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

Friday, 22 May 2026

[Fanzine Focus XLIII] Carcass Crawler Issue #5

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Then there is also Old School Essentials.

Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. To date Carcass Crawler #0, Carcass Crawler #1, Carcass Crawler Issue #2, Carcass Crawler Issue #3, and Carcass Crawler Issue #4 have all focused on providing new Classes and Races, both in ‘Race as Class’ and ‘Race and Class’ formats as well as general support for Old School Essentials.

Carcass Crawler Issue #5 follows a similar path, but provides more general, but still character-focused content. The issue includes two ‘New Character Classes’ by Brad Kerr and Gavin Norman, one new, one not so new. The new one is the ‘Ratling’. This is an anthropomorphic rat which is difficult to surprise given its strong sense of smell, has Infravision and a prehensile tale, an affinity with other rats and knows the secret language of rats. Its skills include Climb Sheer Surfaces, Detect Poison, Hear Noise, Hide in Shadows, and Move Silently. The Class is categorised as semi-martial, being similar, but not like a Thief.
The second of the Classes is not new, but old, having originally appeared in Carcass Crawler #0. The Changeling Class offers the chance for a player to roleplay a Doppelgänger! The Changeling’s ‘Beguile’ skill enables the Class to speak highly persuasively in an almost Charm-like effect, at least temporarily, and with ‘Shape-Stealing’ can mimic the forms of others, unconscious or slain, an effect lasting for one Turn per Level. The counterpart to the ‘New Character Classes’ are the ‘New Character Races’ by the same authors. It should be no surprise that the Changeling has the most potential as an Assassin as well as an Illusionist or Thief, whilst the Ratling can also be an Assassin, but will also be a good Acrobat or Thief.

‘Cantrips’ by Gavin Norman does exactly what it suggests and introduces minor, Zero Level spells for Old School Essentials. They still need to be memorised, but include cantrips such as Magic Quill, Open/Close Portal, Sense Magic, and Spark. There is an optional rule and cantrip for Read Magic, making scrolls easier to read without having to give up a more powerful spell slot. The cantrips have a very Middle-earth feel, including Rune (caster traces a sigil in the air or on a surface) and Smoke Rings for the pipe-smoking Wizard!

If ‘Cantrips’ looks back to Unearthed Arcana for Advanced Dungeons & Dragons, First Edition, then ‘Level 0 Characters’ by Brad Kerr and Gavin Norman is nod to N4 Treasure Hunt and N5 Under Illefarn, if not the ‘Character Funnel’ beloved of Dungeon Crawl Classics from Goodman Games.
Such Player Characters start with fixed Saving Throws and low Hit Points. By default, they are Humans, but an optional rule allows for Demi-Humans with their inherent abilities. There is a guide to playing ‘funnel style’ adventures which clearly acknowledges the article’s primary inspiration, Dungeon Crawl Classics. A Zero Level Player Character also has a Background, the type depending upon his starting Hit Points. A Zero Level Player Character with more Hit Points tends to be physical and have a job that requires more strength, whilst a Zero Level Player Character with less has more sedentary Background. In addition to be used for Character Funnels, these rules and tables can be used to generate Zero Level NPCs and potential hirelings and be used to create a Background for a normal, First Level Player Character prior to the start of play.

Gavin Norman’s ‘Special Materials’ looks at both weaker and enhanced materials. For the former it lists the properties of weapons and armour made of bone, bronze, stone, and similar materials, and the perils and penalties of using broken or bent weapons, as well as cost of repairs. This opens up Old School Essentials to the possibility of cultures who lack metalworking knowledge, whether at all or enough to mark the iron and steel weapons that are the baseline arms and armour. For the latter, it does the same but for weapons and armour made of adamantine, mithril, and silver. In general, the bonuses provided are not as good as magical weapons, plus they are very expensive. This is followed ‘Expanded Poisons’, also by Norman. It expands upon the nine categories of poison given in Old School Essentials by naming them and detailing their effects. It gives cost, saving throw modification, chance of detection, onset time, and effect for each one along with a description. This adds some nasty flavour, especially if the campaign involves assassins.

In ‘Magic Swords’ by Brad Kerr with Chance Dudinack, the Game Master can create all manner of magical swords with quirky abilities. For example, a wavy wooden sword with an antlered pommel with the ‘Flavour’ quirk which when used to stir food can change its flavour or a blood-grooved blade of demon horn with a twitching eye in the pommel and the quirk of ‘Gloating’, meaning that it laughs evilly in combat, reducing enemy morale! Some entertaining quirks here, enabling the Game Master to create some memorable blades—the quirks could easily be applied to other weapons as appropriate—that will enhance (or ruin) the reputations of both the Player Characters and NPCs that wield them.

Chance Dudinack’s ‘Lake & River Monsters’ details eight new monsters found in freshwater lakes, ponds, and rivers. They include the Giant Beaver, the Freshwater Hag, Grindylow (aquatic prank-playing, but cowardly gremlins), Weretoads, Mudslingers (amphibious fish that hunt by spitting mud), Shellycoat (aquatic humanoids that feed on the corpses of the drowned), Snallygaster (reptilian birds with lamprey mouths full of tentacles that suck the blood of the living), and River Trolls. They are all decently done and are accompanied by decent illustrations, In addition, they appear in the adventure that follows.

‘Up Chaos River’ by Brad Kerr and Chance Dudinack is a two-part funnel adventure designed to be played using twelve to fifteen Zero Level Player Characters. The first part ‘The River’. By Brad Kerr, it is a rivercrawl that begins in the town of Blackwater that recently held its midsummer festival, but which since has fallen under a curse as ooze from the river mutates its inhabitants, including its warriors and wizards. With no-one else to investigate, it is up to a band of townsfolk—brave or foolish enough—to paddle or punt upriver to discover the source and put a stop to the problem. There are some nasty encounters along the way, such as a blade poking up out of the water that draws boats to it to slice them in half or a man yelling for help, stranded on a toad infested island, who if rescued, turns out to be a Weretoad(!), but there are good opportunities too, such as rescuing a mermaid. There is a great variety of encounters here, so it a pity that the players and their characters will not experience them all. There are rules given for river travel and worse, for the effects of the river ooze, should a Player Character touch it.

The second part is ‘Hag’s Lair’ by Chance Dudinack. This details the lair of the creature responsible, constructed by her giant beaver minions. It is thick with mud and chewed wood and festooned with traps. It is a mucky, murky adventure that will ultimately lead to a confrontation with the villain of the piece. She is a fiercesome opponent armed with her own magical wooden spoon. However, one disappointment is that combat is the only option considered for dealing with her. It would have been good if the adventure had included options for negotiating or reasoning with her.

‘Up Chaos River’ is an entertaining adventure, though ‘The River’ is the better of the two parts, having a eerie, weird feel. It will be challenging for the Zero Level Player Characters—let alone First Level Player Characters—and any who survive will be truly seasoned. It makes good use of the monsters in ‘Lake & River Monsters’.

Physically, Carcass Crawler Issue #5 is well written and well presented. The artwork is excellent and the cartography good.

Carcass Crawler Issue #5 is an excellent issue of the fanzine. There is a nice balance between new Character options and content supporting campaigns and scenarios. All capped by a good scenario that will challenge the most experienced of players and provide two or three good sessions’ worth of play. Carcass Crawler Issue #5 is good not just for Old School Essentials, but just about any retroclone.

[Fanzine Focus XLIII] Crawling Under A Broken Moon Issue No. 13

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with the Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 13 was published in in June, 2016 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth. Crawling Under A Broken Moon Fanzine Issue No. 10 switched back to more traditional content by focusing on monsters, whilst Crawling Under A Broken Moon Fanzine Issue No. 11 examined some of the gods and patrons of Umerica and Urth. Crawling Under A Broken Moon fanzine No. #12 continued the humour of the setting by presenting the dark face of Buddy O’Burger.

Crawling Under A Broken Moon Issue No. 13 is less focused, but continues the support for the Umerica and Urth. Its initial focus is on adventures in the setting. This begins with ‘Fantastic Post-Apocalyptic Adventure Idea Generator’ by Diogo Nogueira. With a roll of a few dice on six categories of tables—Goals, Locations, Antagonists, Supporting Cast, Complications, and Rewards—it enables the Judge to create a ready plot to develop further as needed. Each category has its own subset of tables, so the Judge can visit it again and again when short of inspiration. The actual adventure in the issue is ‘An Interesting Place to Die: The Rail Tunnels of the Delphia Beast’ by Reid San Filippo. It is rumoured that under the flattened ruins of old Delphia city is a network of tunnels where a foul Beast guards a fabulous cache of valuable salvage. The Player Characters get to explore the ruins of Delphia first and there are tables for hazards and encounters, and if they are lucky, holes with interesting, probably deadly things in them. Eventually, they will find their way into the ruins of the Southeastern Pennsylvania Transportation Authority subway system, mostly free of debris, but now the hunting ground for the deadly Delphia Beast, which is actually the acid-spitting Railipede born from one of the old subway trains. It is a sparse mini-dungeon, one easily visualised because we know what subway tunnels look like and roamed by a xenomorph-like creature on rails...

David VC does a ‘Racial Recast’ with ‘Grays (Elf Alternate). This brings the infamous little grey men of UFOlogy to Umerica and Urth. The usually Lawful Grays are annoyingly superior in attitude to the peoples of the worlds they visit. A Gray has Night Vision and is fitted with a Transponder so that their racial authority, the Gray Directorate, knows where he is and can serve as a Patron. He is vulnerable to iron though, but always has a silver suit which protects him against the environment as well as other advanced technological devices, such as a Holographic Cloak, Plasma Sword, Floating Drone, NecroNeural Net (which creates a zombie from a corpse to serve a Gray), and so on. A Gray begins with such item in addition to the Silver Suit and will gain more from the Gray Directorate. The Superior Mind of the Gray means he is good at working out what Alien Tech does. It suggests a Psionic variant, but this requires access to CrawlJammer #3. Lastly, it adds the Gray Directorate as a Patron, not a deity, but actually an interstellar government that actively monitors the activities of Grays on primitive planets. Only Humans worship the Gray Directorate. In keeping with the post-apocalyptic nature of the setting this is a darker character type than the Elf it replaces and it would make a good addition to a more general Science Fiction roleplaying game using the Dungeon Crawl Classics rules.

‘Death Bots’ by Ryan Moore provides the means to create the war machines built by the Ancients to fight in the final wars of the Apocalypse. In the future of Umerica and Urth, they can be found wandering the wastelands, stored in ancient bunkers, or being used as personal vehicles or mobile bases by Cyber-sorcerers. They can be the size of a small car or a mobile building, and the tables will define each Deathbot’s technological base, means of locomotion, weapons, and special abilities. Straightforward, quick and easy to use.

Lastly, the ‘Twisted Menagerie’ gives the stats for the Railipede, the monster from the earlier ‘An Interesting Place to Die: The Rail Tunnels of the Delphia Beast’, which does not actually need to travel along the rails of its network, it just prefers to. The ‘Illxiljlixlli’ or Luck Eater is an extradimensional demon which varies in appearance depending whether it is starving, hungry, sated, or corpulent, eating on the luck on its decidedly unlucky prey!

Physically, Crawling Under A Broken Moon Fanzine Issue No. 13 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 13 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 13 provides solid support for the Umerica and Urth. The scenario is serviceable and more traditional in its treatment of its post apocalypse, than the satire and tastelessness of the previous issue. Of course, the content (though its tone may not) will work with other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Monday, 18 May 2026

Snæland Sagas #03: The Fróðá Wonders

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, and The Companions of Arthur for PendragonSagas of the North is a curated platform for user-made content, but for material set in Iceland the other lands that the Vikings travelled to. It enables creators to sell their own original content for use with Age of Vikings. This can be original scenarios, background material, alternate Icelandic settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Vikings Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Age of Vikings campaigns.

—oOo—

What is the Nature of the Saga?
The Fróðá Wonders is a scenario for use with Age of Vikings.

It is a full colour, twenty-six page, 15.37 MB PDF.

The layout is tidy, but it does need an edit in places.

Where is the Saga set?
The Fróðá Wonders takes place in and around the Vatnsendi farm owned by Ásmundur, near Lake Vesturhóp in northern Iceland. It takes place over the Yule period.

Who should be the subject of this Saga?
Any type of Player Character can take part in this sage. At least one Player Character with good Mythic skills, such as Second Sight and being able to cast the Runes, is recommended, but a diverse range of skills is better than focused ones.

It is written to be played by beginning Player Characters. The only limit on the scenario is the time of year at which it is set, but that can easily be changed.

What does the Saga require?
The Fróðá Wonders only requires the Age of Vikings core rulebook.

Where will the Vikings go in this Saga?
The Fróðá Wonders is a story of broken social obligations and their consequences. The goði, Snorri Þorgrímsson, has received a message from his sister asking for his help. She lives in the isolated valley of Fróðá, known for its storms and as a place where the spirits are said to walk. Her message tells him that the omens of late have not been good. There has been blood on the hay, her farmhands are ill or walk strangely, the sheep do not bleat. She believes that her pride has got the better of her. Snorri Þorgrímsson asks the Player Characters to travel to Fróðá to help his sister, and to investigate and resolve the situation.

What is interesting about The Fróðá Wonders is that the Player Characters start the adventure more or less knowing what has happened. Their investigation and around the farmstead is more a matter of confirming, whether by looking around or talking to the NPCs, that Snorri Þorgrímsson’s sister’s assessment is correct. In effect, there is no actual mystery here, though some of the NPCs still have their secrets that they will be reluctant to reveal. Careful questioning or surveillance will be the best means of revealing them. The lack of a mystery might be disconcerting for some players, the confirmation process will enable their characters to move onto resolving the situation. This requires the Player Characters to apply the laws of the mortal world to the supernatural world and ideally, this should culminate in a ritual in which the draugar, the walking dead, are named and banished whilst at the same time identifying the crimes committed by the men and women of the farmstead.

A handy set of appendices in turn list all of the clues, their origins and connections, detail the ritual that the Player Characters must perform at the climax of the scenario, and give a useful pronunciation guide. In general, The Fróðá Wonders is a decent little scenario, but its information is not so much poorly presented as overly presented. The nature of the crimes and their timeline is presented more than once and this gets in the way, making it just that bit harder for the Game Master to really grasp the information and move on to the next section she needs. 

What will the Skalds sing of this Saga?
Playable in a single session, The Fróðá Wonders is a good scenario and achieves what it sets out to do, which is to explore the consequences of violating spiritual and social obligations, on both the living and the dead. As such it has some unsettling moments and some great scenes at the end with the situation is resolved, again for both the living and the dead. However, The Fróðá Wonders is overwritten and repetitive and this hampers what should have been relatively simple and straightforward scenario that emphasises social obligation and the horror that results in not fulfilling that obligation.

Miskatonic Monday #434: The Nebelgast

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: Steven Troch

Setting: Belgium, 1885
Product: Scenario for Cthulhu by Gaslight
What You Get: Fifty-six page, 20.17 MB Full Colour PDF
Elevator Pitch: The horror of the harmonica
Plot Hook: A missing socialite exposes a dark bargain...
Plot Support: Staging advice, six pre-generated Investigators,
eleven NPCs, seven handouts, two floor plans, and one Mythos monster.
Production Values: Good

Pros
# Scenario for Cthulhu by Gaslight in Belgium!
# Emphasis on social status has potential for interesting roleplaying
# Interesting selection of pre-generated Investigators
# High production values
# Misophonia
# Entomophobia
# Teraphobia

Cons
# Needs an edit
# Repetitive in places
# Promising investigation ends in a bug hunt

Conclusion
# Interesting set-up and setting
# Investigation never fully delivers on its promise

Sunday, 17 May 2026

Forest of Fear

From Leicester and Newark in the north, to Oxford and St. Albans in the south, from Banbury and in Kineton in the west to Beford and Peterborough in the east, the forests have become one and as one, they are beginning to spread beyond their former boundaries. As the Forest Sauvage grows wild and unchecked, strangling paths and ripping up fields and starving villages, returning the heart of Logres into a wild forest of years past. When travellers wander too close to its eaves, they wonder where they are and in whose lands they journey, whilst the lords upon whose lands the forest borders worry at the encroaching undergrowth and canopy, fearful that what they hold by right will be lost and turned into an impassably dense morass of trees. Yet this is not a natural phenomenon. The kingdom of Logres has been weakened for decades now, ever since the death of King Uther Pendragon. Not just in terms of power and control, but also spiritually. It is this weakness that Madog de Sauvage, a lord of the fae, has taken advantage of to extend his kingdom into the mortal realms. As the newly crowned king, Arthur seeks to unite and restore his father’s kingdom, but this new realm, this Forest Sauvage, threatens his kingdom from within.

This is the set-up for Pendragon: The Sauvage King, a sandbox campaign framework that expands the world of King Arthur Pendragon and Pendragon, Sixth Edition thematically and chronologically. It can be run using the Pendragon Starter Set or the core rulebooks.
As a supplement, Pendragon: The Sauvage King takes content from the start of the highly regarded Great Pendragon Campaign, which explores the spread and threat of the Forest Sauvage and updates it to Pendragon, Sixth Edition. In the previous Pendragon: The Grey Knight, the Player-Knights did enter the realm of the Fairy, but only in a small way, here they confront its power, its majesty, and its unreality in full force. They will discover its growing influence at the edge of the Forest Sauvage as they probe its fringes, hopefully in the process finding a way past the fringes and ever deeper under its canopy, in the process discovering what has happened to the former counties of Lambor, Tribruit, and Wuerensis, as well as their lords, and ultimately forge a path to the court of King Madog de Sauvage.

‘The Forest Sauvage’ is not the only content in
Pendragon: The Sauvage King, but it is its feature content. Narratively, its starting point is the spread of the Forest Sauvage, but for the Game Master and her Player-knights, there are multiple starting points and ways into the Forest Sauvage. Four introductory adventures are divided between motivations and plot hooks that are personal or directed. The personal might be that the King Sauvage has kidnapped a Player-Knight’s child and replaced them with a Changeling, compelling the Player-Knight and his companions to go in search of them, whilst the directed include Saint Dubricus and Merlin the Magician becoming worried about the spread of the Forest Sauvage or King Arthur becoming concerned when an ally asks for help or contact is threatened with an important county, and so the Player-Knights are asked to investigate. The plot hook with the replacing of a Player-Knight’s child with a Changeling is likely the one with most interesting and radical of outcomes since it can lead to the creation of an interesting heir. The other adventures in ‘The Forest Sauvage’ take place inside the Forest Sauvage, typically in the towns and villages which have become trapped within the forest realm. Moving through the forest is challenging because like other fairy realms, it is very easy to lose track of time, and unlike the typical adventure for Pendragon, supplies matter. This is also a campaign where the Hunting skill is very important and the Folklore skill a close second. The Player-Knights will need to proceed with civility and their honour and their reputation will be tested throughout.

With multiple entry points, ‘The Forest Sauvage’ can be run by the Game Master more than once, each time with a different starting point. There is the possibility that a group of Player-Knights might try more than one starting point if they fail to make progress with another. The majority of the adventures are short and can be run in a single session, sometimes less than a single session. This does leave some room for the Game Master to insert content of her own, which can be the other two adventures in the book, generated from the tables at the back of the book, or selected from The Companions of Arthur community content. The capacity for this drops the deeper the Player-Knights travel into the Forest Sauvage. Multiple entry points and plot threads means that many of the almost thirty adventures in ‘The Forest Sauvage’ will not be run. That said, the Game Master can take some of adventures she has not run and adapt them to be run later in her campaign. The Game Master will also need to work harder with ‘The Forest Sauvage’ to set it up for her players and their knights than with other content for Pendragon as it is not linear. Fortunately, ‘The Forest Sauvage’ does guide the Game Master through the set-up process and along the possible plot threads. All of the mini-adventures are neatly organized into sections that in turn cover their Setting, Characters, Secrets, Problems, Solutions, and Glory rewards. Often the section of Solutions suggests multiple ways in which issues outlined in the preceding Problems section can be resolved. Many of the mini-adventures are short enough to run from the page.

Another issue in running ‘The Forest Sauvage’ is chronological. Since its events are triggered by the death of King Uther Pendragon in 495 C.E., it can be run from any time then onwards, particularly from 508 C.E. 
This gives it some flexibility, though if ‘The Sword Campaign’ of the Pendragon Starter Set and Pendragon: The Grey Knight, is being run, the likelihood is that the Player-Knights are going to be occupied! Later in the timeline, after the events of Pendragon: The Grey Knight, as Pendragon: The Sauvage King acknowledges, Merlin is not present in 517 or 518 C.E., so that limits the plot hook involving Merlin for the campaign.

As a campaign, ‘The Forest Sauvage’ present the Player-Knights with a ride range of challenges, whether that is gambling over games of knucklebones in ‘A Game of Chance’ or playing a game of skill to win knowledge in ‘A Scholarly Opinion’, searching for lost dogs in ‘The Baron’s Hounds’, literally overcoming indolence in ‘The Castle of Ease’, racing horses in ‘The Castle of the Race’, evacuating a village about to overtaken by the forest in ‘Cutting Through’, defeating a magical boar in ‘Horror at Alcester’, and more. They will find that many of the lords whose lands lie on the edge of the forest have reacted in many different ways and so have to be entreated in different ways too. This is a mystic maze of often soporific befuddlement, but in turn ‘The Forest Sauvage’ will also horrify and bewitch its Player-Knights.

In addition to ‘The Forest Sauvage’, Pendragon: The Sauvage King also contains two other adventures. Both could be used as introductory adventures, added to an existing campaign, or used in conjunction with ‘The Forest Sauvage’. The latter is quite easy because both adventures take place close to the borders of the Forest Sauvage. Both can also be played through in a single session. In ‘The Adventure of Black Annis’, the townsfolk of Leicester implore the Player-Knights to come to their aid in dealing with a horrifying hag who has been preying on lone travellers and children. Any encounter with her is likely to devolve into a nasty fight and she may even turn the tables and hunt the Player-Knights. She can be defeated though, but dealing with her permanently is an undertaking in itself. The Player-Knights have an opportunity to participate in a moon-lit horse race across the countryside from the Great White Horse of Uffington. This will test much more than the Player-Knights’ Horsemanship skill—though both it and their horses are greatly tested—but this is a thrilling flit across the landscape. Lastly, ‘Other Scenarios’ presents a handful of adventures, some of which could be run more than once as they include tables for generating their precise details.

Physically, Pendragon: The Forest Sauvage is well very presented. The artwork is excellent and the illuminations entertaining. The maps are decent and add much to the manuscript-like feel of the book.

After the rush of the Pendragon Starter Set and the Pendragon: The Grey Knight, which together laid the foundations of what is to come with the Great Pendragon Campaign, what Pendragon: The Sauvage King feels like is the difficult second album. It is both more challenging to use and more challenging to fit into a campaign, primarily because of the open framework of ‘The Forest Sauvage’, but also because rather than a single beginning and middle, it has multiple beginnings and middles. Picking and choosing between these require set-up and development effort upon the part of the Game Master, but the rewards are ultimately worth it, because with more choice, comes the scope to tailor the campaign framework of ‘The Forest Sauvage’ to the players and their knights. Supported by other content, in particular, two good adventures, Pendragon: The Sauvage King is a small campaign in which the Player-Knights can confront a threat to the realm like no other in a framework that lets them make its story their own.

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Chaosium, Inc. will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Saturday, 16 May 2026

Your Level Up Starter

A good starter set has to do a number of different things. It has to introduce and explain the roleplaying game it is a starter set for, whether that is the roleplaying game’s setting, mechanics, or both. It has to both tell and show what the players and their characters are expected to do in the setting and how they do it, first with the rules and then with a scenario. It has to provide everything that a group needs to play—rules, scenario, pre-generated Player Characters, and dice—and ideally more. Maps, handouts, tokens, and the like are all items that will help bring the world of the roleplaying game’s setting to life and give the players something to look at and interact with. Above all, a good starter should showcase the roleplaying game and entice both Game Master and her players to want to roleplay more with the rules and in that setting by picking up the core rulebook, and if the contents of the start set support continued play, whether that is providing an extra set of dice or maps for the setting, then all the better.

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The Level Up Starter Box for Level Up: Advanced 5th Edition has an uphill battle ahead of it, because in hobby in which Dungeons & Dragons, Fifth Edition predominates and in which Dungeons & Dragons is the only roleplaying game that matters to the world at large, it has to sell itself on the point that what it offers is more Dungeons & Dragons, Fifth Edition. Or rather, more than Dungeons & Dragons, Fifth Edition. Although designed to be compatible with Dungeons & Dragons, Fifth Edition, what Level Up: Advanced 5th Edition does is offer more choice, more flexibility, and more depth in combination with the same heroic fantasy roleplaying that you want from Dungeons & Dragons, Fifth Edition. And this it sets out to do without added complexity. Published by EN Publishing, the Level Up Starter Box is not actually a starter set in the traditional sense. What a starter set typically does is introduce a roleplaying game and its setting, providing Game Master and players alike with everything they need to play—the rules, dice, pre-generated Player Characters, one or more adventures, and support for both the adventure and rules in general. The Level Up Starter Box has most of that. What it lacks is dice. This is because it assumes that anyone opening its box and looking through the contents will have roleplayed before—specifically, Dungeons & Dragons, Fifth Edition. Having done so, they will have dice, they will know what roleplaying is, and they know how Dungeons & Dragons, Fifth Edition works and how it is played. In this way, the Level Up Starter Box is an introduction to Level Up: Advanced 5th Edition rather than roleplaying in general and Level Up: Advanced 5th Edition.

So what is in the Level Up Starter Box? Inside can be found a sixty-six page ‘Rules Manual’, three sixteen-page booklets which together make up the adventure, five pre-generated Player Characters, five double-sided poster maps, and ninety-one cardboard tokens for heroes, villains, and monsters. The ‘Rules Manual’ explains all of the rules changes and additions. This starts with telling the reader that the name for the Game Master in Level Up: Advanced 5th Edition is ‘Narrator’, and that the Barbarian, Monk, and Paladin are expanded into Berserker, Adept, and Herald respectively, whilst the Marshal is a new Class. Exhaustion is divided between ‘Fatigue’ and ‘Strife’, physical and spiritual in nature, respectively. Two skills are added, ‘Culture’, representing knowledge of customs, laws, and etiquette, whilst ‘Engineering’ is used for building and constructing. Skills can work with any Attribute as can Initiative, depending on the situation. A Player Character does not have a Species, but a Heritage and Culture, the first being what he inherited from his parents, whilst the latter his upbringing. A Player Character can have Expertise Dice, granted by a Player Character’s Class, the situation, and more. These are either a four-sided, six-sided, or eight-sided die and are rolled in conjunction with rolls of a twenty-sided die.

For the players, there is a guide to the advancements gain by their characters at Fifth Level. For the Narrator there are some nicely done Journey rules, which underpin the exploration pillar of Level Up: Advanced 5th Edition. They take into account travel pace, supply, fatigue, weather, and so on. There are tables for encounters ordinary and social, travel scenery, boons, and discoveries as rewards for overcoming objectives, but the really fun aspect is the list of activities that go beyond those you would normally except for journey rules. So alongside ‘Cook’, ‘Hunt and Gather’, ‘Scout’, and ‘Track’, there is also ‘Busk’, ‘Chronicle’, ‘Gossip’, and ‘Pray’, which is rather entertaining. There is also a guide to the magic items that appear in the adventure as well as a bestiary.

The five pre-generated Player Characters include a Halfling Sorcerer who grew up amongst the Hill Dwarves who specialises in planar magic; a Human Adept who grew up in a Dragoncult and is a brawler; a Dragonborn Ranger who was a Wilding and is now a holy champion; a Dwarven Rogue with a cosmopolitan background who specialises in traps; and a Planetouched Cleric also with a cosmopolitan background and who is an oracle. All five have their own Destinies from which they can take Inspiration, plus a Background, and each has particular guides for exploration and social actions. All five are presented on four-page pamphlets that easy to read and use. All five Player Characters are Fourth Level.

The rules cover several Conditions, including ‘Fatigue’ and ‘Strife’, which are tracked. Warriors can have combat manoeuvres. Disarm, Grab On, Grapple, Knockdown, Overrun, and Shove are basic combat manoeuvres, whilst the majority are divided into traditions, which are divided much like spell Levels, from First Degree to Fifth Degree. Four are included the Level Up Starter Box, including ‘Biting Zephyr’ for ranged attacks, ‘Mist and Shade’ for feints and distractions, ‘Rapid Current’ for speed and agility, and ‘Razor’s Edge’ for strikes and parries. Some combat manoeuvres require the defender to make a Saving Throw against, but all require the expenditure of Exertion Points. New actions in combat include ‘Press the Attack’, ‘Sprint’, and ‘Tumble’.

The adventure in in the Level Up Starter Box is set in the Albia, a highland region in Elissar, which is home to clans that feud and war for dominance. One of these was Clan Erin, which was disbanded centuries ago and many of its lesser clans picked over and absorbed over time by rival clans. Only Clans Carnoc, Kerdac, and Warlaw remain and they have now decided to come together to re-establish Clan Erin. Unfortunately, not all of the Clansmen are happy with the proposal and seek to prevent it from coming to pass. The Player Characters are hired as extra and neutral security for a moot where the terms of their re-uniting once again will be settled.

The adventure is divided into three booklets. The terms of the moot will be settled in the first part, ‘Clan Erin’s Moot’ by Akeem Favor’, but not without an attempt to stop it and the discovery that the legitimacy of the new clan leader cannot be confirmed without the Crown of Clan Erin. This has been lost for centuries, but there are clues as to where it might be. The Player Characters are asked to undertake this quest, detailed in the second part, ‘Valley of Misfortune’ by Mother of Goblins II. The quest will take them through a forest poisoned by souls and enables the Narrator to bring the Journey mechanics into play. Here the emphasis on combat and interaction of the first part switches to exploration and combat and one of the pleasing story elements about the situation in ‘Valley of Misfortune’—unconnected to , ‘Clan Erin’s Moot’—is that there are no real villains. In ‘Crypt Erin’, the third and final part of the scenario by Anthony Alipio III, the Player Characters locate and travel to the crypt where the Crown of Clan Erin might lie. Although the final scenes of this third part take place underground, this is not a dungeon in the classic roleplaying sense and although there is the possibility of combat, the resolution of the scenario lie in solving a puzzle and interaction rather than a fight. By the end of it, the Player Characters are likely to have discovered some clan secrets, resolved them, and enabled the peaceful re-founding of Clan Erin.

Altogether, the scenario provides a good mix of playstyles and activities, moving first from intrigue and interaction to exploration and combat and second the puzzle solving and interaction. The first and second parts will take the longest, likely two sessions each, whilst the final part can be played through in a single session. The scenario is supported by the three double-sided poster maps and the two sheets of counters which are perfectly scaled for use with the poster maps.

Physically, the Level Up Starter Box is well presented. The artwork is good, the explanations of the rules are good, and so on. In places, the scenarios are overwritten.

The Level Up Starter Box succeeds on its remit of, “We hear you like playing Dungeons & Dragons, Fifth Edition. Here have some options to make your play more interesting.” The changes and additions are clearly presented and explained, and the scenario is a good mix of interaction, exploration, and combat. In fact, if the players have any experience in roleplaying, they could probably understand what is presented in the Level Up Starter Box without necessarily having played a lot of Dungeons & Dragons, Fifth Edition. The use of Fourth Level Player Characters showcases much more of what Player Characters in Level Up are capable of rather than First Level Player Characters. The Level Up Starter Box is a solid and easy playing introduction to Level Up for when the Game Master wants to become a Narrator and her players want to keep playing, but want both more of and more than what Dungeons & Dragons offers.

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EN Publishing will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Cthulhoid Choices: 4thulhu

As it acknowledges, there are too many games about Cthulhu and the Mythos. So why one more? Especially given that the publisher, Just Crunch Games, has its very own roleplaying game of Lovecraftian investigative horror in the form of Cthulhu Hack, Second Edition. So, what is the point of 4thulhu: A 4-sided System for Cosmic Horror? Well, it exists because the author wanted to create a roleplaying game using only four-sided dice. Which begs the question, what exactly does it offer the player and Director of roleplaying games of Lovecraftian investigative horror that other, similar roleplaying games do not? That is a difficult question to answer. Since Call of Cthulhu and Trail of Cthulhu are mainstays, and there is even lighter roleplaying game of Lovecraftian investigative horror than 4thulhu, and that is Cthulhu Dark. Think then of 4thulhu as an alternative to Cthulhu Dark when players and Directors want something lighter, but with a little more mechanical nuance. An absolute cynic might be describe 4thulhu as yet another roleplaying game of Lovecraftian investigative horror for the collector. Morse so given its obscurity. That said, 4thulhu is inexpensive. In fact, the four four-sided dice needed to play the roleplaying game are probably going to cost as much, if not more than the price of 4thulhu.

In order to run and play 4thulhu: A 4-sided System for Cosmic Horror, a group will need some four-sided dice—at least four—and copies of the Player Character sheet (though an index card will do just as well). A Player Character in 4thulhu has four attributes. These are Grit, Form, Lore, and Mien, corresponding to physical power, agility, knowledge, and personality and willpower. These are valued at two each, and then one can be adjusted up and another down. Injury and Realisation are derived values. A player can alternatively roll for the attributes. A Player Character has up to twelve skills. These are rated Expert, Adept, Novice, and Unskilled. An Expert skill means that a Player Character will succeed on a roll of two or more; three or more for an Adept skill; four for a Novice skill; and rolls of four on two four-sided dice. It is important to note that the player can select as many as he wants at the start of play, but he can also leave them blank until they are needed, in which case he selects at that point, during play.

Henry Brinded, Antiquarian
Grit1 Form 2 Lore 3 Mien 2
Injury 4
Realisation 4
Skills
Ancient Languages (Expert), History (Adept), Artillery (Novice), Accounting (Adept)

Mechanically, 4thulhu is as simple as outlined above, whilst attribute checks are rolled like unskilled checks. Combat and similar situations are handled as opposed rolls. If one combatant succeeds and rolls higher, it is the winner; a stalemate occurs if combatants roll the same value and succeed; and if both sides fail, they both suffer negative effects. Damage is brutal with a melee weapon or a light firearm inflicting two points of Injury. If a Player Character has his Injury reduced to zero, he is unconscious. The most complex rule here is how facing the Cosmic Truth is handled. Here a Player Character’s Realisation is subtracted from five and that is the target number, the minimum target number being two or more. If the roll is successful, the Player Character can carry, but if not, his Realisation is reduced by one. If it is reduced to zero, the Player Character might blackout or run away or hide, and so on. Recovery of Injury takes weeks and months for Realisation.

The adversaries in 4thulhu are defined in a fashion similar to Player Characters. The Director can adjust the attributes and assign skills as necessary, and the more powerful the adversary the more unbalanced it will be in comparison to a Player Character. 4thulhu gives details for six Mythos races and entities, including the Colour Out of Space, Deep Ones, Elder Things, Fungi from Yuggoth, Nightgaunts, and Ghouls. 4thulhu does not cover Mythos tomes, spells, or the ‘gods’. Here the Director will need to improvise. There are brief notes on converting content from other roleplaying games of Lovecraftian investigative horror and on improvising horror. The latter actually covers everything you might find in a larger, more detailed roleplaying game, but in the briefest of fashions. More bullet points than paragraphs. To help set up a scenario, 4thulhu includes a set of ‘Unforeseen Circumstances’ tables, which annoyingly require six-sided dice rather than four-sided dice. The advice is good, though light.

The scaling of 4thulhu to use a four-sided die does mean that there is not a lot of mechanical depth or longevity to its play. In comparison with similar games, Player Characters are weaker and there is no scope for experience or growth. So, 4thulhu is likely to be used for one-shots, short scenarios, or mini-campaigns at best. The advice that emphasises improvisation also lends itself towards this conclusion too.

Physically, 4thulhu is slightly roughly presented with extra inserts. It is lightly illustrated. It is decently written.

There are options which are missing from 4thulhu: A 4-sided System for Cosmic Horror—spells, tomes, and gods in particular. It is not a comprehensive roleplaying game of Lovecraftian investigative horror, but it is quick and easy to play, while relying on greater improvisation and creativity upon the part of the Director than another roleplaying game of Lovecraftian investigative horror might. Ultimately, 4thulhu: A 4-sided System for Cosmic Horror is a workable, if limited mini-roleplaying game.

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Just Crunch Games will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.