroclone hybrids. For the most part, this preaching to the choir, but the first article, ‘Back to the Future (of D&Deering)’ by Daniel Norton gives a good comparison between the play styles and why a player might want to switch.






