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, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth 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.
Tuesday, 31 December 2024
1984: Paranoia
Monday, 30 December 2024
Miskatonic Monday #328: Japonism 2024
Companion Chronicles #8: The Knights of the Hounds
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for Pendragon, Sixth Edition. This can original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.
It is a full colour, twelve page, 54.41 MB PDF.
Where is the Quest Set?
It opens in the year 508.
To join the Knights of the Hounds, a Player-knight requires a high Valorous Trait, a reasonable Honour Trait, and low or no values in either the Hate (Saxons) or Hate (Cymri) Passions.
Where will the Quest take the Knights?
Sunday, 29 December 2024
1994: Walker in the Wastes
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, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth 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.
“In 1848 the Franklin Expedition vanished in the ice searching for the Northwest Passage. Eighty years later, you and your associates travel to Northern Canada to research the disaster - and find yourselves launched in a globe-spanning race to defeat the terrible god of the icy wastes. Hundreds of hours of research have gone into creating the most realistic 1920s campaign ever. Japanese gangsters, Iraqi archaeological digs, secret airships, and a legend older than humanity serve to challenge even the most experienced of CoC players. Walker in the Wastes is a huge campaign of discovery and horror, and is suggested for experienced Keepers.”
—Back cover blurb, Walker in the Wastes, Pagan Publishing, 1994
Walker in the Wastes has a strict set-up that means that as campaign it cannot easily be run with Investigator types typically found in Call of Cthulhu. Here they are anthropologists, archaeologists, artists and photographers, botanists, geologists, physicians, and zoologists, as well as guides, employed by the University of Toronto and the Canadian government to live and work on a base in the Arctic in the Northwest Territories. This is on the Adelaide Peninsula, near King William Island. This is near the location of some of the remains of members of the Franklin Expedition, the British Royal Navy’s infamous expedition to discover the Northwest Passage which disappeared in 1848. Now unlike the back cover blurb of the campaign suggests, the expedition is not stationed on the Adelaide Peninsula to specifically investigate the remains of the Franklin Expedition. This does not mean that the expedition and its fate will not play a role in the campaign, but rather it is not and should not be the focus of the campaign.
The campaign itself opens with a prologue, ‘The Dead of Winter’. Set in November 1928, the Investigators have already been on Adelaide Peninsula for over a year and the only excitement to date has been the rescue attempt of the crew of the Italia, a second polar airship commanded by the Italian explorer, Umberto Nobile. This changes when two of their fellow expedition members return to the base with the frozen corpses of two Inuit men, both badly mauled. What got their interest is that it is clear that neither man was attacked by a wolf or polar bear. Could they have been attacked by an unknown Arctic predator? Talking with the local Inuit reveals that they believe that the creature responsible for the deaths is a supernatural creature known as a ‘Yiige’, which has awakened to hunt again after many years dormant. Pushing for further information reveals that two particular clans might know more, the Red Caribou clan and the Blue Seal clan, but that the Blue Seal clan attacked the Red Caribou clan recently and all but wiped it out! Taking an active interest in either clan will push the story forward and lead to further discoveries. Most obviously that there is a monster lose on the ice—the dread Gnoph-Keh—and that despite what the rational, scientific minds of the Investigators would believe, that magic is real. The latter discovery is important as it will open up the minds of the Investigators later in the campaign as to the scope of what they face and potentially, prepare them to arm themselves with that magic to use against the cult and its plans.
‘The Dead of Winter’ will end in a chilly confrontation in the snow and ice of King William Island with the vile Blue Seal clan and the awful Gnoph-Keh. The nature of the environment and the advantages that the Blue Seal clan and the Gnoph-Keh have as compared to those of the Investigators make the scenario quite a physical challenge. Defeating both does not mark the end of the expedition, nor necessarily the very end of the scenario. There are some loose ends to wrap up, but otherwise, ‘The Dead of Winter’ could actually be run as a scenario all by itself, without the need to run the full campaign. However, where would the fun be in that? What it does do, is lay the groundwork for what is come and open the eyes of both the players and their Investigators as to the dangers to come.
The campaign proper begins with ‘Into the Realm of the Wind-walker’ after the Investigators have returned to Toronto. Having completed their reports and debriefings for their employer, the Investigators are approached by Doctor Alfred Barrowman, an archaeologist, who has heard reports of a creature similar to the one encountered by the Investigators and worshiped by local cultists, but in Alaska. He wants to hire them and join him on an expedition to investigate. Amidst tales of missing hunters and surveyors and government disinterest, the Investigators will likely make an amazing scientific discovery and come across the first hints that what they encountered in Canada was not an isolated situation. The big questions are, why there is a secret air base deep in the Alaskan forest and what are its highly armed occupants planning to do their aircraft? By the end of this investigation, the Investigators should have learned that the cult has many branches, that December 1930 is an important date to the cult, and that all of the major branches are preparing to fly to the North Pole for this date. The Investigators will also have gained Doctor Barrowman as sponsor, thus funding their efforts to save the world.
At this point, Walker in the Wastes opens up and the Investigators can tackle any of the newly discovered locations—the Kurile Islands in Japan and Camden, New Jersey, back in the USA—in any order. Unlike in Alaska, where government indifference and lack of awareness combined with the isolated location of the cult’s base make it relatively easy to deal with, the sites in Japan and the USA are much harder to deal with. The Kurile Islands are isolated, but the Investigators face a language barrier, a government with a distrust of foreigners that has also been bought off, and a nearby Japanese naval base. Conversely, the base in Camden, New Jersey is in a public location, a shipyard on the Delaware River across from Philadelphia. Further, the airship being constructed there and the expedition to the North Pole are both public knowledge and sponsored by the United States Navy, the Massachusetts Institute of Technology, and Howard Hughes! Of course, the involvement of the cult is not. Although the situations and the challenges are different for each base, the Investigators are essentially attempting the same thing each time. Finding out about the base, scouting the base, infiltrating the base, and ultimately, finding a way to sabotage the activities of the cult and the aeroplanes and airships its members are building. One of the discoveries that the Investigator will probably make in the Camden, New Jersey base is that the cult has a fifth, secret base, this time in Camden, New York state! Its secret nature makes it easier to tackle than the bases for Camden, New Jersey and the Kurile Islands.
Ultimately, the Investigators will join in the flight by the cultists to the North Pole for the Winter Solstice of 1930 where the Temple of the Winds will manifest and they will attempt to break the Great Seal inside which has kept Ithaqua from doing no more than visiting the world’s northern climes for aeons. This has the scope to be a grand, bruising finale, on a scale with the Rising of the Island of R’lyeh in The Shadows of Yog-Sothoth—with the Investigators facing multiple, often well-armed cultists—both in terms of materiel and magic. There is the possibility of aerial combat too if the Investigators have armed their means of transport. If the Investigators travel via King William Island, there is the possibility that as they travel north, they make a startling discovery—the Erebus and the Terror—the two lost vessels from the Franklin Expedition. Should they land and investigate, this leads to a memorable encounter aboard the Erebus (as depicted on the front cover) and although optional, this is a pleasing callback to the Investigators’ original expedition as detailed in the prologue.
Although it may seem that the campaign ends with the thwarting of the cult’s plans and ideally, the prevention of the cult’s attempt to break the Great Seal in the Temple of the Winds and free Ithaqua, it is only a preclimax to Walker in the Wastes. Having stopped an attempt once, the focus of the campaign switches to finding a more permanent solution. One of the aspects of Walker in the Wastes is that air gods are found in multiple pantheons in cultures around the world, some of which appear in the campaign and seen as avatars of Ithaqua. One of these is Enill, the Sumerian and Babylonian ‘storm god’ and ‘chief demon’ who was in possession of the Tablets of Destiny. If they are real and if they can be found, perhaps their reputed great powers can be used to prevent the cult from returning to the Temple of the Winds and making further attempts to break the Great Seal? Unfortunately, the cult is also aware of the existence of the Tablets of Destiny and not only wants to obtain them to prevent from falling into the Investigators’ possession, but also to use them to its own ends.
Where Walker in the Wastes was a race to prevent the Cult of Ithaqua from getting to the North Pole and the Temple of the Winds, now it becomes a race to find, study, and utilise the Tablets of Destiny. If the race to the North Pole was dangerous because the environments and the dedication of the cultists, it now becomes deadly as the cultists possess a hatred of the Investigators and more readily and openly move against them. Previously, the cult was more careful, not wanting to bring attention to itself and its plans, which were, of course, its true focus. The points to the nature of the Cult of Ithaqua and its members. Most are devoted members and fervently want to see Ithaqua freed, but they are not evil per se and do not wish mankind great ill. Of course, by any standards, they are all insane, and of course, there are members, such as the infamous Reinhold Blair (named after the late artist, Blair Reynolds, who are actually evil and he in particular, will take great delight in enacting his revenge upon the Investigators and their associates (if he still lives by then).
Thematically and mechanically, this switch in the campaign is challenging, since its focus changes from northern climes and the Arctic and the often-physical difficulties posed, to warmer environs and a more traditional style of Call of Cthulhu that Investigators may not be suited to if they have survived thus far. One skill required here is the ability to read Sumerian Cuneiform and unless there is replacement Investigator at any point after the Investigators were at the North Pole, they will have to rely on a translator. (One is provided, but he is old, doddery, and incredibly cantankerous. Great for the Keeper to roleplay, but only adding to the Investigators’ woes.) In true classic Call of Cthulhu style, the Investigators have the opportunity to conduct research at the British Museum in London and learn what they can about Ancient Mesopotamia. Obtaining the Tablets of Destiny will potentially involve a trip to a cult-sponsored dig in Iraq and if the Investigators failed at the North Pole, a terrible encounter with Ithaqua, and to the current resting place of the Tablets of Destiny in southern Turkey. Here, there is likely to be tussle between the Investigators and the cultists for possession of the artefacts, spoiled potentially by the obvious interest of the Turkish government, but more likely by the presence of an ancient Serpentman sorcerer entombed at the same location and who is likely to be awoken by the digging at the site.
‘Day of Reckoning’, the actual climax to Walker in the Wastes takes place in British Columbia, back in Canada. Here the likelihood is that the cultists have possession of the Tablets of Destiny given their muscle and the Investigators will have chased back across the Atlantic and North America. There the Investigators have a chance to foil the Cult of Ithaqua once again—and if not permanently—then long enough for almost nobody alive in 1930 to worry about… (That said, if the climate suddenly gets a lot colder from December 2031 onwards…) It does involve making a terrible moral choice though, one that in some ways makes the Investigators as bad as the cultists, but for the greater good…?
Walker in the Wastes includes three separate scenarios, interludes intended as red herrings. ‘Chirihoi’ takes place in Japan and is set on the island of the same name, and is intended to distract the Investigators whilst they investigate the cult’s base in the Kurile Islands and ‘The Osbrook House’ is a supposed haunted house mystery set in Camden, New Jersey. Neither has any connection to the campaign’s main plot and certainly in the case of ‘The Osbrook House’ feel out of place as part of the campaign. The third interlude, ‘The Monolith’, is connected to the campaign—if only slightly—and is an actual red herring. It does involve a cult dedicated to Ithaqua and is a classic rural cult Call of Cthulhu scenario set in Scotland.
Walker in the Wastes is incredibly well supported. The campaign is given a good overview and the aims and motivations of the Cult of Ithaqua is clearly explained and accompanied by good advice. The resources include details of the Wind-Walker, his associated magics—many of which the Investigators have an opportunity to learn, an examination of Ithaqua in multiple different cultures and his role as a god of the air, associated legends, a guide to the Inuit and Inuit mysticism (which is treated with respect), the Arctic environment and survival in the region, and airships and aerial combat. There are then new spells such as Banish Gnoph-Keh and Chill of the Wendigo, and new skills like Boating, Botany, Cartography, Forensics, and Land Navigation and Sea/Air Navigation. Plus, there is background to the Franklin Expedition, which of course, is what would have been as much as was known about its fate in 1994.
Every chapter and scenario includes an introduction and an outline at the start and a list of Sanity rewards and penalties along with the NPC stats at the end. In between, each chapter or scenario is well presented and organised and accompanied with advice as needed. Rounding out Walker in the Wastes is a Miscellany of ‘Player Aids’ which collates all of the campaign’s handouts, though not all of the maps. Indeed, the campaign is lacking versions of many of the maps suitable for the Keeper to give to her players. There is also a lengthy bibliography which showcases how deep the research the author conducted in creating the campaign. Lastly, an engaging afterword by the author explains how the campaign came to be and how it was developed and written.
Physically Walker in the Wastes looks amazing. The campaign is well written and presented, the maps clear and easy to use, and there is a good index at the end. However, the artwork is incredible, black and white, but reversed shadows, giving the campaign a twilight look of foreboding and distrust.
Walker in the Wastes was not extensively reviewed at the time of its release. It was a ‘Pyramid Pick’ by Scott Haring in Pyramid Number 12 (March/April 1995). He said, “You don’t know when a Pagan product is going to come out, but when it does, you’re usually in for a treat.” before continuing, “Walker in the Wastes is certainly no exception. A massive 200+ page book, Walker is the first major campaign for CoC that Pagan has ever published. Author John Crowe claims that four years of writing and research went into Walker, and it shows. Walker in the Wastes immediately zooms to the top of the list as one of the finest Call of Cthulhu campaigns ever produced.”
Earl P. Thatony (surely a pseudonym) reviewed it in ‘Reviews’ in Shadis Issue #26 (April 1996). He warned that, “Player need to keep sharp, think about what’s going on, and ask the right questions or they’ll get nowhere. There are some vexing (and possibly deadly) red herrings waiting for them, and even the best groups might, and even the beat groups might get tripped up. The GM needs to be top of things as well. There are several warnings in the introductory pages about the complexity of the scenario and the need for the GM to not just read, but study the campaign. These warnings need to be taken to heart, but rest assured the effort will pay off.” However, he concluded on a positive note, saying, “Walker in the Wastes is an amazing product. It’s organised, tremendously well-researched, engrossing, and fun to read. Anyone interested in running a mega campaign is advised to take a closer look at it, as it’s a fantastic example of how to do a project right. For the GM and players who are willing to spend the time it provide months of entertainment.”
Walker in the Wastes is great campaign, with a grandeur that showcases both what a highly thematic campaign can be like and the potential of Ithaqua as global threat as never before. At times, with its themes of the Arctic and aeronautics, it can feel Pulpy, but it never lets up on the brutality of the story and the awful aims of the cultists, who with a few notable exceptions, are portrayed as human beings rather than monsters. Above all, Walker in the Wastes is a demanding campaign, for both the Keeper and her players, requiring a great of deal of preparation upon the part of the former and some adjustment in play style from the latter. There are some great moments in the campaign, such as the battle in the snow against the Blue Seal clan, the flight to the North Pole, the return of Ithaqua to Mesopotamia should the Investigators have failed at the Temple of the Winds, and that last, final, agonising choice… Throughout, Keeper and player alike will be challenged by Walker in the Wastes from start to finish, and if their Investigators succeed, they will have done something truly heroic and had an incredible experience doing so.
Sadly, Walker in the Wastes is a lost campaign. It has been out of print for over two decades and is currently unlikely to be reprinted or made available in electronic format.
Saturday, 28 December 2024
The Pinnacle of Pendragon
The Pendragon Core Rulebook introduces all of this for Pendragon, Sixth Edition. Published by Chaosium, Inc. once again, it remains much the same game as it was when originally published in 1985 in terms of game play and design, but with a few changes to streamline play and a very fetching new presentation. The changes primarily consist of adjustments to how derived characteristics are determined and amalgamating and broadening many of the skills. For example, Folklore replaces Faerie Lore and Folklore, Recognise combines Recognise with Heraldry, Lance is replaced by Charge, and so on. None of these are radical changes and are really only important when adapting content from older editions of Pendragon to this new edition. The presentation of Pendragon Core Rulebook runs counter to typical modern rulebooks, being on buff paper, almost like a medieval manuscript, rather than glossy paper, and like a medieval manuscript, decorated with monkish doodles and depictions of strange creatures of the illuminator’s imagination.
What the Pendragon Core Rulebook is not though, is a complete rulebook. There are aspects of the rules that are missing, notably the rules for handling mass battles, hunting, wider choices in terms of what you can play, and background setting details. Some of this will be presented in Pendragon Gamemaster’s Handbook, and in the meantime, a streamlined versions of the rules for mass battles and setting content can both be found in the Pendragon Starter Set. Wider choices in terms of Player Characters will have to wait for a future supplement, though it is fair to say that any player coming to the Pendragon Core Rulebook expecting a similar range of character options after playing through the Pendragon Starter Set will be disappointed. Similarly, the lack of detailed, specific background to the Britain of before and during King Arthur’s will disappoint the Game Master wanting to create her own content. Again, all of this will be addressed in future supplements, and in the meantime, Pendragon, Sixth Edition is supported by the Pendragon Starter Set and Pendragon: The Grey Knight campaign, both of which are precursors to the epic The Great Pendragon Campaign. That said—and to be clear—everything in Pendragon Core Rulebook is playable and needed to play.
Pendragon Core Rulebook begins by explaining what the roleplaying game is and what its assumptions are. This is that it is set during King Arthur’s reign; that the Player Characters are members of the nobility and by default will be knights—thus Player-knights; and that not all knights and thus Player-knights are the same, for their deeds will be guided by their varying personalities. It is also a roleplaying game and setting in which acquiring Glory and a place on the Round Table is the ultimate goal, but doing so will mean being tested and facing hard choices, the possibility of being killed—the roleplaying game makes clear that world of Pendragon is a brutal one and combat is deadly and that no one has ‘script immunity’. It also notes that it is a modern roleplaying game set in an ancient, mythical past. What this means is that although Pendragon Sixth Edition and The Great Pendragon Campaign might be set in the fifth and sixth centuries of the Christian Era, this is a Britain, and a wider Europe where there are female knights and on-Christian knights, where Pagan belief is accepted, and where justice and equality may be found. What this means is that female Player-knights are acceptable within the setting, the book actually highlighting some examples from the literature, though to what degree is up to the Game Master and her players to decide. That said, the world of Pendragon, Sixth Edition is a feudal one and the Player-knights will owe fealty to their lord and their king, and there are women who will undertake more traditional roles. Lastly, the play of Pendragon, Sixth Edition, as in previous editions, is generational. A player will roleplay his knight as adventures, raises a family, and retires, and then roleplay his eldest child who will also go on adventures, raise a family, and retire. In the course of a campaign, a player will roleplay a knight and multiple members of his family.
Further, Pendragon Core Rulebook makes clear that ‘Your Pendragon Will Vary’, so that for example, whilst in medieval Europe, red hair, freckles, green eyes, and being left-handed were all associated with evil, witches, vampires, and werewolves, this need not be the case in a Game Master’s own campaign.
The entire sweep of the Pendragon setting runs from 415 CE when Constantin is elected as the High King of Britain, establishing the tradition of knighthood and bringing peace and stability to the country, and ending in 566 CE when the Round Table splits and crumbles, Sir Mordred prevails, and King Arthur is carried away to Avalon. In between, the Saxons come to Britain, High Kings rise and fall, and following a period of anarchy, Arthur, the Boy King, pulls the Sword from the Stone, ushers in a new age of conquest and romance, and more. The default beginning and setting, again as in previous editions of the roleplaying game, is the year 508 and the county of Salisbury, with the Player-knights all Cymric knights, either of the Christian or Pagan faith.
A Player-knight is defined by Homeland, Culture, and Father’s Name, then Father’s Class, Son Number, Liege Lord, Current Class, Current Home, Age, and Year Born. He has five Attributes—Size, Dexterity, Strength, Constitution, and Appearance—which are rated between three and twenty-one. Skills are divided into Combat skills, Courtly skills, Knightly skills, and Woodcraft skills. They range between one and twenty, but unlike in previous editions of Pendragon, do not go above twenty. Instead, when a successful Experience Check suggests a skill should, the skill gains a bonus which is added to any roll for that skill. Every Knight has Glory, a measure of his renown and his actions, the higher it is, the greater the chance of his being recognised.
A Knight is also defined by his Traits and Passions. Traits represent a Knight’s personality, consisting of thirteen opposed pairs. So Chaste and Lustful, Honest and Deceitful, Valorous and Cowardly, and so on. Each Trait in a pair is assigned a value, the two values together adding up to no more than twenty. So, a Trusting of ten and Suspicious of ten, an Energetic of fourteen and Lazy of six, and so on. During a game, a player can look to the values of his Knight’s Traits to determine how he might act, but if unsure or wanting guidance, the player can roll against one of them, and the Game Master can also direct a player to roll against one to see how his Knight will act in a particular situation.
A Knight’s Passions, like Loyalty (Lord), Love (Family), and Hate (Saxons) are strong emotional and psychological tendencies. When a player rolls against one of his Knight’s Passions, it can grant inspiration and a bonus for a task, but should it fail, it can leave the Knight disheartened and suffering a penalty to a task, or worse. A Trait is rolled against to determine whether a Knight will act in accordance with that Trait or act in accordance with its opposing Trait. A Passion is rolled against to gain a bonus on a skill roll, but failure can trigger a Passion Crisis, which can result in the Passion being partly lost, melancholia, or even madness.
To create a Player-knight, a player can either choose one of the pre-generated knights in the back of the core rulebook, assign points to create his knight, or roll randomly. The first step is determine the father’s life as knight, which provides for some background and possible hooks for the Game Master to develop, and then either roll or assign stats, skills, personality traits, passions, and more. Depending on his appearance, most Player-knights will have one or more distinctive features, for example, a big moustache, scars, dulcet tones, and so on, and also a Family Characteristic, like ‘Musical’ or ‘Equestrian’, which grants a bonus to the Play Instrument and Horsemanship respectively. At this point, a Player-knight is just fifteen years of age and still a squire. For each subsequent year, the player can increase his knight’s skills or add one to either a characteristic, a Trait, or a Passion. However, the Player-knight needs to have a minimum value of ten in Brawling, Charge, Sword, and two non-weapon knightly skills, such as First Aid or Recognise, and be a minimum of twenty-one years old, so the player will need to increase skills rather than anything else. A beginning Player-knight is given a ‘luck benefit’ too, like a broad belt etched with running stags that grants a bonus to the Hunting skill or a Roman spatha sword and scabbard with gold and silver decorations in the Imperial style which grants a bonus to the Courtesy skill when at a Roman court or can be given as a gift to a Roman lord in return for a favour. The Pendragon Core Rulebook also includes details of the knighting ceremony should the Game Master and her players want to roleplay this out for their knights.
As a young knight, Bellangere’s father, Melion fought at the Battle of Mount Damen in 484 and Count Roderick and later fought against King Octa twice. First in 490 when he helped capture King Octa at the Battle of Lindsey, and then at the Battle of St. Albans in 495 when among those who killed King Octa. He stove off more than one invasion by the Saxons, defeating a Saxon chieftain and taking his rune-scribed Saxon sword in 498, much the chagrin of the chieftain’s son, and then later slaying a Saxon berserker and gaining a knob of polished amber in a leather thong. In 500 at the Battle of Dorchester he became a hero to the men of Dorset, but to this day Cornishmen remember him with hate, whilst at the Battle of Royston in 504, was present at the killing of King Aescwine of Essex. Throughout his years, he also went on various quests for Merlin through the years and thus is known to the Arch-Druid. This included killing Djerl the Goblin, who cursed him with his dying his breath, and serving as an emissary to King Nanteleod of Escavalon, convincing him to come to Salisbury’s aid.
Name: Bellangere
Homeland: Culture: Cymric Christian
Father’s Name: Melion Father’s Class: Vassal knight Father’s Glory: 13,000
Son Number: 1
Liege Lord: Robert of Salisbury
Current Class: Household Knight Current Home: The Castle of the Rock in Sarum
Age: 21 Year Born: 487
Glory: 2400
Looks: Fair Distinctive Features: Golden blonde, dazzlingly white smile
Family Characteristic: Melodic (Singing)
Knight’s Luck: A lance blessed by Saint Dewi
CHARACTERISTICS
Size 13 Dexterity 08 Strength 11 Constitution 15 Appearance 14
Knockdown: 13 Major Wound: 15 Unconscious: 7
Total Hit Points: 28
Weapon Damage: 4d6 Brawling Damage: 4
Healing Rate: 3 Movement Rate: 14
PERSONALITY TRAITS
Chaste 14/Lustful 06
Energetic 06/Lazy 14
Forgiving 12/Vengeful 08
Generous 07/Selfish 13
Honest 12/Deceitful 08
Just 05/Arbitrary 15
Modest 12/Proud 08
Prudent 11/Reckless 09
Spiritual 14/Worldly 06
Temperate 13/Indulgent 07
Trusting 07/Suspicious 13
Valorous 17/Cowardly 03
PASSIONS
Honour 17
Homage (Lord) 17
Love (Family) 17
Hospitality 14
Station 12
Devotion (Deity) 05
Hate (Saxons) 15
SKILLS
Awareness 10, Compose 5, Courtesy 12, Dancing 4, Falconry 5, Fashion 9, First Aid 4, Flirting 9, Folklore 9, Gaming 5, Hunting 5, Intrigue 9, Literacy 0, Orate 9, Play Instrument 4, Recognize 5, Religion 5, Singing 10, Stewardship 5
COMBAT SKILLS
Battle 5, Horsemanship 10
WEAPON SKILLS
Brawling 10, Charge 10, Hafted 4, Sword 10, Spear 4, Two-Handed Hafted 4, Bow 4, Crossbow 4, Thrown Weapon 4
To have his knight undertake an action, a player rolls a twenty-sided die. The aim is roll equal to or lower than the value of the attribute, skill, Trait, or Passion. A roll under is a success, a roll equal to the value is a critical, a roll over a failure, and a roll of twenty can be a critical failure. For opposed rolls, used for contests and combat, the roll still needs to be equal to or under the value for the knight to succeed, but the quality of the success will vary also according to what the opposing knight or NPC rolls. A roll equal to the skill is still critical, whilst a success is under the skill value, but higher than the value rolled by the opponent, and a partial success is under both the value of the skill and the value rolled by the opponent. In combat, the quality of the rolls are compared to determine if the combatant’s armour and/or shield provides him with any protection, if he inflicts extra damage, or even if he drops or breaks the weapon he is wielding. In play, it also avoids the back and forth of combat rolls as first one combatant rolls, followed by the other, then back again, and so on. It gives an immediacy to the clash of arms, with both parties being involved from the off. In addition to covering dropped weapons, there are rules for knockdowns; combat actions such as Reckless Attack, Defend, Mounted Charge, and more; and also, both mounted combat and missile combat. There is an emphasis in the combat rules on the importance of wearing helmets and wielding shields, and on wielding weapons that are regarded as honourable. Although the use of missile weapons is acceptable against a besieging force, one knight using them against another is regarded as cowardly and dishonourable. To accompany the rules on mounted combat, horses get their own chapter, as do weapons and armour. The chapter on horses covers everything from horses trained for combat and the tack needed to equip a horse to training them and horse personalities.
Arguably at the heart of Pendragon and what sets it apart from other roleplaying games are the thirteen pairs of Personality Traits. They ensure that every Player-knight is different, defining both how he feels and how he typically acts. In play, they are used to determine how a Player-knight will act and make decisions, to test his character, to learn something about the world, even to help influence another Player-knight, and more. In most cases, a Player-knight will act in accordance with a Personality Trait, especially if it is high. Should a player want to have his knight act against a Personality Trait, literally act out of character, he will need to test it. If the roll is a failure, then the player must test the opposing Personality Trait. If the roll succeeds, the Player-knight will act in accordance with it, but if the roll is a failure, the player has the choice as to how his knight acts.
For example, Sir Bellangere has captured some Saxon raiders. His player declares that he will execute them, an unknightly act. The Game Master states that the player must make test Sir Bellangere’s Arbitrary Personality Trait, which is fifteen. If it was sixteen or above, the Personality Trait would be categorised as famous and Sir Bellangere would be automatically compelled in accordance with it. However, Sir Bellangere’s player has to roll and gets a result of seventeen on the roll of a twenty-sided die. It means that Sir Bellangere will not be immediately Arbitrary, but his player must still test the opposing Personality Trait, which is Just. Sir Bellangere has a Just of five and rolls three. This means that in this instance, Sir Bellangere will stay his hand and not kill the Saxon. It also means that there is a chance of Sir Bellangere increasing his Just Personality Trait and consequently, decreasing his Arbitrary Personality Trait, literally changing his personality!What this means is that over time, a Player-knight can grow and change, not just in terms of skills or Passions, when it comes to his feelings, but in terms of his personality. This is not always beneficial to the Player-knight, as his Personality Traits might change such that he no longer matches the ideals of a particular type of knight, such as a chivalrous, religious, romantic, or courtier knight. Attaining—or indeed, re-attaining—one of these ideals is typically a long-term goal for a Player-knight, but aspiring to them is a roleplaying challenge in itself. And of course, they model the stories told of King Arthur and his knights, with great tales revolving around the testing of a knight’s ideals, being found wanting, and then attaining them once more. Mechanically, Personality Traits effectively work like advantages and disadvantages in other roleplaying games, but in Pendragon, Sixth Edition, whether a Personality Trait represents an advantage or a disadvantage depends on the situation and unlike other roleplaying games, in Pendragon, Sixth Edition, a Player-knight’s Personality Traits are often going to be tested. Given how integral they are to the roleplaying game, unsurprisingly, Pendragon Core Rulebook goes into some detail about the Personality Traits as well as the Passions, in particular the consequences of failing a Passion roll.
Although Pendragon is not a roleplaying game about money or loot per se, it has a role to play in the game. A knight has to maintain a certain lifestyle, there is his manor and family to maintain, and there are his dues to his liege lord. There will be a certain income form his manor, but a knight may need to spend more perhaps to make repairs to his equipment, pay a dowry, replace a horse that was lost during the Winter Phase, or worse pay a ransom if captured. A Player-knight may find loot on any adventure, be given it as a gift, or he may actually be paid random for capturing and releasing an enemy knight. Pendragon, Sixth Edition includes guidance on handling such situations, on income from other means such as gambling, on how to use such wealth, and on handling favours in the game. Besides the equipment list, here too is a guide to the types of supporting characters that a player might control, most obviously a squire. It seems oddly placed in the book though.
Although the Pendragon Core Rulebook does not include any scenarios, it does include solo activities which a Player-knight can undertake, especially if a session or two of play has been missed. As a Household Knight, a Player-knight has standard duties, such as garrison and patrol, attending a tournament, or even escorting a lady to a destination. Events can even occur multiple times during a year, requiring more checks, but unusual events can occur too, like visiting the royal court or facing an uprising of commoners. Several of these are expanded upon and there is a list of skills and Personality Traits which a player should be testing for his knight. With some development, the Game Master could actually go further and use these as scenario prompts for short adventures or quests.
One of the features of Pendragon is that it is played out in two phases per year. One is the Adventuring Phase, when the Player-knights go on quests and undertake assignments for their liege lord. The second is the Winter Phase. A Player-knight may benefit from a solo adventure in the Winter Phase, but this is the part of the game where player does upkeep for his knight, deals with any personal issues his knight may have had over the course of the year, handle skill and other improvement, changes to his knight’s Personality Traits, and work what happened to his family. The latter is particularly important, because a knight’s family will at some point provide an inheritance and when the Player-knight is killed or retires, a ready-made heir. Of course, the lives of a Player-knight’s family can be drawn upon for more roleplaying opportunities and storylines for the Game Master to develop.
Rounding out the Pendragon Core Rulebook is a trio of appendices. These highlight the changes from the previous edition of the roleplaying game, and then provide the Game Master with a quartet of pre-generated Player-knights and a coat of arms generator.
Pendragon is, and always has been a great game, a masterpiece, even. Its matching and modelling of its game design with the source material to create a world and play experience within Arthurian legend is superlative. It is the reason why the previous edition of Pendragon was the thousandth review for Reviews from R’lyeh back in 2019. That has not changed. Pendragon Sixth Edition is a great game, beautifully presented with its elegant mechanics further explained and made accessible in the ultimate version of the roleplaying game that begins in detail in Pendragon Core Rulebook. Whilst there are elements of the roleplaying game and the setting that are missing from its pages, the Pendragon Core Rulebook does give the player everything that he will need to play, whilst the Game Master will want the Pendragon Gamemaster’s Handbook and more for that missing content—or rather, that not yet released content. Because to be fair, the gap between the release of the Pendragon Core Rulebook and the Pendragon Gamemaster’s Handbook is actually not that long and everything in the Pendragon Core Rulebook is playable.
Pendragon Core Rulebook is a great update and explanation of the core rules to Pendragon, Sixth Edition, the perfect book for the players and a good rules reference for the Game Master. And in bringing back Greg Stafford’s masterpiece back to print, the publication of the Pendragon Core Rulebook heralds a new Golden Age of King Arthur and the adventures that Player-knights will undertake in his realm.