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

Monday, 22 September 2025

Miskatonic Monday #373: The Hollow Beneath Clapper Tor

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: Sean Liddle

Setting: World War II Plymouth
Product: Outline
What You Get: Nine page, 268.07 KB Full Colour PDF

Elevator Pitch: Three Go Mad in Devon (Again)
Plot Hook: Tremor at’ Moor
Plot Support: Staging advice
Production Values: Plain

Pros
# Sequel to HUM and The Borrowed
# Pleasing sense of dreams from the past
# Detailed outline
# Potential for child-like curiosity and terror
# Alastair, not Algernon Blackwood!
# Definitely part of a series rather than a one-shot
# Potential for sequels
# Speluncaphobia
# Claustrophobia
# Oneirophobia

Cons
# No pre-generated Investigators
# No advice on creating teenage Investigators
# Definitely part of a series rather than a one-shot
# Outline rather than scenario

Conclusion
# Detailed outline still leaves the Keeper with lots of work to do in what is an ‘in-between’ scenario
# Engaging low key scenario that draws the Investigators into the secrets of the past like a British children’s television series from the seventies

Sunday, 21 September 2025

Your Post-Apocalyptic Application

When the old world burned, was it in the searing flash of nuclear atomisation? Was it in the rage of disagreement turned to violence, war, and misery? Was from the unseen and insidious infection that spread on the air and felled millions? Was it at the claws and teeth of the dead, new arisen and hungry for the flesh of the living? Was it from environmental chaos that destabilised the world after years of unchecked development? Was from the weapons and technology wielded by an extraterrestrial threat that none saw coming? However the world came to end, the survivors can now look on a land made new and be challenged by simply eating and sleeping, in facing other survivors who want to take control unbidden, and threats that the Old World never had to face. There may be monsters never seen before, environmental threats never seen before, and situations that the survivors may never have encountered before—the latter especially if the apocalypse is days or weeks old or the survivors have been in cryogenic sleep for decades or even centuries. From the ashes, there is still the chance of survival, the chance of growth, the chance of renewal. In this new world, born of the ashes, the survivors will search the remnants of the old world for supplies and devices that can still be used, found and build new communities, confront and overcome threats, and in the process forge the world anew.

Ashes Without Number is published by Sine Nomine Publishing and is a post-apocalypse roleplaying game. Just as with the publisher’s Stars Without Number for Science Fiction, Worlds Without Number for fantasy, and Cities Without Number for cyberpunk, Ashes Without Number is a toolkit, one that is also compatible with those roleplaying games. Ashes Without Number provides the Game Master with everything she needs to create and run the post-apocalyptic world of her own design. Campaign ideas, campaign set-up and focus, creating regions, encounters, crises, and adventures, plus of course, the dangers of the post-apocalyptic world—disease, radiation, monsters, and other people—all of which is intended to be run in a sandbox style. Plus, a complete setting and extra content. All of which is designed to be Old School Renaissance compatible, but with a great deal of content that is systems neutral and so can be used with any post-apocalyptic roleplaying game.

Ashes Without Number focuses on three types of post-apocalyptic futures, two immediate and one in the far future. The first of the immediate campaigns is the ‘Deadlands’ campaign, the classic rise of the dead, zombie style campaign, with survivors from diverse backgrounds are driven together to survive and find respite against the wave upon wave of the undead, whilst the second is the ‘After the Fall’ campaign, in which a great calamity—global pandemic, meteor strike, climate shift, civil war, or even an alien invasion—forces the collapse of society. In either case, the survivors will be in search of somewhere safe that they can use as an enclave. An After the Fall’ campaign could become the third type of campaign, the ‘Mutant Wasteland’ campaign, typically set long after the apocalypse in which the landscape and environment has been radically changed. The Player Characters are likely to be or face mutants of all kinds amongst a variety of threats to their enclave, but also searching the ancient ruins for lost technology and secrets of the past.

It should be noted that unlike other roleplaying games by the same author, Ashes Without Number is not a Class and Level roleplaying game. Instead, it is Level roleplaying game, from one to ten, in which a Player Character is defined more loosely and by the choices of the player. A Player Character in Ashes Without Number has six attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—which range in value between three and eighteen. They can either rolled for or assigned from a standard array. He will also have a limited number of skills, the value for each ranging from zero to four, with a Level-1 indicating an experienced professional in that area of expertise. He will also have a Background that will determine beginning skills, which can be rolled for or selected, plus two Edges (and an extra if his total attribute modifiers are negative). Edges are categorised as either Universal or by the campaign type. The Universal Edges include ‘Comrade’, which as a pillar of the group, a Player Character can encourage—as an Instant Action—another Player Character or NPC to reroll any roll they have just made, or ‘Survivor’s Fortune’, which lets the Player Character potentially avoid a terrible situation through luck alone. For the ‘Deadlands’ Edges there are ‘Systemic Immunity’ against the zombie infection and ‘They’re Here' to detect them as a sixth sense. The ‘After the Fall’ Edges include ‘Forged by Fire’ in which the Player Character starts with no Edges, but gains more as the result of experience in play and ‘Cold Blood’ with which the Player Character becomes acclimatised to the horror of the post-apocalyptic future. The ‘Mutant Wasteland’ Edges focus on genetics. With ‘Hardened Genetics’, a Player Character cannot be mutated by radiation and other causes (the equivalent of the ‘Pure Strain Human’), but cannot take the ‘Mutant’ Edge, whilst the ‘Mutant’ Edge grants mutation points that the player then spends to give his character mutations. Lastly, besides equipment, a Player Character will have a Focus, a special ability or aptitude, such as ‘Armsmaster’ or ‘Scrapsmith’. These come in two levels and as a Player Character gains Levels, he can improve an existing Focus to Level 2 or gain a new one.

To create a character, a player either rolls or assigns the values for his character’s attributes. He then rolls for or chooses a Background and either chooses or rolls from its skills—he gains more if they are rolled for, and selects two Edges and a Focus. He also receives a fee bonus skill at the end of the process, which includes choosing starting languages, name, goal, and ties. The process is not difficult, but a checklist would have made it a little easier.

If a character has mutations after selecting the ‘Mutant’ Edge from ‘Mutant Wasteland’ Edges, his player receives a pool of points on which to spend on choosing or randomly determining what they might be. More points can be gained by taking negative mutations and a mutant also has a stigma that marks him as a mutant. Mutations are categorised into structure types that alter the physical nature of the mutant, sense types that enhance his awareness, hybrid mutations make him plant- or animal-like, cognition enhances his mental capabilities, Pseudo-psychic mutations mimic psionic abilities (but do not mean that the mutant is actually psychic), and exotic mutations are odder, uncategorised ones. There are sixty mutations detailed and enable the creation of a wide range of mutant Player Characters and NPCs.

Name: Tallula
Level: 1
Background: Courtesan
Skills: Connect-1, Notice-1, Perform-0, Talk-1
Edges: Mutant, Survivor’s Luck
Foci: Unnumbered Friends
Strength 10 (-1) Dexterity 9 Constitution 12 Intelligence 13 Wisdom 9 (+2) Charisma 15 (+1)
Armour Class: 10
Hit Points: 4
Mutations: Feathered Arms (Stigma), Voracious (Negative), Augmented Cognition, Predictive Analysis, Intuitive Leap, Functional Wings

Mechanically, Ashes Without Number is typical of the Old School Renaissance in that it uses a number of different subsystems to handle various situations. Or really, just two. Saving Throws and combat rolls are made on a twenty-sided die whereas everything else is rolled on two six-sided dice. In both cases, the aim being to roll equal to or over. Skill checks are rolled on two six-sided dice. The add player adds his character skill, attribute, and bonuses from technology and allies, plus any situational modifiers, difficulties typically ranging from six to twelve, with the average being eight. Morale is rolled on two six-sided dice and if the roll is higher, then the target retreats or gives up. Saving Throws, made against either ‘Physical’, ‘Evasion’, ‘Mental’, or ‘Luck’, are rolled on a twenty-sided die.

Combat begins with initiative, which rolled on an eight-sided die. A combat round lasts six seconds and, on his turn, a combatant a take a Main Action, a Move Action, and as On Turn or Instant Actions as the Game Master allows. A Main Action is typically an attack, but could also be using a skill or reloading. An On Turn Action is a simple, reflective action such as saying a few words or falling prone, whilst an Instant Action might be a held action or the use of a power. Instant Actions can also be done during another combatant’s turn. Rolls of one always miss, whilst rolls of twenty always hit. Damage is modified by the attacker’s appropriate attribute modifier and if the Traumatic Hit rule is being used, it is possible to inflict even more damage. Some weapons and attacks inflict Shock damage even on a failed attack, but use of a shield can block this damage once or even completed if the defender takes the Total Defence action.

The core rules for Ashes Without Number are straightforward and easy to use. Anyone with experience of the Old School Renaissance will find much that is familiar, and for anyone else who does not have that experience, the roleplaying game includes a very handy ‘System Quick Reference Sheet’ that summarises just about everything that a player is going to need to know to play the game.

In play, a Player Character can take damage from a number of sources, losing Hit Points in the process, but he is also limited by the amount of System Strain, typically biochemical manipulation, that his body can withstand. This can be from healing, the use of mutant powers, various poisons and diseases, the use of various drugs, radiation and other biological and chemical contaminants, and even something as simple as natural privation and hardship. The amount that a Player Character can withstand is equal to his Constitution and when equalled, he can longer benefit from healing or drugs, use mutant powers, and suffers the consequences of radiation and the like. The primary means of reducing System Stress is rest, but sometimes the System Stress gained can be permanent. Thus, the Player Characters can be heroes, but even with mutant powers, they are not always the equivalent of superpowered, meaning some mutations almost have to be harboured as resources.

The counterpart to System Strain is ‘Stress’, which is specifically designed for a ‘Deadlands’ or ‘After the Fall’ campaign in which ordinary men and women are pitched into a catastrophically unexpected situation—a zombie uprising, civil disorder and collapse, alien invasion, and the like—and forced to rely on themselves and each other to survive. It can be gained from killing others, witnessing a massacre, committing acts of theft or cruelty, and simply from period of extended hunger, and when it exceeds a Player Character’s Wisdom, it can result in a breakdown. Depending upon the cause, the Player Character might gain a death wish, flee, or be confused. Alternatively, the Player Character might become hardened and gain a psychic scar such as being self-destructive or self-doubting. This is the horror—or reaction to the horror—mechanic for Ashes Without Number and gives a space in which a Player Character can react to that horror as an ordinary person before becoming hardened to their new situation.

As a post-apocalyptic roleplaying game, Ashes Without Number gives rules not just for the standard environmental problems, such as travel, scouting, foraging, hunger and thirst, but also radiation. There is an extensive equipment list, covering technological levels from neolithic stone tools and wood implements and ultra-advanced and mysterious tech, as rules for scrap and salvaging, building and crafting gear, modifying gear—backed up with modifications aplenty for armour, weapons, and vehicles. Plus, for the ‘Mutant Wasteland’ campaign, there are descriptions of lots and lots of highly advanced items, including consumer items, which together with the rules for identifying the advanced technological devices of the past, enables the classic scavenger style campaign set-up.

If the first aim of an Ashes Without Number campaign is survival, then the second aim is either founding and protecting, or simply protecting, an enclave. This will vary according to the campaign types. ‘Deadlands’ or ‘After the Fall’ will focus first on survival, whilst an enclave is immediately important in a ‘Mutant Wasteland’ campaign. The rules for enclaves are designed to support a Game Master’s campaign, one providing a base of operations for the Player Characters and a handful of other communities being used as a source background stories and hooks. Mechanically, an enclave can be anything from a refugee camp or small village to a multi-regional hegemonic city or multi-city power, each with its Power rating and action die, the larger the enclave, the bigger both of these are, from one to five, and a six-sided die to a twenty-sided die. An enclave also has a value for Cohesion, how resilient it is to outside forces or disasters. It will also have features and problems. The value of the problems is total as the enclave’s Trouble. If an enclave’s Cohesion drops to zero, it will collapse, as it will if its Trouble equals its action die.

Enclaves are further defined by tags that can be enemies, friends, complications, things, and places—and these are reflected in the extensive list of possible tags, as well as a Feature, something that is good at or renowned for. Creating an enclave involves assigning a tag or two—or more depending on its size, a Power rating, a Feature, and some Problems. It can also have points of Dominion, generated through enclave actions and the actions of the Player Characters, which can then be spent on actions that the enclave can take as a whole. It also has some points of Interest in nearby enclaves, representing its connections and goals with its neighbours. Lastly it has a goal.

In play, an enclave will be undertaking a number of actions each game month. These consist of a single internal action, such as ‘Build Strength’ to organise and build resources and give it points of Dominion or ‘Enact Change’ to establish a Feature or address a problem, or a number of external actions equal to its Power, including ‘Attack Rival’, ‘Remove Interest’ of outside agents, and ‘Aid an Ally’. The Player Characters can be involved in these actions, although how they influence the outcomes will be down to the narrative and the interpretation of the Game Master.

For the Game Master, there is advice on mixing and matching the various character types from other roleplaying games from the designer, handling various aspects of the rules and game play—kept relatively short, and on setting up a campaign. This includes determining who the game is for and what its scope is, and so on, as well as its themes and the elements that go into the three different campaign categories covered in Ashes Without Number. There Game Master is guided through the process of setting up her campaign sandbox, considering numerous aspects from crises, communications, and food to sewage and waste, transport, and water, and adding and detailing encounter sites, and on to creating adventures. The advice here is not to build more than a single session’s worth of play, to present problems rather than solutions, and make NPCs people too. There is a bestiary too, which covers beastfolk, cyborgs, humans, mutant animals and humanoids, robots, zombies (of course), and nemeses for the Player Characters. Ashes Without Number includes extensive tables for the Game Master to consult and make use of, giving her numerous prompts and ideas to spur her creativity. There is so much here that the Game Master will be coming back again and again for inspiration, and bar the stats and numbers, all of this material can be sued in almost any post-apocalyptic roleplaying game.

In terms of an actual setting, Ashes Without Number presents ‘The Albuquerque Death Zone’. This describes a region of North America sometime after the year 2665. In that year, an interstellar burst of psychic energy known as the ‘Scream’ wreaked havoc on the psitech-reliant Terran Mandate, isolating worlds and sent its arch-psychics insane and as the now deranged Crazed, inflicted horrifying changes from one world to the next, whilst in thrall to their own delusions. The Albuquerque Cultural Area, already turned into a Wild West playground populated by incorrigible malcontents drawn from around the world, neuro-imprinted to think they lived and worked on the frontiers of the nineteenth century USA, was also affected. Albuquerque was hit by a nuclear missile and the Highshine and its nanite Dust which had previously ensured the planet’s stability and the health of its inhabits was radically and chaotically reprogrammed by the Crazed. It mutated survivors and many species of animals, repopulating the regions with lifeforms unknown. The surviving inhabitants of what would become known as the ‘Albuquerque Death Zone’ proved surprisingly resilient, benefiting from the adjustments to a more primitive lifestyle made by their neuro-imprinting.

The ‘Albuquerque Death Zone’ is quite a detailed setting, covering an area of over three thousand square miles and describing its major settlements, trade, common weapons, and more, as well giving specific advice on starting a campaign in the setting. It includes the option for a Player Character to become a Cowboy, represented first by an Edge and then ‘arts’, such as ‘Cattle Wise’, ‘Lightning Hand’, and ‘Two-Gun Style’, sort of skills and tricks, that he can select over time. There notes too, to turn it into a Class, pushing towards the mechanics of Stars Without Number and Worlds Without Number. What it does reinforce is that ‘Albuquerque Death Zone’ is post-apocalyptic Wild West setting. This could have been more simply stated, for the actual history to ‘The Albuquerque Death Zone’ is certainly the densest writing in the roleplaying game and is far from easy to grasp quite what is going on and how it relates to the setting. It does become clear once the reader gets to the actual description of the setting after the history, but it is an abrupt change in clarity in the meantime and a lot of backstory that the players and their characters are not necessarily going to learn.

It should be pointed out that there are two versions of Ashes Without Number. Both include all of the content described, but the deluxe version adds extra content. This includes the Evil Techno-Wizard for the Game Master who wants a science-sorcerer nemesis style threat, whilst for the players there are Ash Sorcerers who wield the sinister arts of a half-damnable path similar to that of the Evil Techno-Wizard, but not quite; the Mentalist, a psychic Class; and Modular Power Armour for knights of the radioactive dust. These verge on Classes as per the Cowboy earlier. Lastly, the Hub Settlement Rules provides more detailed rules for settlements than the Enclave rules if the focus of a campaign wants to be on running the Player Character’s home and its survival.

Physically, Ashes Without Number is cleanly and tidily, if plainly laid out. The artwork is decent, but the overall look of the book is serviceable rather than engaging.

One of the impressive features of Ashes Without Number is the fact that despite it being located within the Old School Renaissance, it is not Class and Level roleplaying game. Or rather, it is not a roleplaying game in which a Class defines what a Player Character is capable of. Or rather, there is just a single Class which defines what every Player Characters gains at each Level, but leaves what a character is capable of in terms of skills, Edges, and Foci, firmly in the hands of the player, giving him the freedom to create and develop a character as he wants.

Similarly, the Game Master has a lot of freedom to do what she wants with Ashes Without Number. There are plenty of post-apocalyptic roleplaying games to choose from, whether that is a print-on-demand version of Gamma World or the more recent Fallout: The Roleplaying Game, and these will do many of the things that Ashes Without Number will do and Ashes Without Number will do many of the things that they do. They have the advantage of coming with ready-made backgrounds too and they will also do certain things better than Ashes Without Number because they are specifically designed to do so. Whereas Ashes Without Number is designed as toolkit and provides everything that a Game Master needs to create a setting of her own and handle the various elements of the genre. This it does in a solidly workmanlike and comprehensive fashion with an impressive multitude of options, prompts, and tools, all of which are easy to use, even if the Game Master is not familiar with the Old School Renaissance—and even easier if she is. For the Game Master who wants to create her own post-apocalyptic campaign setting, Ashes Without Number is undoubtedly a good choice.

Saturday, 20 September 2025

Mycological Mysteries

Fungi of the Far Realms is many things. First, it is a systemless sourcebook of mushrooms, toadstools, and other fungi, and where they might be found, suitable for use in almost any roleplaying game. Second, it is an in-world guide to mushrooms, toadstools, and other fungi, and where they might be found, one that could be in almost any fantasy roleplaying game setting. Third, it is an in-world artefact, a tome of mushrooms, toadstools, and other fungi, and where they might be found, one that could be in almost any fantasy roleplaying game setting. Fourth, it is it is a systemless sourcebook of mushrooms, toadstools, and other fungi, and where they might be found, that could be used as series of fungal prompts for situations and scenarios, that the Game Master can develop for her campaign in almost any fantasy roleplaying game setting. Sixth, it is guide to the mushrooms, toadstools, and other fungi of the Far Realms, wherever that may be found in the Game Master’s campaign in almost any fantasy roleplaying game setting. Seventh, it is a guide to fantasy mushrooms, toadstools, and other fungi rather than those of the real world. Eighth, and last, Fungi of the Far Realms is simply a beautiful book.

Fungi of the Far Realms is published by the Melsonian Arts Council, a publisher best known for Troika!, the Science Fantasy roleplaying game of baroque weirdness that lies beyond eldritch portals that open into non-Euclidean labyrinths which lie on the edge of creation under skies filled with innumerable crystal spheres and the golden-sailed barges that travel between them. Although Fungi of the Far Realms could be used with Troika!, it is not designed to be used with it, or indeed any specific roleplaying game. The mechanics in the supplement are there to determine what fungus the Player Characters might have come across and that is it, although an appendix does include a table of random effects that might best a Player Character should he decide to consume any of the entries in the book. Of course, one of the first things that the author makes clear in Fungi of the Far Realms is that it is not a guide to real world mushrooms—and thankfully not, because some are weird—and should definitely, definitely not be read as such. The other advice is that the contents of Fungi of the Far Realms should be used sparingly, so as to reward the Player Characters for exploring an area.

In game, Fungi of the Far Realms is a volume written by E.Q. Wintergarden. In particular, it is a new facsimile edition of the classic work on mycelium with an introduction by A.R. Clements and a new introduction to the second by S. Zhang. A.R. Clements is the ‘Chair of Mycology at the Imperial College of the Brass Spires’ and S. Zhang is the illustrator of the original edition who actually accompanied E.Q. Wintergarden on his research trips. Yet, one Alex Clements is the author of the Fungi of the Far Realms and Shuyi Zhang is the illustrator. So, there is a sense of world within a world, or rather a book within a book within a world with Fungi of the Far Realms.

Of course, the bulk of Fungi of the Far Realms is devoted to over two hundred entries, each a particular fungus. They run from ‘The Adversary’, ‘Agaric Rex’, and ‘Almost Invisible Trumpet’ to ‘The Wrack’, ‘Yellow-Spotted Creeper’, and ‘Zarafetti’s Eyelash Fungus’. Each entry is accorded a single page which includes a full illustration in water colours, a mini-map of the Far Realms where the fungus can be found, and a description of its habitat, appearance, flavour/mouthfeel, and aroma. So, ‘Flibbertygibbets’ can be found on river sidings and in reed beds, and has the appearance of, “Finger-like protuberance reaching upwards. Intensely pink at the base, colouring to deep royal purple at the tips. Covered in tiny hairs giving it a soft, almost velvet texture. ‘I’d rather suck a flibbertigibbet!’ – common peasant oath.” The flavour/mouthfeel is described as “bitter, unpleasant!” and the aroma as “sour lemon”.

There are no suggestions as to how entries might be used, but some entries are more suggestive. For example, the habitat for the ‘Church Black Bracket’ is the high branches of wild plum and has the appearance of, “Black top crust with a fluffy pore-bearing surfaces that drip an oily excretion. Processed into a paint used by religious artists. Hard to work with but produces a fine, glossy black pigment. The heretic sects in the far west make wonderful use of this paint, but as the bracket doesn’t grow in such hot climates, it has become a valuable trade good (if one can bear to trade with such barbarians).” It has the flavour and mouthfeel of being far too oily and the aroma of rotten cherry. This has much more of an immediate use as the prompts are stronger and suggest questions that the Game Master might want to answer.

Thus, the entries vary in how useful they are in terms of storytelling. Some tend towards being mundane, others are more interesting. It should be noted that many entries are of an adult nature. Not necessarily explicit, but definitely requiring an adult readership.

If Fungi of the Far Realms does not detail the effects or uses of its fungi in the induvial entries, the appendices do. The first appendix suggests various potential symptoms for consuming a fungus, such as ‘Cucco Aminata’ that causes a homunculus to grow and bud from the consumer, or ‘Pixie Yeast’, a puddle of which can produce a small loaf of bread each day or a flagon of beer in two weeks. ‘Pixie Yeast’ can be kept aside over and over, so that it can be grown again and again over time to provide more bread and perhaps, beer. The second examines poisons. This provides an overview of potential poisonous effects rather than specific rules since Fungi of the Far Realms is systemless and every roleplaying game has its own rules for poison. Simply, a poisonous fungus should not simply kill the consumer, but suggest symptoms and give time for a Player Character to react and seek help. There is a table of entries for hallucinogenic effects, plus details of some fungal infections and a quick word about fungiculture that it is hard work and probably done by a mycologist. A view of the Far Realms is included inside the front cover with a grided map inside the back cover to help locate the various entries in the book in the region.

Physically, Fungi of the Far Realms is a beautiful looking book. The artwork is excellent.

Fungi of the Far Realms is an attractive book, but not an immediately useful book and it makes clear that not all of its entries are going to be used and that they should be used sparingly. What this means is that Fungi of the Far Realms is a book that is likely to sit on a Game Master’s shelf far longer than other sourcebooks and only be pulled from said shelf when there is a need a fungus, a toadstool, or the like. The fact that it is systemless is both an advantage and a disadvantage. An advantage because it can be used with any roleplaying game and a disadvantage because the Game Master still needs to develop the entries in the book to give them a role in her campaign setting or world, with some entries more interesting in the prompts they provide. Fungi of the Far Realms is a lovely book to have and pretty to peruse, but of limited use and application.

Quick-Start Saturday: Conspiracy X

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Conspiracy X 2.0 – Introductory Game Kit is the quick-start for Conspiracy X 2.0, the most recent edition of the roleplaying game of hidden alien invasion, conspiracies, and secrets. Conspiracy X 2.0 is very much a roleplaying game inspired by and published in the wake of The X-Files and in the nineties, was a very contemporary roleplaying game. Originally published by New Millennium Entertainment in 1996, it was published by Eden Studios, Inc. from 1997, receiving a second edition in 2006.

It is a thirty-four page, 15.96 MB full black and white PDF.

How long will it take to play?
Conspiracy X 2.0 – Introductory Game Kit
is designed to be played through in a single session, two at the very most.

What else do you need to play?
The Conspiracy X 2.0 – Introductory Game Kit needs a
a four-sided, six sided, eight-sided, and ten-sided per player.

Who do you play?
The Conspiracy X 2.0 – Introductory Game Kit includes Aegis Cell of six operatives. They consist of a CDC scientist, the cell leader determined not to lose another agent again; an FBI agent recently recruited to Aegis for asking too many questions and who believes he was abducted as a child; an ICE investigator who really found himself investigating an illegal alien; an MKULRA psychic with limited powers; a US Army technician skilled with computers; and a DEA agent with an empathy for dogs.

The Cell has a base of operations in an abandoned building. It includes barracks, a field hospital, gym, communications suite, and medical, electronics, and computer workstations.

How is a Player Character defined?
An Agent in the Conspiracy X 2.0 – Introductory Game Kit has six attributes—Strength, Dexterity, Constitution, Intelligence, Perception, and Willpower. Life Points are the amount of physical damage a character can suffer; Endurance his fatigue; and Essence Pool, his spiritual energy. He will have a variety of Qualities and Drawbacks—advantages and disadvantages, a Profession that is his day job, and various skills. These typically range in value between one and five, but can go higher, though two and three represents general competence.

How do the mechanics work?
Mechanically, Conspiracy X 2.0 uses a ten-sided die to resolve actions, which can be a Test or a Task. For a Task, the player rolls the die and adds a value each for his agent’s appropriate Attribute and Skill. A result of nine or more (this target number can be higher) is a success and higher results can grant better outcomes. For a Test, where there is no skill that applies, the player only adds the value of the Attribute, doubled for a simple Test, but not for a standard Test. Modifiers can be applied to a Test or a Task, ranging from ‘+5’ for easy to ‘-10’ for Near-Impossible.

If a player rolls a natural ten, a bonus six-sided die is rolled and one deducted, the result added to the ten. The player can keep doing this as long as he keeps rolling a six on the bonus die. Similarly, if a natural one is rolled, six-sided die is rolled and the result subtracted from the roll, and this is also open-ended.

An ‘Outcome Table’ in the Conspiracy X 2.0 – Introductory Game Kit gives the possible results of outcomes from nine to twenty-four. There are results given for rolls one and lower.

The rules cover vehicles and chases as both feature very heavily in the included scenario.

How does combat work?
Combat in the Conspiracy X 2.0 – Introductory Game Kit is kept simple and starts with initiative being determined by the Chronicler
—as the Game Master is known—and then narratively. A Player Character can undertake multiple actions, but the latter comes with penalties. Melee attacks can be parried or dodged, and range for missile or gun attacks modifies both the Task difficulty and the damage multiplier. The rules also allow for lighting, recoil on firing heavy weapons, the use of scopes, and actually being under gunfire. This forces a Willpower Test. If an attack is successful, the result on the ‘Outcome Table’ can add a modifier to increase the damage. Body armour has its own Armour Value, which is rolled for when the wearer is attacked, and the result subtracted from the damage rolled.

A Player Character or NPC reduced to five Life Points or less is badly hurt and suffers penalties to all actions. A Consciousness Test is required if the Life Points are reduced to zero or less, and a Survival Test if they are reduced to minus ten or less.

The rules also cover Endurance loss for exertion and Essence loss for mental stress and exhaustion.

How does ESP work?
All Player Characters in the Conspiracy X 2.0 – Introductory Game Kit are capable of five basic ESP abilities—‘Hunch’, ‘Intuition’, ‘Ken’, ‘Read Aura’, and ‘Second Sight’. They require a Difficult Willpower Test and if successful, an individual ability cannot be used for a week.

This differs from the full Conspiracy X 2.0 rules where the players have the option to draw Zener Cards as in a real Rhine Test to test psychic ability.

One of the Player Characters in the Conspiracy X 2.0 – Introductory Game Kit has the Clairvoyance Psychic power, and unfortunately, it is not clearly explained how this works in the rules given.

What do you play?
The scenario in the Conspiracy X 2.0 – Introductory Game Kit is ‘Convoy’.In the wake of the Roswell Incident of 1947, the secret organisation whose brief during World War 2 has been to monitor Nazi occult activities, split over how it would handle the increasing activities of extraterrestrials on Earth. Both claim to want to protect the USA and the world from both alien and paranormal threats. They just differ in how they wanted to achieve this. Aegis works to monitor alien activities and study their physiology, technology, and psychology, whilst developing the means and methods to combat the aliens as a threat. The National Defence Directorate has made treaties with the aliens that has allowed the abduction of human subjects, genetic experimentation, sabotage, and espionage. In return, the National Defence Directorate has received advanced technology from the aliens. Unfortunately, the rivalry between Aegis and the National Defence Directorate has festered and developed to the point where encounters between the conspiracies are often lethal. ‘Convoy’ is one of these encounters.

In ‘Convoy’, the Player Characters’ Cell is activated to protect and transport a recovered alien spacecraft to the Groom Dry Lake Research Facility. Another Aegis Cell has already recovered the spacecraft from a National Defence Directorate team and the Player Characters are directed to meet the other Aegis Cell survivors. This is a challenging scenario. The National Defence Directorate agent assigned to track them down is ruthless and has access to extensive resources to bring to bear on what quickly turns into a manhunt in which the Player Characters may end being identified as wanted criminals. The scenario can start wherever the players have decided their characters’ Cell is based (or it can start anywhere on the continental USA). Expect state police chases, watchful toll booth operators and seemingly innocuous weighing stations, biker gangs paid to do the dirty, and even abductions by the Greys—depending upon how the players and their characters decide to transport the downed spaceship. The players and their characters have free as how they approach the problem, but they will definitely need guile and some luck as well as brute force to get their truck and its cargo to its destination.

Is there anything missing?
Yes. The
Conspiracy X 2.0 – Introductory Game Kit has everything the Game Master and her players will need to play, except for the full rules for use of the Clairvoyance by the Psychic Player Character. The Game Master will either need to access the full rules for Conspiracy X 2.0 or make up the rules on the spot.

Is it easy to prepare?
Yes. The
Conspiracy X 2.0 – Introductory Game Kit is easy to prepare, although an example of combat would have helped, as would clearer explanations of the Player Character Psychic’s ability.

Is it worth it?
Yes. Although there are elements missing from the Conspiracy X 2.0 – Introductory Game Kit, this is a simple, but tough, action-packed challenge for any group of players and their characters. The bad guys of the National Defence Directorate are desperate to recover their lost alien spaceship and will go to almost length to get it back. The scenario sharply showcases the rivalry between the two agencies in what could be a desperate fight for survival.

The Conspiracy X 2.0 – Introductory Game Kit is published by Eden Studios, Inc. and is available to download here.

Friday, 19 September 2025

Friday Fantasy: The Count, the Castle, & the Curse

The Player Characters awake, their minds fuzzy, but their bodies cold and damp, and in pain. They each hang by one arm fettered over stagnant water. The water sloshes and the air is rank with the smell of decay, but there is the sound of snoring too. Light flickers and bobs up and down from below, a candle all but burnt down to the nub floats on the water. In the cells around them, the Player Characters can see each other. They are dressed, but have neither arms or armour, or indeed any of the equipment they brought with them earlier that day. For it was only today that they reached the castle, its tall spire jutting from the landscape, having travelled at the behest of its count, a noble who pleaded for their help in lifting a curse. He promised a great reward in return, yet he did not welcome the visitors kindly. First proclaiming them to be the answer to curse that he could no longer bare to suffer alone, and then pouncing upon the Player Characters.

This is the set-up to The Count, the Castle, & the Curse. Published by Deficient Games, it is a scenario for ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library
It is designed for a party of Player Characters of First to Third Level, and is intended to be played through in roughly four or five hours. Thus, it is possible to play through the scenario in a single session, but definitely no more than two.

The Count, the Castle, & the Curse is not only a Gothic horror scenario, but very clearly a retelling of the myths around vampires and Dracula. Further, it is possible to see The Count, the Castle, & the Curse as the retelling of the story of Count Strahd von Zarovich and events in Castle Ravenloft as originally appeared in 1983 in I6 Ravenloft for Advanced Dungeons & Dragons First Edition, but reimagined for Old School Renaissance. It has a Count, who is unnamed, away at war who returns to his lonely wife to discover that she has been unfaithful with his brother and in his jealousy cuts a bloody swathe through the castle.

As the scenario opens, the Player Characters have already arrived at the castle and find themselves trapped within its confines. In a situation in roleplaying that goes all the way back to Escape from Astigar’s Lair from Judges Guild (and beyond), they begin play imprisoned, chained up, and stripped of their equipment. Freeing themselves and recovering their equipment is the first of their goals, for their true aim—set by the Count—is to escape the castle. To that end, he is going to give them every opportunity to do so, all whilst taunting them, stalking them, yet not attacking them. He will only do that when the clock strikes Midnight, and he comes for them. This does not apply to his minions within the castle who will haunt and haunt the halls of the castle in search of their prey, that is, the Player Characters. Until Midnight though, the Player Characters have free reign to explore the limits of the castle and in the process discover its secrets and its past, including how the Count came to be cursed with vampirism and how his wife and brother died, and the ways out. There are multiple ways out of the castle, none of them easy, of course. The simplest are probably the most physically challenging, whilst others require crisscrossing the castle and up and down its tower to obtain the right items to activate an exit. Effectively, The Count, the Castle, & the Curse is a puzzle dungeon, but pleasingly, one with multiple solutions.

The Count, the Castle, & the Curse includes a number of stylistic and mechanical changes to both handle and enforce its Gothic genre. The most obvious is not to map the castle. Or rather not map the castle in its entirety, floor by floor, corridor by corridor, room by room, in two dimensions. Instead, it focuses on the important rooms and showing the links between them, presenting the relationship between them in a side or cut away view of the castle. Combined with detailed descriptions presented as a series of bullet points and the scenario focuses on the individual locations rather than on the time spent between them, that space shrouded by shadow into between the bursts of candlelight found elsewhere. Narratively and mechanically, this makes the navigation of the castle relatively easy, and it is further eased for the Game Master by the clear presentation of the rooms at the top of the page above their descriptions.

Mechanically, the scenario does away with Armour Class and some cases, the traditional Saving Throws. Instead, it replaces both with a floating value called Stress Level. This ranges in value between eight and twenty-two, but begins at ten and can go up and down according to the actions of the Player Characters and environmental factors. Witnessing a horrifying event, becoming frightening or paralysed, a player rolling a natural one or a monster a natural twenty, and being in darkness or split apart—do not split the party—will all increase the Stress Level. Sharing a strong drink, a player rolling a natural twenty or a monster a natural one, finding a trinket from home and narrating it into the story, and more will reduce the Stress Level. Stress Level will rise hour by hour of real. The players are kept fully aware of the current Stress Level, so can work to manipulate it, but also react in despair as it rises.

Each Player Character also begins play under the same curse as the Count—or at least partially under the curse. Throughout the exploration of the castle, he will be tempted again and again by the curse. This is ‘Progressive Vampirism’. The temptation is to consume blood and doing so grants vampiric traits and weaknesses as well as increasing the Player Character’s Hit Points. On the plus side, this also decreases the current Stress Level, but the Player Character is also tempted to feed repeatedly, and if he feeds too much, he not only gains more vampiric traits and weaknesses, but imperils his soul. If the Player Characters have not escaped by then, at the climax of the scenario at Midnight, when the Count appears for the final time, any Player Character who has given into his desire for blood and fed once too often may end up joining the Count in fully embracing the curse and becoming one of his minions.

Physically, The Count, the Castle, & the Curse is clearly and simply presented with an excellent layout. Bar the cover, there are no illustrations in the scenario. That said, given the genre, it is easy for the Game Master to base her descriptions on any number of vampire stories and films. The scenario does need an edit in places.

The Count, the Castle, & the Curse is written for use with ShadowDark and the dark and gloomy halls of its Gothic castle setting chime perfectly with the torch and light mechanics of ShadowDark, with the Stress Level mechanics only adding to the fear and horror of the setting and its genre. (Of course, the scenario can be run with the retroclone of the Game Master’s choice.) Given its story and its genre, there is much that is familiar in The Count, the Castle, & the Curse, but that makes it easier for the players and their character and the Game Master to engage with it, whilst the Stress Level and vampirism mechanics enforce and encourage the engagement. The Count, the Castle, & the Curse is a well-done retelling of an old story that makes for a classic Gothic horror one-shot.

[Free RPG Day 2025] Exalted Funeral DOUBLE FEATURE!

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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As its title suggests, the Exalted Funeral DOUBLE FEATURE! contains scenarios for two of the roleplaying games published by Exalted Funeral. These are for Land of Eem and for Monty Python’s Curricular Medieval Reenactment Programme. The ‘Land of Eem: Curse of the Chicken-Foot Witch – A Quickstart Adventure’, which is for the roleplaying game which describes itself as ‘The Lord of the Rings meets The Muppets’, is not quite a full quick-start in that the Game Master will need to download a set of Player Characters, whilst the content for the Monty Python’s Curricular Medieval Reenactment Programme is a scenario rather than a quick-start and again, the Game Master will need to download a set of Player Characters. The two scenarios are presented as a tête-bêche book, so that one book is upside-down relative to the other. Both scenarios can be played through in a single session or so.

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The scenario for Monty Python’s Curricular Medieval Reenactment Programme is ‘The Brachet and the Black Heart’. This is actually the scenario from the quick-start, so essentially the Game Master is getting with Monty Python’s Curricular Medieval Reenactment Programme half of Exalted Funeral DOUBLE FEATURE! is a version of the scenario with better presentation and artwork. The scenario does have some requirements in terms of which of the pre-generated Player Characters should be used. The Troubadour and the Knight should definitely be included as well as a Lower-Class Player Character such as the Knave or the Churl. The Enchanter will likely also be useful. However, the scenario itself does not make this explicit.

The scenario opens with the Player Characters in the village of Lower Entrails, which is described as quaint, nice, has several chickens, and not too much shit on everyone. There is a festival going on and the Player Characters are encouraged to wander around, gossip,and shop. There are plenty of prompts here for the Game Master to portray various encounters here, but the scenario begins with the Knight being approached by a footman from the nearby manse of Lord Arthur Name who invites him to a grand banquet to celebrate the betrothal of his daughter, Lady Lucky. Once the Player Characters have got past the Gumbys who serve as gatekeepers, they are divided by social class and funnelled into different scenes and activities. The Knight is feted, the Troubadour is expected to work, and anyone lower class is sent to the kitchens to work. There is the chance to pick up some gossip before, in the middle of the banquet, Lady Lucky is abducted by a giant dog chased by a surprisingly large flying mouse! Of course, Lord Arthur Name looks to the Knight to go after his daughter and rescue her.

The second part of the scenario is more traditional, a trek or quest into the Forest Sauvage to locate Lady Lucky. However, this is Monty Python’s Curricular Medieval Reenactment Programme and so the encounters along the way include with French knights and a witch a la Monty Python and the Holy Grail before the confrontation with a dragon that is more Jabberwocky than Monty Python. There is an optional encounter which will reveal the villain behind the whole affair, but like the encounter with the Gumbys, the encounters with the French knights and the dragon are a chance for the Game Master to play up her knowledge of Monty Python and quote from its oeuvre in character. ‘The Brachet and the Black Heart’ is a decent adventure which treats its medievalism in fairly silly fashion. Where it fails is in telling the Game Master what is going on until the very end of the scenario, so she must read to find out rather than the scenario telling her as part of her preparation.

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In comparison to ‘The Brachet and the Black Heart’ for Monty Python’s Curricular Medieval Reenactment Programme, the ‘Land of Eem: Curse of the Chicken-Foot Witch – A Quickstart Adventure’ does actually include an explanation of its rules. This starts with its core mechanic. To have his character undertake an action, a player rolls a twelve-sided die and adds a skill modifier. On a result of one and two, the attempt is a complete failure; a failure with a plus on three to five; a success with a twist on result of six to eight; a success on nine to eleven; and a complete success on a twelve. There is a lot of scope for interpretation in terms of what the twists and failures might be, but there are explanations of each along with the rules for advantage and disadvantage, proficiencies and deficiencies, and the attributes, stats, and skills for the Player Character.

The conflict rules are given an equally straightforward and simple explanation. Notably, conflicts are handled in four phases—‘Parley’, ‘Improvise’, ‘Run’, and ‘Combat’—with the emphasis being that fighting is not the only option. Both melee and ranged combat have their own outcomes similar to those for a standard ability or skill test. Notably for melee combat, instead of success with a twist on result of six to eight, the result is ‘Hit with a Counterattack’. This means that the defender can attack back when hit, but could then roll the result of ‘Hit with a Counterattack’. This could simulate a duel, but it could also lead to the serious inflicting of Dread. Dread is a measure of the mental and physical harm that an attack or effect can inflict, and it is deducted from Courage. Armour will reduce physical Dread. A Player Character reduced to zero Courage is not dead, but unconscious and can suffer wounds, but if Courage is reduced to zero again, a Defy Death check must be made.

The adventure, ‘Curse of the Chicken-Foot Witch’ is described as having the hijinks tone and being “A fun, goofy, and light-hearted Level 1+ adventure’, inspired by The Muppets, Labyrinth, and Adventure Time. A witch, Chara the Chicken-Foot Witch, is causing trouble in the Used T’Be Forest in the Mucklands, including cursing the powerful Gnome, L. Dorothy Sandwich and turning her into a muskrat. Unable to undo the curse as a muskrat and stuck at Wally’s Waffles and Weorgs, L. Dorothy Sandwich hires the Player Characters to enter Chara the Chicken-Foot Witch’s hovel and steal back her Wand of Decursification. The adventure begins with the Player Characters at the Crack, the fissure in Used T’Be Forest that is the entrance to Chara the Chicken-Foot Witch’s hovel. The hovel is presented as a one-page location consisting of seven individual rooms and caves detailed in a list of bullet points. The caves are full of monsters, but also victims of Chara the Chicken-Foot Witch’s ire and jealousy. Some will have to be fought, but in many cases, the Player Characters can parley with the inhabitants or even avoid them all together. Of course, Chara the Chicken-Foot Witch cannot be avoided, but again, she does not have to fought to be defeated and the scenario includes ways in which the Player Characters can successfully Parley with her.

The adventure is definitely goofy and there is a little bit of whimsy to it. A headless skeleton wanders the caves, a ghostly ballerina weeps for her lost career, and an anthropomorphic Wug bakes cookies for his mistress. Depending upon the route taken through the caves, the scenario could be played in less than a single session. It looks like a mini-dungeon, but whilst there are opportunities for combat, the ‘Curse of the Chicken-Foot Witch’ encourages other options than that and is all the better for it.

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Physically, the Exalted Funeral DOUBLE FEATURE! is a colourful affair. The artwork is excellent, and both scenarios are well written, even if the ‘The Brachet and the Black Heart’ does leave it to the end to explain to the Game Master what is going on.

Unfortunately, there is a disjointed feel to Exalted Funeral DOUBLE FEATURE!. Not because of there being content for two roleplaying games within its pages or the tête-bêche format, but because of what is missing and what the Game Master has to do to run either scenario. Both require that the Game Master download the Player Characters rather than giving them to her up front and in the case of ‘The Brachet and the Black Heart’, the Game Master has to download the quick-start for Monty Python’s Curricular Medieval Reenactment Programme, which not only includes the rules to run ‘The Brachet and the Black Heart’, but also ‘The Brachet and the Black Heart’ itself. Which is weird, as in, “So, to get the rules I need to run the scenario you have given me, I need to download the quick-start which includes the scenario you have already given me?” Ideally, Exalted Funeral DOUBLE FEATURE! should have been two books and the Game Master would have had everything needed to play one or both as is her wont. Instead, what Exalted Funeral has provided is a weird, unsatisfying compromise.

Nevertheless, Exalted Funeral DOUBLE FEATURE! does include two very enjoyable scenarios. Although they require a bit more effort to prepare than they really should, both ‘The Brachet and the Black Heart’ and ‘Curse of the Chicken-Foot Witch’ nicely showcase the humour and tone of their respective roleplaying games and present the players with some entertaining challenges for a single session each.

Monday, 15 September 2025

Miskatonic Monday #372: The Impossible Chamber

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.

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There is a balance to find between knowing enough to be able to fight evil, versus not knowing enough and having it kill your or send you mad or knowing too much and having it send you mad, and worse have you betray society. This is the dilemma at the heart of heart of the Impossible Chamber, a secret society that knows just enough to know that what it knows is probably not enough and yet knowing more will compromise its mission. The tomes that it has had access to go back millennia, perhaps even more, but it is likely that its origins are only a few hundreds of years old. In more recent times, it may be connected to the Luminary Brotherhood of St. Joan which was established in Paris in the wake of the Affair of the Poisons that beset the city in the late seventeenth century. The Impossible Chamber was founded a few short years after the dissolving of the Luminary Brotherhood, just prior to the French Revolution. It managed to survive the turbulence of the years following the revolution and was even funded by Napoleon Bonaparte before his defeat at Waterloo and exile to St. Helena. By then, chapters had been established in both England and the United States of America. To its agents it provides the means to inform them of what they need to know to face the true horror of the universe and the means to fight it. Of course, it is never enough, despite the agents being the best informed and the best equipped to do so.

The Impossible Chamber is a supplement for Regency Cthulhu: Dark Designs in Jane Austen’s England which presents the Impossible Chamber as an organisation and benefactor for its Agents. It details its history and gives a timeline as well as descriptions of its organisation, some of its facilities—from Paris to Ohio, the arms and equipment it gives its agents, how it communicates, and how its upper echelons decide what its members investigate. Several campaign set-ups are suggested, perhaps with one Investigator an agent of the Impossible Chamber or all of them. Either way, an agent needs to have the Mythos skill and may even know a spell. In an age when conspiracies are rife—or at least appear to be, it is of paramount importance that an agent keep his membership of the Impossible Chamber a secret lest he lose Reputation, though the Impossible Chamber can help an agent gain Reputation too. That said, the Impossible Chamber is egalitarian in that it recruits from all levels of society to ensure it has access to all strata. Several Mythos artefacts that the Impossible Chamber holds in its library are detailed, like the Balthazar Pistols, which fire bullets capable of affecting things that ordinarily cannot be harmed by the unnatural, but which also have a high chance of killing their wielder and Lady Ostend’s Parrot, a seemingly ancient Greek automaton capable of speaking in several languages, including ones unknown to most scholars. This is alongside numerous Mythos tomes and several new spells.

A ‘Agents of the Impossible Chamber Experience Package’ enables a player to create an Impossible Chamber. He automatically gains five points of Cthulhu Mythos knowledge, loses Sanity for it, has encountered one Mythos creature at least once and is thus partly inured to its appearance, is suffering from a phobia or mania consequently, and has reduced Reputation, Sanity, and or Power as well. If the players do not want to create their own Agents, then six pre-generated Agents are provided, although their mechanical details do need to be checked.

For the Keeper there is a handful of adventure seeds, each with multiple options that the Keeper can develop. These are set in Scotland and the United States as well as across Europe and ate back roughly fifty or so years. ‘The Catch Me Who Can Affair’ is a complete scenario involving the Impossible Chamber and which can be played using the earlier pre-generated Agents. It is set in London in 1808 and intended to be played by two to three players, though more may be added. The inventor and steam engineer Richard Trevithick opened his Steam Circus in Bloomsbury, in the St. Giles district of London in July of 1808, but within months it closed and reopened twice. Now it has closed a third time and the Impossible Chamber suspects that something strange is the cause. The Investigators quickly discover from the foul smell and the coffin being removed that someone ‘died’ at the venue, whereas the previous causes had been subsidence under the circular track layout. Research in the library of St. Giles-in-the-Fields reveals some of the history of the district, that it was once a site of regular executions before they were moved to Tyburn. As the investigation progress, it becomes clear that someone other the Impossible Chamber is interested in what has happened at the Steam Circus and the corpse removed from deep underneath it. The final scenes will take the Agents deep into the Rookery of Seven Dials, potentially chased in and perhaps beyond… The scenario is nicely detailed and there is a slightly grimy, seedy fell to it.

Physically, The Impossible Chamber is well presented. The artwork is decent as is the cartography. It does need an edit in places.
The Impossible Chamber is a combination sourcebook and scenario that shifts how Regency Cthulhu: Dark Designs in Jane Austen’s England is played. In Regency Cthulhu, the Investigators are as much concerned with their Reputation as they investigating and thwarting the forces of the Mythos. As evidenced in the scenario, ‘The Catch Me Who Can Affair’, The Impossible Chamber moves the play back to a more traditional style of play—Call of Cthulhu rather than Regency Cthulhu—with less of an emphasis upon Reputation because the Agents are not actually as involved with the Bon Ton as they typically are with Regency Cthulhu scenarios. Without that emphasis, The Impossible Chamber is easier to run using standard Call of Cthulhu, while the organisation, the Impossible Chamber, lends itself to a campaign set-up where the Agents are more mobile and less concerned with their immediate neighbourhood.

Companion Chronicles #19: The Strange Oak

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 use with Pendragon, Sixth Edition. This can be 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.

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What is the Nature of the Quest?
The Strange Oak is a short encounter for use with Pendragon, Sixth Edition.

It is a full colour, six page, 4.28 MB PDF.

The layout is tidy, though it does need a slight edit.

Where is the Quest Set?
The Strange Oak is a scenario for Pendragon, Sixth Edition. It can be set in any year and is easily added to any rural or forest location.

Who should go on this Quest?
Any type Player-knight can go on this quest. The encounter is not recommended for a solo Player-knight as the situation could kill him.

What does the Quest require?
The Love and Labours of Sir Cauline requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
In The Strange Oak, the Player-knights come across an odd a situation. A great tree standing in the woods around which exudes an area of calm suggesting that it is a suitable place to camp. Yet there are no sounds of wildlife around and what look at first to be a profusion of stones upon the ground turn out to be bones, some of them animals and some of them clearly men, and by then, it is possibly too late. The tree has the Player-knight (or Player-knights) in its influence.

The Strange Oak presents a simple situation. Can the Player-knights deal with a benign threat before they fall prey to its influence? What is happening here is that the Player-knights have encountered a fae tree and if they stray too close, there is the chance they will fall asleep and not awaken, starving to death in their slumber, and their flesh feeding the tree. A young boy will warn the Player-knights as to the danger as he has already lost his family (what happens to the now orphan is left to the Player-knights to decide.)

The situation as written is an endurance test for the Player-knights until either they chop or burn the tree down. Encountering and destroying the tree will earn the Player-knights Glory.

However, The Strange Tree offers a number of encounters to flavour the whole affair. This includes a ghost for a supernatural element, a starving wolf-pack for a combat sequence, and even a magical encounter with a pupil of Nimue, the Lady of the Lake, who will issue further warnings. Ideally, the Game Master should one or two of these to add a little more detail to the encounter.

Should the Knights ride out on this Quest?
The Strange Oak is a serviceable encounter easily added to any campaign. It can played through in a single session, very likely much less.

Sunday, 14 September 2025

The Other OSR: Mythic Bastionland

Mythic Bastionland – Before Into the Odd starts by committing a cardinal sin. It does not tell the reader what it is. It is clearly a roleplaying game and it does at least tell the reader that, but there is no explanation of what the players and their characters do in Mythic Bastionland. There is no explanation of what sets this apart from any other roleplaying game in its genre. Instead, it leaps straight into setting up a game and creating characters and more. Without this context, Mythic Bastionland leaves the reader and the Referee with more work to understand what the roleplaying game is and what it is trying to do. Now there is some commentary at the rear of book which through a combination of examples of play and commentary upon them does provide some of the context that Mythic Bastionland is missing at the very beginning of its book and throughout the presentation of the rules. Yet this comes in the ‘Oddpocrypha’, almost one-hundred-and-seventy pages after the end of the rules presentation, and since there is no introduction to the roleplaying game to tell the reader that it is there and what it does, there is every possibility that the reader is going to be mystified as what he has in hands and the Referee daunted at the prospect of running Mythic Bastionland.

And yet, check online, such as the DriveThruRPG page for Mythic Bastionland – Before Into the Odd and clear and simple explanations as to what this roleplaying game is and what it is trying to do, can be easily found and understood. The fact that such an explanation—or something similar to it—is not given in Mythic Bastionland is both mystifying and profoundly unhelpful.

So, what then is Mythic Bastionland – Before Into the Odd? Mythic Bastionland is an Arthurian roleplaying game inspired by British folklore, Arthurian legends, and more modern interpretations of both. This includes Hal Foster’s Prince Valiant comic strip, the films Excalibur and The Green Knight, the roleplaying game Pendragon, and the computer game, Elden Ring. It is published by BastionLand Press following a successful Kickstarter campaign and as its title suggests, it is a roleplaying game set sometime in the past of Into the Odd, an Old School Renaissance adjacent microclone of Dickensian horror and industrialisation. This also means that it is also set in the past of Electric Bastionland: Deeper into the Odd, the roleplaying game of incomparable debt and failed careers amidst a very modern and almost incomprehensible city. Mythic Bastionland even suggests ways in which Player Characters from one roleplaying game can go to another as well as several ways in which they are connected, all of which are true, and it even hints that it may not actually be in the past either…

In Mythic Bastionland – Before Into the Odd, the players take the role of Knights, each different and knighted by a different Seer, seeking Glory, exploring a Realm, and confronting Myths, all having sworn the same oath—‘Seek The Myths, Honour The Seers, Protect The Realm’. Theirs is a world of brutal and bloody medievalism, but by gaining Glory, whether through the resolution of Myths, public duelling or jousting, entering tournaments, and fighting battles that history will remember, they will prove themselves worthy of rank, first of taking a seat in Council or at Court, next of ruling a Holding, and then of ruling a Seat of Power. Ultimately, as a Knight-Radiant, a Knight will prove himself worthy of undertaking the final task, fulfilling the City Quest. This will likely bring a campaign to an end as the Knights confront and deal with a series of omens.

A Knight is very simply detailed. He has a type and a rank, three Virtues, Guard, some property, an Ability, and a Passion. The three Virtues are Vigour, Clarity, and Spirit and they range in between in value between seven and eighteen initially, but can never go above nineteen. Guard is a Knight’s ability to avoid Wounds, whilst property is what a Knight owns, an Ability is a talent unique to the Knight, and the Passion is his means of restoring his Spirit. Both Virtues and Guard are rolled for as standard for all knights, but the property, Ability, and Passion are all defined by what type of Knight he is. This can be chosen or rolled for from amongst the seventy-two knightly types that Mythic Bastionland gives. The process is quick and easy.

Sir Wedell
Type: The Salt Knight
Rank: Knight-Errant
Glory 0

VIRTUES
Vigour 12 Clarity 11 Spirit 10
Guard 4

Property: Spined mace (d8 hefty), javelin (d6), coraline mail (A1), Everflask (contains an endless supply of fresh water), Scaled steed (VIG 12, CLA 8, SPI 5, 3GD), dagger (d6), torches, rope, dry rations, camping gear
Ability: Inspire Ire
Passion: Mettle
Knighted by: The Bright Seer

Mechanically, Mythic Bastionland is simple, though more complex than either Into the Odd or Electric Bastionland. To have his Knight undertake an action, a player rolls a Save against the appropriate Virtue. Beyond that, combat adds some complexity. In a turn, a Knight can move and attack—in that strict order, and instead of rolling to attack, a player rolls the damage his Knight will inflict. Combatants can attack the same target and their players roll their dice together. The highest die result counts, while the remaining dice that have rolled four or higher, can be discarded to perform Gambits. These start with ‘Bolster’ to increase the damage inflicted by one, but also enable a combatant to move after the attack, repel a foe, stop a foe from moving, trap an opponent’s shield, dismount a foe, and so on. There are greater Gambits for rolling eight or more. All Knights have access to Feats—‘Smite’, ‘Focus’, and ‘Deny’, which they can use in combat. ‘Smite’ adds an extra, larger die to the combat roll; ‘Focus’ lets a Knight use a Gambit without sacrificing a die; and ‘Deny’ blocks or rebuffs the attack before it lands. All require a Save against a Virtue lest the Knight become fatigued.

Armour worn and shields carried will reduce incoming damage, whilst the ‘Deny’ Feat will enable a Knight to avoid damage all together. A Knight’s Guard is reduced first, and as long it is one or more, a Knight can evade attacks. If his Guard reduced to exactly zero, the Knight gains a scar, but if the damage exceeds a Knight’s Guard, it is deducted from his Vigour and he is Wounded. If a Knight’s Vigour is reduced by half, he is mortally wounded and will die in the hour, but can easily and quickly be given first aid to prevent this. If a Knight’s Vigour is reduced to zero, he is dead. The other Virtues can suffer similar damage, often from Scars, but whilst some are debilitating, other Scars can also increase a Knight’s Guard. The rules for combat also cover unarmed combat, ranged combat, and mounted combat, as well as duels, jousts, shieldwalls, and spearwalls. They scale up quickly to include running warbands, the use of artillery, and handling sieges.

Combat in Mythic Bastionland is thus brutal. However, Knights do have the advantage of having the initiative in combat—unless surprised—and they and their players have the time to plan accordingly. Tactical use of Feats and Gambits will keep a Company of Knights alive longer than if they simply charge into combat.

For the Referee, beyond the basic rules, there is simple guidance on how to set up the game and its scope—how many sessions everyone wants the game to last, goods and trade, descriptions of the people and the realms, and setting up a Realm. This involves creating and populating a hex map, typically a twelve-by-twelve grid, that will mostly consist of wilderness. To this is added four Holdings—castles, walled towns, fortresses, or towers, held by Knights or influential Vassals of the King—one of which is the Realm’s Seat of Power, and six Myth Hexes, each one clearly affected by the presence of their Myth. The details of the various hexes, excluding the Myth Hexes, can be generated using the ‘Spark’ or prompt tables presented later in the book.

In terms of advice, Mythic Bastionland emphasises the ‘Primacy of Action’, that past actions and their consequences supersede content generated by prompts of the Spark Tables (and the bottom of almost all of the pages in the book) and the rules, ensuring that the players and their Knights have enough information to act, and using a simple procedure to determine the outcome of any action. There are also guidelines for improvisation, using prompts, handling luck, and how to end a session. The latter is important because every session should end with a discussion of what the players and their Knights want to do next. This can be to pick up where the current session has ended, but the players can also decide to end the Season or the Age, allowing for months or years to pass or even enough time for a Knight to mature from a young Knight or a mature Knight to become an old knight. There are numerous activities that the Knights can undertake in between—effectively off camera—but the passing of an age forces a player to reroll his Knight’s Virtues and accept the new result, even if lower. The result of which might be that a Knight has learned from his experiences and matured, or he could have been wounded and suffered a debilitating injury or entered his dotage. Further rules cover travel, exploration, and ultimately, dominion and authority. In the case of dominion and authority, a Knight comes to rule a Holding—or even a Seat of Power. At either level, what Knight will be trying to do is maintain and improve his Holding, deal with crises from within his realm, and see to his succession, and also crises from beyond his realm should a Knight hold a Seat of Power. This though is more for long term play than short term play.

All of which runs to sixteen pages. In other words, the rules to Mythic Bastionland are concisely presented in sixteen pages for everything! Which begs the question what exactly does the rest of Mythic Bastionland consist of given that that rules take up three-fortieths of the book? Over two thirds of the book is dedicated to two things. One is the Knights and one is the Myths, equally divided, for a grand total of seventy-two entries each. The Knights are what the players choose from, or ideally, roll for, and they include The True Knight, The Trail Knight, The Story Knight, The Rune Knight, The Mask Knight, and The Silk Knight, and every single one of them is different and interesting and will present a different way of playing a Knight.

The Myths are what the Referee uses to populate the Realm. They include The Wurm, The Tower, The Spider, The Toad, The Hole, and The Rock, and every single one of them will present the players and their Knights with a different challenge. Each is simply presented with simple description, a set of omens that trigger as the Knights discover more signs of the Myth, a set of NPCs, and a table of random details that the Referee can use to detail parts of the Myth. For example, ‘The Wall’ is described as “Cutting through the land, a wonder two storms tall Guarding from invasion, or built to cage us all”. Its Omens begin with, “Crumbling outpost. A band of labourers sharing a meal on their way to begin work repairing the Wall. They think Knights are being sent to stop them.” and will escalate to, “Two giant magpies, stealing shiny things. They nest in the trees that root among the Wall’s oldest stones.” The cast includes stats for Wall Wardens, Brin, Catrona, and Elish, a Wall Knight, the giant magpies, and empowered refugees.

So how then, is Mythic Bastionland actually played and what do the Knights do? Quite simply, they explore the wilderness map that the Referee has created, looking for signs of Myths. When they have found them, the Knights will look for the source, root it out, and resolve it. There is no set way to resolve any of these Myths. Ultimately, whether or not a Myth is resolved comes down to whether or not it remains a threat to the Realm. The typical six Myths of a Realm is enough to support a mini-campaign at least, though more can be added to extend the campaign once one set of six is done, whilst the mix of seventy-two different Knights and seventy-two different Myths means that no two campaigns are going to be alike because whilst the Myths provide the adventures to play, they also give and flavour to a Realm. Once the Referee has set up her Realm, Mythic Bastionland is very definitely designed to be played from the page with a minimum of preparation.

The last part of Mythic Bastionland is devoted to the ‘Oddpocrypha’. This consists of thirty pages of examples of ‘Play’ and ‘Thoughts’ upon those examples of play. From ‘Start & Scope’, ‘Character Creation’, and ‘Teaching the Rules’ to ‘Council & Court’, ‘Crises’, and ‘Delving into Tomorrow’, the ‘Oddpocrypha’ explores and examines numerous examples of the rules and their ramifications. In many ways, actually providing much of the context that the rules section at the start of the book lacks. Consequently, it is a lot easier to read, but there is dichotomy to the writing. Essentially, the ‘Play’ examples are written in one tone and the ‘Thoughts’ on the examples are written in another. So, what you have is the author writing the examples of ‘Play’ and then commenting upon them as if he had not written them in the ‘Thoughts’. It is weird. That said, the examples of ‘Play’ really do help the reader and potential Referee understand the rules and how the game is intended to be played and the thoughts‘Thoughts’ do explore what the designer thinks of his game.

Physically,Mythic Bastionland – Before Into the Odd is a stunning looking book with every Myth and Knight fully illustrated, meaning that there is a profusion of artwork in the very big middle of the book. The tones are primarily earthy greens and oranges with splashes of red, blue, and purple and the whole look of the Knights and Myths section is as if Mythic Bastionland was not a roleplaying game, but a deck of Tarot cards. The layout of the book is tight in places and bar the ‘Oddpocrypha’ at the back of the book, the writing is very concise, the aim being to fit all of the rules for each aspect of the roleplaying game onto a single page each.

It is debateable how Arthurian a roleplaying game Mythic Bastionland – Before Into the Odd is. There is no doubt that it is inspired by Arthurian legend and it certainly lists numerous Arthurian inspirations. In play though, the Knights are not engaging in the Arthurian legend and they are not going on quests such as the Quest of the White Hart or the Quest for the Holy Grail. Instead, they are going on their own quests, perhaps hunting down ‘The Wyvern’ or delving into ‘The Forest’ in search of a lost, but beloved Seer, only to discover darker, primordial secrets. The Knights are questing knights, ultimately if they prove to be glorious enough worthy to undertake the ‘Quest of the City’, but they quest more for their Realm than a mythical figure such as King Arthur and theirs is a world that is more one of bloody brutalism rather than one of romance and chivalry.

Mythic Bastionland – Before Into the Odd is not an introductory roleplaying game. The rules are too concisely written, there is a lack of context to the roleplaying game, and play relies a great deal on improvisation, whether that is working from the prompts from the ‘Spark Tables’ or working the Myths and the Knights’ reactions to those Myths into the world of the Realm. However, armed with some context and Mythic Bastionland begins to hint at its possibilities with simple, clear rules that emphasise the brutality of the world that the Knights live in, before charging the reader and the Referee down with its gloriously fantastical Knights and Myths that demand their stories to be told. Mythic Bastionland – Before Into the Odd is the film Jabberwocky with a seventies Prog Rock soundtrack, built not so much on rules light mechanics, but rules intense mechanics.