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

Saturday, 28 March 2026

Community & Coup D’état

Slaves of the Machine God is not one, but two campaigns for Numenera, the Science Fantasy roleplaying game of exploration and adventure published by Monte Cook Games, set billions of years into the future after multiple, highly technological and advanced civilisations have risen and fallen. It can be played through in one, not two, but three ways. The first is to play each campaign separately. The second is to play the individual parts of either campaign as separate scenarios that the Game Master can drop into her campaign. The second is play both campaigns not separately, but together as an interlocking whole, switching back and forth between the chapters in each campaign. The first campaign is ‘Relics of the Machine’, a more typical adventure campaign for use with Numenera Discovery, the first of the core rules for the second edition of the Numenera, which presents the setting of the Ninth World with everything needed to play including character creation, rules, Cyphers, a bestiary, advice for the Game Master, and some ready-to-pay scenarios. The second campaign is ‘Amber Keep’, a community building, development, and defence campaign for use with Numenera Destiny, the second of the core rules for the second edition of the Numenera, which expands the setting with new Player Character archetypes, salvaging and crafting rules, numenera, scenarios, and more, all designed to facilitate campaign play in which charting the future of the Ninth World is part of that play.

Slaves of the Machine God includes notes for the Game Master on running the campaigns together, separately, piecemeal, or even as a shortened version. A flowchart shows the order in which the parts of the two campaigns should be run together. If run together, the combined campaigns will take the Player Characters from Tier 1 all the way up to Tier 5, and that is without adding any adventures, although there is room between some of the chapters to do that. The setting is the Steadfast of the Ninth Age, the primary settled area, and so either part of Slaves of the Machine God is easy to slot into the Game Master’s own campaign. There are no specific Player Character requirements for either campaign. All three Character Types from Numenera Discovery—the Glaive, the Jack, and the Nano—all have abilities that work with Numenera Destiny and thus with the ‘Amber Keep’ campaign. Of the Character Types that will be useful from Numenera Destiny in the ‘Relics of the Machine’, the Delve is probably the most useful. Lastly, any Player Character able to interface or communicate with machinery, robots, and numenera, will also prove to be an asset.

‘Relics of the Machine’ requires a little set-up in that the Player Characters need to be friends with Radius, a mercenary with a metallic body, and done some work for the Amber Gleaners, a group of scholars and explorers. Radius remembers little of its background, but after an encounter with some mud-birds using a memory-stealing device, begins to recall some previously hidden memories. Following this a few weeks later, he disappears, and when they find him again, a Prophet of the Machine God is torturing him. She states that the Machine God is on the rise and seeks the loyalty of all robots and automata; that she has been instructed to find the Machine God’s ‘fallen angels’, each of whom has a divine key that will fully empower the Machine God; and that Radius is not the only one sought by the Prophet of the Machine God. The focus of the campaign moves to finding the other ‘fallen angels’, discover who or what Radius is and where it is from, and just what the Machine God and its minions are working towards. At the same time, other ‘fallen angels’ take an interest in Radius and Player Characters, but as the campaign progresses, together they will discover a strange society of hidden robots and automata that will be on the frontline when the Machine God does rise and the identities of the remaining ‘fallen angels’. Penultimately, they will learn the identity of the Machine God, Ciszan, and go in search of him on and in the Howling Pyramid.

The Howling Pyramid is where the campaign switches gear. Up until now, the Player Characters, accompanied by an increasingly grumpy Radius, have mostly been travelling back and forth from their base, often to far distant locations, to follow up on rumours and names. The Howling Pyramid is a massive pyramid floating and spinning in a black void, marked with deep, ravine-like striations and inverted natural laws in which sound imparts negative gravity and threatens to thrust anyone on the surface upwards and into the rough windstorms which whip across the upper surface. This is a weird and deadly dungeon—in true Numenera fashion—that will take multiple sessions to fully explore and for Radius to find its siblings before Ciszan can be confronted. There are multiple access points to the Howling Pyramid, but the starting point for the Player Characters’ exploration is likely to be decided randomly and the complete (or near complete) exploration of all five sides is likely to take at least three or four sessions in comparison to the one or two needed for the earlier chapters. Such a change of pace may well need some adjustment upon the part of the players given the speed of the earlier adventures.

One downside to the campaign is that it revolves around the actions of the NPC, Radius, and the Player Characters’ attachment to it. The players need to make that investment in it from the start and although that investment is strongly coupled with the imminent rise and threat of the Machine God as the campaign progresses, that need for investment never really lessens. That said, the campaign comes to close with not one, but two big clashes. Both are surprisingly personal and do not necessarily rely on combat prowess to overcome.

The other campaign, ‘Amber Keep’, also requires some set-up, though this is again, a connection to the explorers and scholars, the Amber Gleaners. It is a community-based campaign and like ‘Relics of the Machine’ before it, it consists of eight chapters. They are shorter than the chapters for ‘Relics of the Machine’ and in some cases, are less immediate, playing out over several months. At the start of ‘Amber Keep’, the Amber Gleaners ask the Player Characters to help set up a new settlement in the wilds. The campaign presents the Player Characters with opportunities to defend it—potentially against those who come looking for Radius if it settles in Amber Keep, deal with disasters natural and unnatural, confront ambition and nativism, and ultimately develop it, adding new facilities and buildings. One of the chapters specifically deals with the Player Characters getting involved in the development of the settlement over the course of several months. It would have been useful perhaps to be given some sign as what the settlement’s leaders want to see done or built, as that would added further opportunity for roleplaying. This being a campaign for Numenera, the threats to the settlement do get weirder as the campaign progresses, including needing to explore a mile-long tree floating freely in a pocket dimension and discovering a dangerous cloud chamber under the settlement site.

Of the two campaigns, ‘Amber Keep’ is the more flexible. In between its shorter chapters and the months-long when the Player Characters are engaged in long term problems, there is space for the Game Master to add her own content, whether that is to add short adventures or develop content based on what one or more of the Player Characters might want to do outside of either of the two campaigns. It also serves as change of pace from ‘Relics of the Machine’ campaign, not always necessarily relaxing, but different nonetheless and when the Game Master can show the effects of their actions in ‘Relics of the Machine’—one aspect of the campaign which could have been stronger. In addition, ‘Amber Keep’ gives the Game Master the opportunity to showcase the rules from Numenera Destiny and the players to try out the Character Types from that rulebook.

Physically, Slaves of the Machine God is generally well done, as you would for a book from Monte Cook Games. It does need a slight edit in places, though otherwise it is well organised and bookmarked, with references in the sidebars not only to other sections of the book, also Numenera Discovery and Numenera Destiny. The maps are in general, easy to use and read. The map of the Howling Pyramid is a notable exception, being murky and indistinct. Fortunately, a poster map is included of both it and another location, though not one of the Amber Keep settlement and its potential growth. In the long term, that would have been useful.

Although Slaves of the Machine God can be run piecemeal, it would be a shame to pull it apart, and to be honest, it would be almost as bad to run ‘Relics of the Machine’ and ‘Amber Keep’ separately. Both stand on their own as serviceable campaigns for the two modes of play in the second edition of Numenera, but together they are simply better, providing contrast in terms of both roleplaying and what the Player Characters are expected to do. Overall, Slaves of the Machine God is a solid combination of adventure and community roleplaying, showcasing the core play of both Numenera Discovery and Numenera Destiny.

Archaeology & Appreciation

The world of Spume is hellhole and you definitely would not want to live there. Most of the few hundred that do live on the planet reside in the single dome settlement of Dryavis, where they conduct mining operations via remote drones and vehicles. Outside of the dome, the planet, with its thin, tainted atmosphere, is subject to near constant seismic activity, widespread volcanic activity, and a near constant rain of ash and rocks, all at extremes of temperature and intermittent radioactivity. Located within the Darrian Confederation in the Darrian Subsector of the Spinward Marches, just two parsecs away from the capital and one parsec away from the homeworld, nobody would willing want to visit Spume. Except that the planetary population has risen by a handful with the arrival of a team of scientists from the departments of geophysical sciences and engineering at Idikelin University to conduct field research. Unfortunately, the site designated for the expedition’s base was highly prone to seismic activity and a sudden landslip upended the base and made it uninhabitable, forcing the surviving members of team to flee across the highly inhospitable surface of Spume. This is the set-up for and plot of Ashfall, the first part of a trilogy of scenarios published by March Harrier Publishing for use with Traveller, Second Edition from Mongoose Publishing. Having reach the safety of Dryavis, the mining base that is the only settlement on the planet, the Player Characters are given a chance to recover and recuperate, perhaps go over the the scientific data they have gathered so far, and even get involved in the daily lives and culture of the people that make the base their home. This and the discovery of a corporate conspiracy to replace the current crew with cheaper, genetically modified miners played out in Ashfall II: Under the Dome, the sequel to Ashfall.

The third final part of the trilogy, Ashfall III: Into the Crust, takes place barely a day after the events of Ashfall II: Under the Dome have been investigated and settled. Although they are neither miners nor technical staff at the base, the Player Characters have become accepted as part of the community. Especially if they helped undercover the conspiracy. As the Player Characters await the arrival of a vessel to return them home to their university life, they are contacted directly by an old ex-miner, recently retired. Ldok asks them to join him on the slopes of a volcano some five-hundred-and-fifty miles from Dryavis as he wants their help in analysing the sensor readings he has taken, checking the immediate area to determine if it is safe to explore further, and then investigate what he thinks he is found. What Ldok thinks he has found is a Maghiz-related base. The Maghiz was a catastrophic event that occurred two millennia ago when scientists triggered stellar flares that devastated the Darrian Confederation and significantly reduced both its Tech Level and population base. Exact details of the event that triggered the Maghiz are subject of much conjecture and secrecy as the government wants to understand how it was done so that it cannot occur again. There are rumours of Maghiz-related sites throughout Darrian space—and beyond, and all manner of conspiracy theories and absurd ideas have grown up about the so-called ‘Star Trigger’, and for the most part, anyone obsessed with anything Maghiz-related is dismissed as being at best harmless, at worst as a crank. Ldok falls into the former category rather than the latter, but is still respected for his knowledge and experience from working on Spume for decades.

Also respected are the Player Characters. This is due to both their survival trek across the surface of Spume and their involvement in the undercovering of the conspiracy, and it means that the administration will equip the Player Characters with a Survey/Repair G-Carrier and survival gear. This time, unlike their previous isolation on their own original research basis, they are told to get in contact if they have any problems. Ldok will be pleased to see the Player Characters and together they can confirm that he has detected a dense object hundreds of meters below the surface. They will need to blast their way down, but it is relatively safe (though of course, Ldok will break a leg because that is always what happens in this kind of adventure), and after manoeuvring their way down several shafts and through often tight crevasses, the Player Characters will make a discovery. Potentially, an astounding discover—and one that is not at all related to the Maghiz.

The fact that the secret in Ashfall III: Into the Crust is not at all Maghiz-related is refreshing in a scenario set within or connected to the Darrian Confederation. However, the discovery is ultimately underwhelming because once made, there really is no more story to tell beyond a possible incursion by the genetically modified miners making a protest. The Player Characters can report the site and once done, that really is it. The scenario is over and the Player Characters are likely to become famous because of the discovery. However, to offset that, the scenario offers other ways in which to continue the story, potentially to a more satisfying conclusion. They include the possibility that an ancient A.I. or robots start stalking the Player Characters; the Darrian navy could intervene with a squad of marines; and even the discovering of pre-Maghiz scientists still alive in low berths. In the case of the marines, full stats and background for the squad are given so that they can be used as NPCs or roleplayed as Player Characters, the squad being sent down to rescue a group of scientists and take control of their discovery, whilst for the pre-Maghiz scientists, there is list of adventure ideas which the Game Master use for inspiration when it comes to portraying the pre-Maghiz scientists and what they were doing or even develop into separate adventures.

No matter which the Game Master decides to run Ashfall III: Into the Crust, there is plenty of support. Besides the stats and descriptions for the aforementioned Survey/Repair G-Carrier and Darrian Navy marines, there are details for the Tech Level 16 Darrian robot, robot technology details beyond Tech Level 15 for Book 9: Robot, and of course, library data.

Unfortunately, none of the possible endings to Ashfall III: Into the Crust are very interesting. Having an A.I. or robot go rogue and start hunting the Player Characters is a cliché, but perhaps if the Player Characters are truly concerned about getting the information out and in the process, making themselves famous, the scenario could shift to one of survival horror. Yet it does not feel like a natural shift in terms of the storytelling, either for the scenario itself or the trilogy as a whole. Perhaps the ancient Darrian scientists waking up after two thousand years asleep in Low Berths and reacting poorly to the presence of the Player Characters might have been a more interesting alternative. It does not help that the final discovery that the Player Characters is given a very poor map as it does nothing to help the Game Master visual the discovery and relate its wonder to her players and their characters, or being usable for when a very advanced robot goes on the prowl.

Physically, Ashfall III: Into the Crust is decently presented and well written. The only poor aspect about the scenario is the quality of some of the maps.

Ashfall III: Into the Crust brings the Ashfall trilogy to a close. Not so much with a classic three-act story, but with two acts, the first one of anticipation as what the discovery might be and the second one of the fantastic sense of having made an amazing discovery. As to the third act, the climax of Ashfall III: Into the Crust, there is not one given that is really going to satisfy the players and their characters. Instead, the Game Master is expected to come up with something and for the finale of a trilogy, that just seems to ask too much. There are some interesting elements to Ashfall III: Into the Crust, but for an end to the scenario and an end to the trilogy, there should have been an ending, not a toolkit.

Friday, 27 March 2026

Friday Fantasy: The Tower of Six

The true purpose of the Tower of Six is all but forgotten. It was originally built by the mages guild to serve as a watchtower from which they monitored the imprisonment of a monstrous outsider. As the centuries passed, interest in their duty waned and all that the last mage, Stratovarius the Blind, knows is that the watchtower stands over a blind darkness. However, to learn this, the Player Characters will need to find him and that is now a lot more difficult than it was only a few weeks ago. This is because cultists of the god of nightmares have assaulted the tower, believing that what lies below is an avatar of the demigod, the Leviathan, and that it is their sworn duty to release him. To that end they have explored every part of the Tower of Six—above and below—and are now busy preparing a great ritual which will break the bindings and unchain him. The question is, how much of what Stratovarius the Blind knows is actually helpful? Are the nightmares cultists’ beliefs true and is there really an avatar of the Leviathan imprisoned below the tower? And if not, what exactly is imprisoned below the Tower of Six?

This is the set-up for The Tower of Six, a scenario for ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library It is published by RPG Ramblings, the scenario is a sequel to Dark Visions, the supplement that introduced rules for and details of some fifteen cults to ShadowDark as well as the new Classes of Cultist and Inquisitor. In particular, The Tower of Six as an adventure is a sequel to ‘In Cultist’s Wake’ and ‘As Above, So Below’, the two adventures in Dark Visions. Together they form a trilogy that can be played in several ways. One is a scenario in which the heroes attempt to thwart the plans of an evil cult. Another is one in which the Player Characters are members of a rival cult, which can be as amoral or as evil as the Nightmares cult, attempt to stop the efforts of the Nightmares cultists or even subvert those efforts and take control of them! Of these options, the first is best suited to a traditional campaign and a long-term campaign, whereas the other options are better suited to a shorter campaign as the tone is neither heroic nor morally good.

The Tower of Six includes not just the scenario. There are four new magical items, such as the Brazier of the Ethereal, which when burning reveals all invisible creatures nearby and the veils between the realms become visible, but it can draw the undead to it when alight, and the paired Wands of Symmetry, each of which contains the spells, Mindlink and Mirror Image, and when one wand is used, it cannot be used again until the other is used. It also introduces three new monsters, the Deep One Fanatic; the Mirrored One which can transform into the mirror of any humanoid of a similar size and gain any of its Class features—if any, and jump into and out of mirrors freely; and the Slavering, which tries to attach itself to the tongues of its victims and replace them, forcing them to speak Primordial and vomit prophecies of doom…

The adventure consists of a four storey tower, including the roof, with a cellar underneath, and then below that, a two-level dungeon. The upper parts are cramped and are really the remnants of a working and living space, ones that have been partially ransacked by the cultists over the previous few weeks. There are cultists and their allies moving about the tower, but the atmosphere is one of a ramshackle building already having gone to seed, which has been given a good going over. Things lurk in the tower, so there is a really creepy feel to the upper parts. This also where Stratovarius the Blind can also be found, so ideally the Player Characters should explore and investigate the tower, hopefully to discover some hints as to what is going on below. What is noticeable about the design of the tower is that the number of combatants and foes in the tower is limited. What this means is that it possible for that number to be  exhausted through random encounters and in terms of ‘Danger Level’, the tower is rated as unsafe, so the Game Master will be rolling for random encounters every three ‘crawling rounds’. This may be higher in the fewer locations in the upper levels that are in darkness.

In comparison, the two levels of the dungeon are in pitch darkness, so normal ShadowDark rules apply for light. Here also, is where the cultists are hard at work preparing for the ceremony that they hope will release the Leviathan. In addition, further clues can be found as what the original purpose of the tower was and what the cultists are planning. The scenario includes a timeline that tracks the cultists’ progress towards the completion of the ceremony. As you would expect, the foes get increasingly tougher and more capable the deeper that the Player Characters go, and there are nasty monsters down there—especially if the cultists succeed and the Leviathan is released. In fact, it is entirely possible for the Player Characters to begin exploring the tower and its dungeons, and if they take too long or leave the Tower of Six and then do not return in time, for the cultists’ plans to come to fruition and the Leviathan to be successfully released. This would have dire consequences on any campaign world, although the Game Master would have to determine exactly what they might be.

However, there is plenty of treasure to loot and some interesting magical items to be found, whether or not the Player Characters are entirely successful. In particular, any Player Characters are probably going to be well-rewarded given the number of spellbooks to be found in dungeon.

Physically, The Tower of Six is well presented. The layout and organisation adhere to the ShadowDark format and so it is easy to read and follow. It helps that excerpts are presented alongside their location descriptions and so make the adventure easier to run. There are issues with the layout, which is untidy in places and not always consistent.

The Tower of Six can be run on its own with some adjustment, but it really is designed to serve as the finale of the trilogy begun in Dark Visions. It forms a creepy capstone and brings the Player Characters up against the head of the cult and his minions, but it is a pity that he is not as well developed as an NPC as the other two NPCs in the adventure, one of whom is actually masquerading as a cultist and may side with the cultists or the Player Characters depending upon their actions. Adding The Tower of Six—along with its previous two parts—to most campaigns is easy. Together they form a solidly engaging trilogy for ShadowDark, but where they have the potential to shine and be more memorable, is if played as mini campaign with the Player Characters as cultists.

The Other OSR: The Cavern of Cursed Tears

The Cavern of Cursed Tears is a low preparation, pick-up-and-play scenario for Pirate Borg, the self-described, “Worst Pirate RPG Ever Made™!” Published by Limithron, it is an Old School Renaissance-style roleplaying game is set in the Dark Caribbean, a sea of tropical islands marked with European towns and fortresses and ruins of civilisations long gone, of shipwrecks with rich cargoes and even richer treasures, and of the Scourge. The Scourge made the dead walk once again, ghosts return to haunt the living, and monsters lurk ready to the foothold that the Europeans have established in the region. The governors and the viceroys, representatives of kings and queens, have forced to adapt and rule with no contact from home following the Scourge and even take advantage of the situation, especially since the discovery of the abilities and addictive nature of ASH, the ash of the burned and ground undead. Some seek to make money from the trade in ASH and some seek to control it, whilst others seek to repress it. This is another cause of the conflict in the Dark Caribbean. Pirate Borg casts the players as members of a crew who will sail the ASH-tinged waters the Dark Caribbean, raiding and smuggling, carousing and drinking, adventuring and exploring. Pirate Borg is based upon Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing.

The Cavern of Cursed Tears is said to be the last resting pace of the treasures of not one, but two pirate captains who happened to be in love with each other. The Cavern of Cursed Tears is rumoured to be of interest to both the British Royal Society and the Inquisition. The Cavern of Cursed Tears is said by many pirates to be cursed, but that will not stop Sir Barrington from looking for a crew to sail him to the island where it is located and then lead an expedition into its depths. These are just some of the rumours that can be discovered about the Cavern of Cursed Tears and certainly, the Game Master could create more. The rumours are the reason to get the Player Characters and their expedition to the mouth of the sinkhole that drops away into the dark. Below there are caverns filled with bones, caverns filled with bats, a cenote and a water maze, and much more that the Player Characters need to traverse before they get anywhere near its secrets.

The Cavern of Cursed Tears is straightforward and linear, there are good reasons for this, both in game and out of game. In game, this is a limited network of caves, but split over two levels. The lower level is mostly underwater and there is a great sense of verticality throughout. The Player Characters will need to do a lot of climbing and jumping to clamber from one cavern to the next, whilst below, any Player Character who can swim well and/or hold his breath will be at an advantage. In addition, the Antiquarian and Deep One Classes from the Down Among the Dead supplement for Pirate Borg are also appropriate, whilst any Player Character with a musical ability will be very useful. Out of game, The Cavern of Cursed Tears is straightforward and linear because it is presented in a trifold format with the whole of the cave network presented on the inside three pages, running from left to right as a side view cutaway, rather than as a more traditional top down map. This allows the descriptions of the upper parts of the cave network to be placed above the side-on view of the caves, with the descriptions of lower parts placed under the side-on view. This is a fantastic layout and as the Player Characters progress through the caves, the attention and eye of the Game Master is pulled across the inner of the trifold, and into the depths of both the cave network and its secrets.

There are elements of the supernatural in the upper two, sandwiched layers of the Cavern of Cursed Tears, notably Chonchonchon, Lord of the Grotto, a necrotic crocodile, but they come to the fore at the end of the cave network, below the upper sections. Here there is a lake and classic Mesoamerican step-pyramid with its own secrets to discover and treasures to plunder. There are some fantastic moments here, such as a shaft lined with dozens of skull-shaped stones, each with a glyph on their foreheads. The glyphs can be played as a tune and when that happens, five thousand glowing skulls appear, and chanting, form stairs leading down… This has a fantastic sense of pulp action a la the Indiana Jones films–and it is not the only one in the scenario. Plus, of course, there is something nasty protecting protecting the secrets of the Cavern of Cursed Tears. The stats for the cast and bestiary of the scenario are given on the back of the trifold and here and there, there are extra notes for the Game Master.

Physically, The Cavern of Cursed Tears is very nicely presented. It is clear and very easy to read and the trifold format is used highly effectively. The map, or rather the sideview of the caves, is well done, as is the step-pyramid below.

The Cavern of Cursed Tears will probably take a session or two to explore. It has a strong emphasis physical exploration with hints of the supernatural that manifest more fully at the end of the scenario. Self-contained, it could be run as a convention or demonstration scenario, but the Game Master might want to cut out the middle section of the cave network to ensure that her Player Characters reach the end. Otherwise, The Cavern of Cursed Tears is very easy to add to a Pirate Borg campaign. It has secrets, it has treasures, and both of those will attract all sorts. The Cavern of Cursed Tears is an entertaining mini-dungeon done the Pirate Borg way.

Monday, 23 March 2026

Miskatonic Monday #426: Private Dining

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: Hayley P

Setting: New York, 1926
Product: One shot
What You Get: Sixteen-page, 1.61 MB Full Colour PDF

Elevator Pitch: Fine dining turns into a fight against the fungicidal façade!
Plot Hook: The dinner must go on... 
Plot Support: Staging advice, four pre-generated Investigators, six NPCs, two handouts, and lots of infected.
Production Values: Plain

Pros
# Zombie-uprising-style scenario, but over dinner
# The investigators really can fight it with fire
# Best served with dinner, not the fungus
# Easy to adjust to other times and cities
Mycophobia
Kinemortophobia
Pyrophobia

Cons
# Plain maps

Conclusion
# Fight the fungus with fire!
# A zombie-uprising scenario by any other name

Miskatonic Monday #425: Debitum Ignis

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: Christian Grundel

Setting: Late 1600s Colonial Rhode Island
Product: Scenario
What You Get: Fifty-two-page, 14.22 MB Full Colour PDF

Elevator Pitch: Peril, paranoia, & Puritanism in Rhode Island
Plot Hook: Bloody hog horror leads to the wrong man being accused of witchcraft—or does it?
Plot Support: Staging advice, six pre-generated Investigators, thirteen NPCs, two maps, one spell, and one Mythos monster.
Production Values: Outstanding

Pros
# From the author of Deadfellas
# Set in Colonial-era America
# Strong interactive and roleplaying-based investigation
# Nice sense of isolation and paranoia
# Includes notes on Investigator creation in addition to the pre-generated Investigators
# Includes hooks that can be expanded for further scenarios
# Creepy cuckoo-in-the-nest antagonist
# Dikephobia
Stawatchatophobia
Paranoia

Cons
# Needs an edit
# Some repetition
# Highlights the lack of a Colonial era sourcebook

Conclusion
# The Crucible meets Call of Cthulhu
# Strong interactive, social investigation in an age of propriety
# Reviews from R’lyeh Recommends

Sunday, 22 March 2026

2006: Hollow Earth Expedition

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

The year 2006 was a good one for Pulp Action roleplaying games. Spirit of the Century from Evil Hat Games delivered high Pulp Action in which Doctor Methuselah’s time-zeppelins assembled over the skies of Europe to rip open a path to a new future, Gorilla Khan, conqueror of Atlantis, marshals his armies to take all of Africa, and the threat of Fascism looms over the whole world. It would go on to win several awards, as did the other Pulp Action roleplaying game released in 2006. Hollow Earth Expedition from Exile Game Studio did not necessarily focus on high concept, over the top threats to world peace, democracy, and the social order. Instead, inspired by the works of Jules Verne, Sir Arthur Conan Doyle, and Edgar Rice Burroughs, the theories of astronomer Edmond Halley, and the oeuvre of Doug McClure, Hollow Earth Expedition concentrated upon the one theme and wanted to take you down and in. Down and into the interior of the Earth to lands where dinosaurs still roamed, eighteenth century pirates sailed the azure seas, and Amazon warrior women, ape men, and the vestiges of Atlantis could all be found. This was the Hollow Earth, a subterranean realm full of secrets, lost civilisations, and adventuring potential, whether that was making fascinating new discoveries or preventing whatever perfidious plans that the Nazis had of their own!

Hollow Earth Expedition starts by conflating a bit of polar exploration history by presenting the actual diaries from the Andrée-Strindberg-Frænkel Arctic balloon expedition of 1897. In our timeline, it would fail within months and the remains of the expedition members would be found on Kvitøya in 1930. The true diaries tell of how the expedition found itself off course and diverted into a wonderful tropical paradise where monsters roamed the land and its members accepted by a local tribe, before ultimately deciding to try and return home. Similarly, the fate of another polar explorer, Roald Amundsen, who disappeared in 1928 aboard a flight looking for missing crew members from General Umberto Nobile’s Italia air ship, will be revealed in ‘The Hollow Earth Expedition’, the introductory scenario at the back of the book. The North Pole is not the only known entrance to the Hollow Earth. Others include the South Pole, volcanos such as Mount Snaefell in Iceland, the region which would one day become known as ‘The Bermuda Triangle’, and even the fabled city of Shangri-La. What is interesting about the description of the Hollow Earth is that it is not described in terms of geography. This is not to suggest that it is not described at all, but rather that Hollow Earth Expedition focuses upon what might be found there in terms of peoples, threats, and other dangers rather than places, whether that is the Loch Ness Monster or other cryptids, or even flying saucers.

What Hollow Earth Expedition does tell the reader is how to get in and some of the best known routes; the extreme nature of its cosmology and geography, for example, it is constantly lit by its own Sun, so it is always noon, and Earth’s magnetic fields are disrupted, so radios and compasses do not work; and the strangeness of time with no day and night, and time also passes slowly than on the surface. Descendants of Romans, Mayans, Ancient Egyptians, and more can be found in the Hollow Earth, as can signs of the now lost Atlanteans and their civilisation. The possibility of discovering ancient Atlantean technology is one reason explorers enter the Hollow Earth and several examples of Lodestone, a piece of orichalcum which points towards the nearest source of metal, Telepathic Communicator, and more. The ‘Friends and Enemies’ chapter populates the Hollow Earth with native peoples such as Cargo Cultists, Noble Savages, Cannibals, Amazons, Pirates, and Beastmen (including Apemen, Lizardmen, and Molemen), plus creatures like dinosaurs, cave bears, giant apes, kraken, megalodons, rocs, sabre-toothed cats, and even giant sloths and unicorns! More details about the Hollow Earth can be found in Mysteries of the Hollow Earth.

Nor does Hollow Earth Expedition ignore the surface world. This is treated as recent history that a Player Character might know. First from twenty-five years ago, then ten, then five, and lastly a year ago with the default year for the roleplaying game being 1936. It does not delve too deeply into the Desperate Decade of the nineteen thirties, but does pay particular attention to the clash between Capitalism, Socialism, Communism, and Fascism, and gives a decent gazetteer of the world’s nations at the time. Of course, apart from the actual Hollow Earth, Hollow Earth Expedition is a historical roleplaying game, but the emphasis is more on what someone in 1936 might know rather than what we know in 2006 with the benefit of historians and hindsight. As it makes clear, Hollow Earth Expedition is not a roleplaying game of strict historical realism. Instead, history is there to provide backdrop and reason to adventure rather than to educate the players.

A Player Character in Hollow Earth Expedition has an Archetype, Motivation, six Primary Attributes, Skills, a Talent or Resource, and possibly a Flaw. There are fifteen Archetypes—Academic, Adventurer, Celebrity, Criminal, Doctor, Engineer, Explorer, Hunter, Missionary, Moneyman, Occultist, Reporter, Scientist, Soldier, and Survivor—which give some idea of what the Player Character is rather than any mechanical benefit. His Motivation, whether Duty, Escape, Faith, Fame, Greed, Love, Power, Revenge, Survival, or Truth, will drive the Player Character to act and gain him Style Points when roleplayed. The six attributes are Body, Dexterity, Strength, Charisma, Intelligence and Willpower, and typically range in value from one to five, but can go higher. Similarly, skills range from one to five, but can be higher, especially when specialities are selected. A lot of the Talents provide an attribute or skill bonus of some kind, whilst possible Resources include Allies, Artefacts, Contacts, Fame, and the like. Flaws are optional and not quite so prominent in the book, but include Blind, Deaf, Dying, Absent-Minded, Illiterate, and Overconfident. When a Flaw comes into play, it will also earn a Player Character a Style Point.

To create a character, a player assigns fifteen points to Attributes and then another fifteen to skills. A Specialisation costs half a point. A player selects a Talent or a Resource and can select another if a Flaw is taken too. The process is not difficult, but it is slightly fiddly, primarily because a player has so few points to spend. This also leads to a tight, quite restrained, and focused character type who is relatively component in a few skills. They are also mundane characters. Heroic, but mundane. The nearest Talent that Hollow Earth Expedition gets to being exotic is Psychic Sensitivity and whilst the roleplaying game does give a brief treatment of them in background, neither psychic phenomena nor spiritualism, magic, or sorcery really play a role in the Hollow Earth Expedition. What this means is that a player cannot create the equivalent of Doc Savage, The Shadow, or the like. For that, both Game Master and player are probably better looking at Spirit of the Century.

Name: Henry Brinded
Archetype: Academic Motivation: Truth
Style: 2 Health: 5
Primary Attributes
Body: 2 Charisma: 2
Dexterity: 2 Intelligence: 4
Strength: 2 Willpower: 3
Secondary Attributes
Size: 0 Initiative: 6
Move: 4 Defence: 4
Perception: 7 Stun: 2

Skills             Base Levels Rating Average
Academics               4          4 8 [4]
(History)                  4          1 9 [4+]
Art                             4          1 5 [2+]
Diplomacy        2          1 3 [1+]
(Etiquette)               1          2 4 [2]
Empathy        4          1 5 [2+]
Gunnery        4          1 5 [2+]
(Artillery)                 1          1 6 [3]
Investigation           4          1 5 [2+]
Linguistics               4          3 7 [3+]
(Deciphering)         1          1 8 [4]
Pilot                          2          1 3 [4]

Talents
Total Recall
Resources
Wealth 1
Flaw
Hard of Hearing

Alternatively, a player can pick one of the pre-generated sample Archetypes included in the book. There are twelve of them and they consist of Big Game Hunter, Dying Moneyman, Field Biologist, Fortune Hunter, Imperilled Actress, Intrepid Reporter, Jungle Missionary, Lost Traveller, Mad Scientist, Occult Investigator, Rugged Explorer, and Snooty Professor. These come complete with a background and roleplaying notes. They are also done in full colour on the roleplaying game’s colour inserts, its only use of colour.

Mechanically, Hollow Earth Expedition uses the Ubiquity System and was the first to do so. It is a simple mechanic. If a player wants his character to undertake an action, he rolls a number of dice equal to double the Attribute or the Skill Rating. Every even result counts as a Success. The difficulty of a task determines how many Successes are needed, ranging from one for Easy to six or more for Nigh Impossible, with an Average Difficulty requiring two Successes. Modifiers will add or subtract from the player’s dice pool. If necessary, the Game Master can also determine how well or how badly the Player Character did, depending upon the number of Successes rolled. A critical failure occurs if no Success are rolled. In general, a player will be rolling a big handful of dice for his skills, especially for his character’s best skills. Further, a player can use any dice he likes or get away with just using six-sided dice.

Alternatively, Exile Game Studio also manufactured its own Ubiquity Dice. These are eight-sided dice, coloured white, red, and blue, numbered from zero to three, depending upon the colour of the die. The white die counts as a one-die, the red die as a two-die, and the blue die as a three-die. To use those, the player adds up the value of the Ubiquity Dice equal to the number of dice he needs to roll and the total result is the number of Success achieved. For example, to have Henry Brinded make a Linguistics skill roll, his player has to roll seven dice. Instead, with Ubiquity Dice, his player rolls two red dice and a single white die, adds the numbers rolled up and that is the number of Successes. Of course, rolling a handful of dice is simple, but the Ubiquity Dice are elegant. However, Hollow Earth Expedition was published in 2006 and Ubiquity Dice are very hard to find twenty years on.

In addition, the Ubiquity System does offer another pair of options to reduce dice clutter. One is to ‘Take the Average’. If the average number of Successes that a particular dice pool can generate is equal to or greater than the task Difficulty, the Player Character automatically succeeds. This both reflects the Player Character’s general skill level and eases speed of play by cutting out unnecessary dice rolls. The other option is for large dice pools of more than ten dice in which case the player will ‘Take the Average’ for the first ten dice and roll the rest.

A Player Character has access to Style Points. These are awarded for good roleplaying such as to a Player Character’s Motivation or Flaw; supporting the game out of game, such as keeping a game report; and even for hosting and providing snacks! They are spent to buy Bonus Dice, to Boost a Talent, and Damage Reduction. If a character has run out of Style Points, his player can ask for Chance Dice. These increase his dice pool, but also increase the Difficulty of the task involved, increase the number of possible Successes that can be rolled, and increase the possibility of failure, but not those Critical Failure, as more dice means a greater chance of rolling at least one Success. It feels like the Player Character is being a hero, pushing the envelope, pushing himself to succeed where others might fail…

Combat uses the same system of dice pools. Initiative is determined by the number of Success rolled and each combatant gets an attack action and a move action per round. An attack action can be a standard attack, but can also be aim, auto fire, block, called shot, and so on. The attack is resolved by an Attack Rating, which includes the attacker’s Attribute, Skill, and other modifiers, rolled against the defender’s roll of his Defence Rating which consists of his Passive Defence, Active Defence, and Size, and includes modifiers for cover, wounds suffered, and armour worn, Armour makes a target harder to hit rather than reduce damage, but if the Attack roll is successful, any Successes generated beyond the Difficulty number do count as extra damage. Damage can be lethal or non-lethal. If a defender suffers more damage in a single blow than his Stun rating, he is stunned and loses his next action, but knocked out if he suffers more damage in a single blow than double his Stun rating. Damage can also knockback or knockdown a defender. If a defender’s Health is reduced to zero by nonlethal damage, he is knocked unconscious, but disabled if the damage is lethal, and he will die if lethal damage lowers his Health to ‘-5’. The combat rules do account for massive size differences, such as facing a dinosaur (and the example of play includes a big game hunter going after a Tyrannosaurus Rex), but advises that it is better to use brains rather than brawn when dealing with them.

Hollow Earth Expedition includes an extensive list of equipment that might be found on both the surface world and in the Hollow Earth. Alongside this is the inclusion of some ‘Weird Science’ gadgets. The rules count these as Artifacts and in order for a Player Character to have one, perhaps because he is a mad scientist, he must have the Artifact Resource. This Resource ranges from Artifact 1, a useful item such as a lucky watch to Artifact 5 and a legendary and
extremely powerful, like a drilling machine. A rare and highly useful artifact, such as a jet pack is Artifact 2, whilst a one-of-a-kind and incredibly useful artifact like a mind control ray is Artifact 3. At starting level, a Player Character scientist or engineer is unlikely to be equipped with more than an Etheric Disturbance Monitor (which detects psychic powers), Spectrovision Goggles, or even a Jet Pack. What Hollow Earth Expedition does not include is rules for building such devices. If the Player Character does have access to bigger devices, at this stage of play, starting out, they are likely to be included for narrative effect rather than something that he possesses. (Full rules for weird science and gadgeteering appeared in Secrets of the Surface World.)

The advice for the Game Master covers genre conventions such as making the heroes larger than life, the villains villainous, and the good use of a cliffhanger or deathtrap. Alongside this, there is advice specific to Hollow Earth Expedition, including ‘Evoke a Sense of Discovery’, ‘Keep It Moving’, ‘Things Are Not Always as They Seem’, and ‘Make the Era Live’ as well as a look at its conventions. These are that ‘Getting In Is Always Easier Than Getting Out’ of the Hollow Earth, ‘Guns Don’t Kill Dinosaurs: People Kill Dinosaurs’, and that when asking the question, ‘Is it Science or Magic?’, it is likely to be the former than the latter, though some still do believe in latter. Notably, the advice covers fostering good communication with the players and talking about everyone’s expectations. The advice also covers campaign length and construction, how to handle and portray villains, and is backed up with some story seeds and campaign ideas. The advice is really very good, looking at both the broader nature of the Pulp genre and at the specifics of the lost world sub-genre, and it certainly has not dated. It would work as well in a contemporary roleplaying game as it did in 2006.

In addition to describing and populating the Hollow Earth, the roleplaying game also provides the Game Master with some allies and enemies from the Surface World to populate her campaign. They include secret societies, exploration societies, and government agencies. The Terra Arcanum was originally set up to guard Atlantean secrets and shepherd humanity, but has since developed into a network of puppet masters and powerbrokers in the mode of the Illuminati, whilst the Thule Society is a cult of militant Nazi occultists. The exploratory societies are the familiar National Geographic Society and Royal Geographic Society, whilst the government agencies are U.S. Army Intelligence and Secret Intelligence Service or MI6, in particular, Section Z, which investigates foreign occult activity. All six are accorded a lengthy write-up and details of both a notable NPC and a generic NPC. All six also feel more than suited to the genre and the two-fisted heroes of Hollow Earth Expedition are definitely going to want some Nazis to punch!

The Player Characters get a chance to punch some Nazis in ‘The Hollow Earth Expedition’, the introductory scenario in Hollow Earth Expedition. There is good advice on how to get the Player Characters motivated according to their Archetype, but what they will be doing is joining a U.S. Army Intelligence sponsored mission aboard an airship being sent after a secret Thule Society which it thinks is searching for advanced weaponry from a lost civilisation at the North Pole. It is a cracking little adventure, getting the Player Characters into the Hollow Earth in smart fashion, showcasing some of its dangers and wonders, revealing a secret or two, and putting them face to face with the Nazis. The roleplaying game is rounded out with a good bibliography and a glossary.

Physically, Hollow Earth Expedition is a great looking book. It is well written and actually an engaging read, but what really stands out is the artwork. Or rather, what really stands out is the blank and artwork. This is not to say that the colour artwork of the book’s colour inserts is poor. In fact, it is very good, capturing that vibrant colour of the cover of pulp paperbacks. However, the black and white is superb, again and again evoking a sense of wonder about the world, both the Surface World and the Hollow Earth.

Hollow Earth Expedition is a roleplaying game in a hurry and that is the cause of its problems. It really wants to get the Game Master, her players, and their characters into the Hollow Earth as fast as it can. Which is good. However, it rushes the reader into the rules and character generation without a lot of explanation. It is there, but a bit more explanation would have prepared the reader better. It also has to straddle two worlds—the Surface World and the Hollow Earth, when really it wants to focus on the Hollow World. Which it does. So, it leaves a lot of character elements behind, especially in terms of Talents and Resources, when the Player Characters reach the Hollow World. In a pulp action roleplaying like Hollow Earth Expedition, this means that some Player Characters are going to feel underpowered. There is also very little in the book on the occult or weird science and given that these are mainstays of the Pulp genre, their relative absence is notable. Lastly, players wanting high Pulp Action are going to be disappointed. Hollow Earth Expedition does deliver on both the Pulp and the action, but very much at the lower end of the scale. Lastly, for the Game Master wanting more ready to play and use content, Hollow Earth Expedition is lacking. Hollow Earth Expedition does give all of the elements, but as a setting, the Hollow Earth Expedition Game Master is going to have to put a lot of effort in to create the Hollow Earth as a realm that her Player Characters explore and adventure . However, if she does, then she will definitely make it her own.

Hollow Earth Expedition was released at the ebb of the d20 System. It would win the Silver Medal for Best Cover Art at the 2007 ENnie Awards and be a Finalist for Roleplaying Game of the Year in the 2007 Origins Awards. Its Ubiquity System would go on to be used in roleplaying games such as Desolation, A Post-Apocalyptic Fantasy from Greymalkin Designs and the version of Space: 1889 from Uhrwerk Verlag under its easier to pronounce Clockwork Publishing label.

Hollow Earth Expedition is not perfect and it is not the perfect pulp action game. There are elements missing from it to be an all-encompassing treatment of the genre and the Player Characters are likely to feel underpowered. However, it is not meant to be an all-encompassing treatment of the genre and does not try to be, and the fact that its Player Characters feel underpowered shifts it to a ‘Lost World’ roleplaying game of not quite ordinary men and women thrust into action in a land of wonder and discovery. As a pulp action roleplaying game, Hollow Earth Expedition is very much punching above its weight, but the Ubiquity System is solid, the writing is great, and the artwork excellent, and all together, they invoke a delightful sense of awe and wonder about the Hollow Earth and what might be found there.