Monday, 2 June 2025

Companion Chronicles #16: Sir Balin: A Most Virtuous Knight

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.

—oOo—

What is the Nature of the Quest?

It is a full colour, twenty-nine page, 26.94 MB PDF.

The layout is tidy and it is starkly illustrated.

Where is the Quest Set?
Sir Balin: A Most Virtuous Knight is a scenario for Pendragon, Sixth Edition. It takes place in Forest Sauvage during the Boy King Period in 512.

Who should go on this Quest?
Knights of any type are suitable for Sir Balin: A Most Virtuous Knight. The Player-knights are expected to have sworn fealty to King Arthur or one of his supporters, the scenario suggesting the rival and occasionally feuding vassal lords, Duke Ulfius or Earl Robert of Salisbury.

What does the Quest require?
Sir Balin: A Most Virtuous Knight requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
The Player-knights are tasked by Sir Kay, Arthur’s adopted brother and trusted seneschal, to travel north to the Forest Sauvage and locate the manor of two great knights, Sir Balin and Sir Balan. With the constant threat of war from the northern kings who refuse to give fealty to Arthur, who they see as a pretender and an upstart, the young king is in need of allies. Both Sir Balin and Sir Balan are renowned for martial prowess and would greatly bolster King Arthur’s forces. The task is a simple matter of diplomacy, but the two-week journey is not expected to be easy. The first part of the campaign involves a road trip, similar to ones undertaken by the Player-knights if they have through the events of the Pendragon Starter Set following Arthur pulling the sword from the stone and being crowned.

However, before the Player-knights have a chance to properly seek Sir Balin’s allegiance to King Arthur, their host asks a favour of them. A fellow knight, one Sir Guy du Lak, has befouled the code of chivalry by kidnapping the mother of both Sir Balin and Sir Balan, an act that Sir Balin swears involved some kind of fairie enforcement. He asks the Player-knights to accompany him in rescuing her mother.

The majority of the events of Sir Balin: A Most Virtuous Knight are told in flashback, so ultimately, the Player-knights cannot alter the outcome, but this does not mean that the scenario lacks opportunities to roleplay or react to events, prove themselves worthy to be knights, and eventually, earn Glory. However, the scenario draws on a number of sources earlier than Le Morte d’Arthur and the exact details of Sir Balin and Nineve—the sister of Sir Guy du Lak—differ to that presented in Great Pendragon Campaign, so that may not fit what the Game Master intends for her campaign in the long term.

Should the Knights ride out on this Quest?
Sir Balin: A Most Virtuous Knight has tighter requirements in terms of timeframe than other scenarios for the Pendragon, Sixth Edition, but it still offers the chance for the Player-knights to involve themselves in the events of the wider events of the Arthurian saga.

Miskatonic Monday #355: Burton’s Motel: A 1920s Call of Cthulhu One-Shot

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: Bart Verhoeven

Setting: New England, 1923
Product: One-shot
What You Get: Forty-four-page, 60.10 MB Full Colour PDF

Elevator Pitch: Psycho meets Call of Cthulhu
Plot Hook: “Inside No. 9: Where things aren’t what they seem, and the truth is always a twist.” – Inside No. 9
Plot Support: Staging advice, six pre-generated Investigators, nine handouts, three maps, two NPCs, and one Mythos monster.
Production Values: Decent

Pros
# Classic, stormy night, motel horror
# Easy to adapt to different eras
# Obvious in its inspiration, but different
# Covers all the eventualities
# Lost-o-phobia
# Hodophobia
# Sciophobia

Cons
# Investigator backgrounds would have been nice
# Keeper may want to adjust Investigator numbers
# Needs a slight edit

Conclusion
# Serviceable, service-based one-night horror
# Would be tighter and better motivated with Investigator backgrounds

Sunday, 1 June 2025

Goodman Games Gen Con Annual XI

Since 2013, Goodman Games, the publisher of the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic has released a book especially for Gen Con, the largest tabletop hobby gaming event in the world. That book is the Goodman Games Gen Con Program Book, a look back at the previous year, a preview of the year to come, staff biographies, community content, and a whole lot more, including adventures and lots of tidbits and silliness. The first was the Goodman Games Gen Con 2013 Program Book, but not being able to pick up a copy from Goodman Games when they first attended UK Games Expo in 2019, the first to be reviewed was the Goodman Games Gen Con 2014 Program Book. Fortunately, a little patience and a copy of the Goodman Games Gen Con 2013 Program Book was located and reviewed, so since 2021, normal order has been resumed with the Goodman Games Gen Con 2015 Program Guide, the Goodman Games Gen Con 2016 Program Book, the Goodman Games Gen Con 2017 Program Book, and Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston.

With both Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, the series had begun to chart a new direction. Each volume would contain a mix of support for the various RPGs published by Goodman Games and the content published by the Goodman Games community, but the major feature of each volume would be a tournament scenario, staged the previous year at Gen Con. Unfortunately, events caught up with the eighth entry in the series, Goodman Games Yearbook #8: The Year That Shall Not be Named, as the Covid-19 pandemic forced the world to adjust, which of course, included Goodman Games. The result was that
the traditional Gen Con Program Guide became a ‘Yearbook’ and this trend has continued since with the Goodman Games 2021 Yearbook and the Goodman Games 2022 Yearbook. However, it has shifted ever so slightly again with a name change the book in the line, Goodman Games Yearbook #11.

Goodman Games Yearbook #11 looks back at
2023 for the publisher and opens on a more reflective, even mournful note than is usual for the regular annual or Gen Con Program Guide. In turn, various members of the Goodman Games team look back at the year past, starting with Joseph Goodman, noting the year’s highlights, changes, and so on. Joseph Goodman examines how he has made the switch from running the publisher fulltime rather than as a ‘hobby’ job and made a concerted effort to look at the trends in the hobby, whilst Jen Brinkman discusses the shift to Goodman Games having its own dedicated warehouse in Fort Wayne, Indiana, along with Harley Stroh. (This move has its own article later in the book, ‘News Flash: Goodman Games Moves To Our Own Warehouse!’, which also introduces the warehouse mascot, ‘Bricky’.) Michael Curtis and Chris Doyle look at the development and output of Goodman Games for Dungeon Crawl Classics and Dungeons & Dragons, Fifth Edition, respectively, whilst Brendan Lasalle gives a short history of Xcrawl and the success of the Xcrawl Classics Kickstarter campaign as well as overview of the activities of Goodman Games Road Crew for the year. This is the cadre of Judges who run games for Goodman Games at game shops and conventions, and are in many ways the public face of the company, and it is further supported by both ‘Ten Years of Road Crew Art’ and ‘2023 Poster Design Contest’, both of which look back at Goodman Games’ art. Rick Maffei talks about the end of the Goodman Games YouTube series, Talking TSR, and the start of the new series, The 50 Greatest Classic Adventures of All Time. These look like great series, the one worth going back to and the other beginning of.

The reflections come to a close on a sad note, with Goodman Games Yearbook #11 remembering the deaths of three stalwarts of the hobby, noted for their contributions to the hobby and in one way or another, the Old School Renaissance. They are in turn, Russ Nicolson, who was previously interviewed in Goodman Games Yearbook #8: The Year That Shall Not be Named; Jennel Jaquays, noted designer of The Dark Tower and The Caverns of Thracia, both originally published by Judges Guild and since republished by Goodman Games; and James M. Ward, best known for the creation of the first Science Fiction roleplaying game, Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship.

The first gaming entry in Goodman Games Yearbook #11 with ‘DCC Gen Con Funnel Experience Adventure: The Forsaken Vault of the Crimson Oracle’. Written by Brendan LaSalle, this is a ‘Funnel Experience’, intended as a means to introduce new players to Dungeon Crawl Classics using Zero Level characters. For the Player Characters, it begins with the appearance of a giant colossus, bursting up through the earth, in West Mauldeen, a remote farming village, opening a maw into which tip the remains of the village and its inhabitants—both living and dead! Awoken and thrown from their beds, the ordinary survivors find themselves in a cavern filled with the dead and the buildings they once lived in, facing a demon! The scenario is short, direct, and deadly, but has some really entertaining encounters, such as with ‘Gallyjacks’, Dwarves and Humans being ridden by one-inch-tall humanoids called Prizetakers (who come from the City of the Prize-takers) as if they pirate ships and from which they can launch boarding parties on the Player Characters; a surprisingly helpful goat; and a dying ‘giant’ head, which might be helpful if a way can be found to save him. There are opportunities too, for quite a lot of treasure to be found. The scenario is a lot of fun and will work as a demonstration scenario as well.

Both Dungeon Crawl Classics and Dungeons & Dragons, Fifth Edition are catered for with ‘Two More Old School Traps’ by Chris Doyle and converted by Mihailo Tešić. Inspired by Original Adventures Reincarnated #8: Grimtooth’s Old School Traps, the two traps here are detailed and dirty, nasty affairs. The first of the two, ‘The HyStairical Trap’, is also inspired by DCC #106, Trials of the Trapmaster’s Tomb and is a set of stairs that is trapped not once but three times. First, by a pressure plate that releases oil to make the stairs slippery, second by a pressure plate that releases laughing gas, and third, a pit which is really hard to avoid given the effects of the first two! ‘Whole Lotta Pit Traps’ is quite simple, five pit traps on top of each other and each one deadlier than the one above…

The scenario for Dungeons & Dragons, Fifth Edition in Goodman Games Yearbook #11 is William Fischer’s ‘Chains of the Conflagrator’. This is an expansion to Jennell Jaquay’s Original Adventures Reincarnated #7: Dark Tower, very much a classic, but highly thematic dungeon. It is designed for four to six Ninth Level Player Characters and intended to be played in a single session. They encounter Argun the Conflagrator, an ancient red dragon who terrorised the lands far to the south of Mitra’s Fist, the location for the ‘Dark Tower’. He has been long been imprisoned by cultists dedicated to Set and asks the Player Characters to free him. The main part of the scenario takes place in his lair where the Player Characters must survive the volcano environment and find a way to free him. It is a big and enjoyably bold encounter and adds a pleasing side quest to a classic game, but which could also be added another dungeon without any difficulty. It is supported with several new monsters devoted to Set.

Marc Bruner takes us back to ‘Dinosaur Crawl Classics’ in The Goodman Games Gen Con 2017 Program Book with ‘The Return Of Dinosaur Crawl Classics!’. This presents a new Character Class for the setting which is based on that of Dinosaur Planet: Broncosaurus Rex. This is the Protoceratops, a highly intelligent ceratopsian, which is also curious, peaceful, and psionic. They record knowledge on stone using their highly dextrous beaks, are good translators and negotiators and so serve as diplomat, and have psionic powers such as Rustling Brush which camouflages the user and Strengthen Bonds of social connections, new abilities also given here. There is a quick guide to converting the psionics from Mutant Crawl Classics to ‘Dinosaur Crawl Classics’. This is a solid addition to the setting, but just like its original inclusion in The Goodman Games Gen Con 2017 Program Book, it really makes the reader wish that it was a proper setting with a book of its own. It is followed by ‘From The Vault: New Mutations
For Your MCC Campaign’, in which Erica Barlow, Julian Bernick, James Pozenel, and Skeeter Green give yet more mutations for Mutant Crawl Classics, including Acid Generation, Bio Boost, Salvage Savant, and Warp Reality.

Throughout, as is the norm for all entries in the series, Goodman Games Yearbook #11 includes photographs from various conventions that the publisher and its representatives attended over the case of 2024. This, of course, includes Gen Con 2023, but also includes Gameholecon, Garycon, and many more. They are not as profusive as in more recent issues of the program guide and are threaded throughout the supplement rather than in blocks. This makes the events themselves and Goodman Games’ presence feel a little more peripheral than in past years, which is obviously not the actual case. ‘DCC Day’ is, of course, special for Goodman Games and so gets its own article with ‘DCC DAY 2023’ highlighting the great releases on the day. The publisher’s presence at Gen Con is dominated by the Goodman Games booth, which always has a physical presence. For Gen Con 2023, this was with a Wizard Tower Dice Tower Podium and its creation—as have the creation of other features have been charted in previous volumes of the Gen Con Program Guide/Yearbook—is enjoyably detailed by Wayne Snyder in ‘Building The Wizard Tower Dice Podium’. Lastly, the Goodman Games community and their contributions are highlighted in ‘The 2023 Goodie Awards: Our Annual Thank You To The Community!’. This brings the program guide to a close by bringing many names in the community to the reader’s attention and what they give. It brings the Goodman Games Yearbook #11 to a fitting close.

Physically, the Goodman Games Yearbook #11 is a slim affair, in keeping with the current reduced format of the series. It is well presented, a pleasing read, and full of very good artwork.

There are really two strands to the Goodman Games Yearbook #11—community and content to game with. Although it feels very much like there is more of the former than the latter, both are engaging and entertaining, capturing another year of Goodman Games and giving some fun gaming content too.

—oOo—

Goodman Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Saturday, 31 May 2025

The Putney Pirate

When you are called into to investigate a violent assault at an address in Putney, Southwest London, it sounds like any other day on the job in Putney, let alone London. When it turns out that that the assailant is described by an eyewitness as looking like, “… [S]omething straight out of one of those pirate films.”, then you know this is no ordinary case. It is, instead, a case for The Folly. Or rather, the ‘Special Assessment Unit’ of London Metropolitan Police Service, which in particular deals with magic and the Demi-Monde, and under the command of Detective Chief Inspector Thomas Nightingale, registered practitioner of Newtonian magic, is increasing the number of its operational staff as crimes involving magic also rise. Which includes the Player Characters, who are then assigned to investigate the affray at the house in Kingsmere Close. Whilst the victims of the assault are not saying much, it quickly becomes clear that they are up to no good, as they have turned the house into a cannabis farm and are not the actual owners of the house. Further, once an Initial Vestigium Assessment has been conducted, it confirms that magic was used in the assault, and that very definitely means that this is a case for the Folly. So where is the owner of the house? Who is the man dressed like a pirate, quite likely an unlicensed practitioner of magic, and why did he attack the operators of a cannabis farm in a quiet corner of Southwest London? All pressing questions in Jimmy’s Last Dance: A Swashbuckling Case File of Family Intrigue.

Jimmy’s Last Dance: A Swashbuckling Case File of Family Intrigue is an investigation and case file for Rivers of London: the Roleplaying Game, based on the Rivers of London novels by Ben Aaronovitch. Published by Chaosium, Inc., this is a lengthier case file than previous releases for the roleplaying game, one that will probably take two or so sessions to play through. Or it can be added to campaign, perhaps run after ‘The Bookshop’ from the core rulebook or the case files, Going Underground – A Case File for Rivers of London: the Roleplaying Game and The Font of All Evil: Murder and Mayhem Besides the Thames. One issue perhaps with the scenario is that it set in a specific year and that it involves a political scandal that was at its height at the time. The year is 2016 and the scandal is The Windrush Scandal. Of course, the authors advise the Game Master to handle the issue with care and it is certainly not a problem that The Windrush Scandal is part of the scenario—in fact, it is actually woven into the plot of the case file—but rather that the timeframe is quite specific and thus difficult to shift the case file to another year.

There are multiple plot strands to the investigation, ones that will lead the Player Characters to a criminal gang, a solicitor with less than ethical standards, a rotten son-in-law and a bare-suspecting daughter, and an old lady with interesting secrets of her own. Then ultimately to the ‘pirate’ who attacked the cannabis farm and who has his own agenda throughout the scenario. Sometimes that and his movements will intersect with those of the Player Characters and their investigation. Although they can return to the Folly to conduct research, most of the investigation is confined to the borough of Putney itself and involves lots of Police dogwork—interviews, surveillance, and so on. Over the course of the investigation, the Player Characters will be conducting multiple interviews, all of which nicely presented to help the Game Master answer their questions and portray the various NPCs. In addition, there are some decent handouts that the Player Characters will be able to find through various research avenues.

There is good advice for the Game Master throughout the scenario. This starts with suggested Player Character types and roles, how to portray a pirate without sounding like Robert Newton, and continues with notes from both Peter Grant and Ben Aaronovitch. It is recommended that at least one Player Character be a police officer or detective and that one be a Newtonian apprentice or hedge wizard. Suggestions are given too, if the players want to roleplay pre-generated characters from the core rulebook. The oddest advice is on various pieces of British vernacular, such as the meaning of the term ‘old bag’ when used as a pejorative to describe a woman, old or not. Whilst a British audience will find this amusing, for a non-British Game Master, it explains the vernacular and gives alternatives where necessary. This gives her the choice of enforcing the verisimilitude with the given terms or using less pejorative ones. The structure of the scenario is nicely supported with both a relationship map and a plot progression chart, to help the Game Master keep track of the investigation and more importantly, the location of the ‘pirate’.

Physically, Jimmy’s Last Dance: A Swashbuckling Case File of Family Intrigue is clean, tidy, and easy to use. The maps and plot progression diagram are easy to use, the advice is good throughout, and the portraits of the various NPCs are excellent.

Jimmy’s Last Dance: A Swashbuckling Case File of Family Intrigue is a richly detailed investigation that combines parochially British charm and menace, backed up with good advice for the Game Master—and if things go right, a cozy ending.

—oOo—

Chaosium, Inc. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

The Little Book of Death ...in Spaace!

Escape the Dark Sector: The Game of Deep Space Adventure is about survival. About making a break from the cell of the 
detention block of a vast space station where they have found themselves incarcerated. They have an opportunity to escape their imprisonment, but the route they must take, between the detention block and their spaceship, is fraught with danger. The escapees must find their way out of the Detention Level, through the Heart of the Station, and then the Forgotten Zones to their impounded spaceship—and escape! Published by Themeborne Ltd., Escape the Dark Sector is the Science Fiction sequel to Escape the Dark Castle: The Game of Atmospheric Adventure, which was inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books. As with its fantasy predecessor, Escape the Dark Sector can be played solo or collectively and 
offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Sector – Mission Pack 1: Twisted Tech, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Sector is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Sector, nor any of its expansions, or even Escape the Dark Castle, could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is Death in Deep Space, the Science Fiction equivalent of The Death Book for Escape the Dark CastleThis is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Alien Queen’ reads as follows:

“Die, humansss!”

The Alien Queen was lying wait! Jets of venom fly towards you as she pounces—YOU must roll two HIT DICE now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Sector, he picks up Death in Deep Space and after finding the entry for ‘The Alien Queen’, he reads aloud the following:

The Alien Queen

Once it enters your bloodstream, the paralysing venom of the Alien Queen works quickly – a spreading rigidity coursing through your entire body, locking your joints one by one until you are all but paralysed. Even your eyelids cannot close, and you are forced to watch in horror as the terrible creature captures your fellow crew with equal ease.

With a series of hissed commands to her countless, scurrying servitor spawn, you are all dragged back her vast, deck-spanning nest. There, a slick, black, fleshy membrane covers the walls and beneath the vaguely humanoid shapes of her decomposing victims are still recognisable. Their shallow breaths rise and fall in eerie synchronicity, an indication that their suffering is yet to be ended. Soon, you and your crew join them.

Once in place, your spines are sliced open. The shimmering spools of nerve fibre that spill out are intertwined with those of the other captives suspended around – the connection sealed with a sticky, mucus coating. In this way, you become part of the fabric of the hive, a sensory node in a living web, lining the walls as far as the eye can see, warning the hive of approaching threats and passing the news back through the biotic chain in an instant.

For the rest of your days, your pain is theirs and theirs is yours; you see what they see and hear what they hear, your collective existence painfully prolonged in service to your bestial captor.

Your adventure ends here.

Physically, Death in Deep Space is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, Death in Deep Space fits easily into Escape the Dark Sector: The Collector’s Box Set.

Death in Deep Space is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Sector is an enjoyable game, but character deaths can feel little, “Is that it?”. With Death in Deep Space, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Sector to a nasty and unfortunate, but fitting end.

—oOo—


Themeborne Ltd. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Friday, 30 May 2025

Meddling Mysteries

It could be the seventies. It could be the eighties. It could be nineties. It could be now. Whatever the decade, the world is in danger and refuses to believe it. Creatures of the night stalk the darkness and only you have the knowledge and bravery to face their danger head on. So ready your UV torch, sharpen your stakes, bless your holy water, and load up the mystery wagon, because tonight you are going monster hunting! Are you ready to save the world and have nobody notice? Then that makes you a vampire hunter—fearless or otherwise! This is the simple set-up to Bite Me!, a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy, published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition. Some of the entries in the series have been expansive, such as Orcs & Oubliettes and Strange Science, providing a detailed setting and an scenario, whilst others in the series have tended to be one-shot, film night specials. Bite Me! falls into the latter category.

As with other supplements for ACE!, both the genre and inspiration for Bite Me! are obvious. However, there is a twist. The genre involves vampires and vampire-hunting, so the obvious inspiration is Buffy the Vampire Slayer. It is not though, the only inspiration for Bite Me! and the other adds very tongue (or is that fang?)-in-cheek tone to the whole affair. That inspiration is the
Hanna-Barbera cartoon series, Scooby-Doo. So, this injects an extra dose of cheesiness into the play of the Awfully Cheerful Engine!. The bulk of Bite Me! is dedicated to a single adventure, ‘Darkness, BITES!’ and to that end, it provides four pre-generated Player Characters. However, it also gives the means for the players to create their own characters. These include suggested Roles such as talking Animals, Clerics, Druids, Slayers, Vampires, and Werewolves. To these are added the new Roles of Fortune Teller and Paranormal Investigator. The Fortune Teller gains the Power stat and can cast magic, but to begin with, does not know any spells. The Role also grants a bonus when using a tarot deck and knows if spirits are harmful. The Paranormal Investigator begins play never having encountered the supernatural, but has unveiled a lot of hoaxes. The Role gains a bonus when looking for clues and interacting with the authorities, and starts play with the Mystery Wagon, a mid-sized van.

In addition, various items of equipment are listed as being of use. These include garlic, holy symbol, tarot deck, EMF meter, pure salt, and more. In addition, there are stats for various things that the Player Characters might encounter, such as devil, mummy, poltergeist, and wolfman. The most amusing of these are the Crooked Property Developer (all together now, “And I would have gotten away with it too, if it weren't for you meddling kids!”) and the Pirate Ghost.

The four pre-generated Player Characters consist of Fluffy Winters, reluctant vampire slayer; Lilo Thornberg, witty fortune teller; Rooby Roo, faithful dog; and Ted Bones, cheery paranormal investigator. All of whom are very knowingly tongue-in-cheek in being drawn from their sources.

The adventure, ‘Darkness, BITES!’ begins with news reports of strange occurrences at a rundown amusement park. It could be ghosts or it could be something else! In fact, it is both, because the adventure really leans into both of its inspirations. So, if the players are expecting there to be a Crooked Property Developer, they will not be disappointed, and if they are expecting ghosts, they will not be disappointed either. That though, is not the end of the scenario. The Crooked Property Developer is hiding something and that tips the Player Characters into a much darker storyline, which will see them race around town to find signs of occult and even vampiric activity—helped by a local psychic and chased by another classic monster—before finally tracking the evil down and confronting it in its lair. Not so much Transylvania, as Transylvania USA! The scenario is nicely detailed and plotted out and easy to run. It is not set in a specific city, so can be set anywhere the Game Master decides. It just needs to be big enough to have an abandoned amusement park. The play of it should take two sessions or so to play through.

Physically, Bite Me! is well presented with reasonable artwork. It needs a slight edit in places.

Bite Me! is very light in terms of its treatment of its inspirations—but then it has to be. The aim is to make those inspirations easy to grasp by Game Master and player alike and enable the players to engage with them as little or as much as they would like. Which is all part of making the main focus of Bite Me!, the adventure ‘Darkness, BITES!’, just as easy and as quick to prepare. Bite Me! should provide the Game Master and her players with a session or two’s worth fang-tastic and snacka-licious fun. All they have to is provide the snacks.

—oOo—

EN Publishing will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Friday Filler: Souvenirs from Venice

The last two weeks you have spent in the city of Venice have been amazing. You have visited the Doge’s Palace, St. Mark's Basilica, and the Bridge of Sighs, as well as taken a gondola ride on the Grand Canal, explored the Rialto Market, and taken a day trip to the island of Murano to discover its unique glassblowing tradition. The food and wine have been good too, but now your holiday is nearly over. Your flight home leaves tomorrow, but you have one left one last thing you have to do to the last minute—gifts to take home for your friends and family. In fact, you are not really sure that you have enough time to search the shops for right gifts and get to Marco Polo International Airport for your flight home. It is not helped by the fact that the three friends you are buying for, hate it when they are not treated equally, but you have hired a gondola and you are going to search high and low for the right gifts for the right people—or miss your flight trying!

This is the set-up for Souvenirs from Venice, another game from Oink Games, the Japanese publisher best known for Scout. It is a set-collecting game designed for two to five players, aged eight and up, that can be played in thirty minutes, and it is from the same designers who did Deep Sea Adventure. The aim of the game is three sets of matching souvenirs and get to the airport. At the end of the game, each matching set of souvenirs will score points, whilst souvenirs that do not match will lose a player points. The players have to find the right souvenirs, make sure they do not have wrong souvenirs in their hands, and get to the airport. Only a player who gets to the airport in time will have a chance of being the winner.

Besides the rules in French, German, and Spanish as well as English, Souvenirs from Venice consists of forty-eight Souvenir Tiles, thirty Money Tokens, five Summary Cards, an Airport Card, a single die, and five Gondolas. The Souvenir Tiles range in value from five to ten and in turn depict Venetian Glass, Venetian Masks, Leather Goods, Gondolier Shirts, Squid Ink Pasta, and Fridge Magnets. Each Souvenir Tile is actually a shop and items are the goods they sell. Two depict the ‘Pigeon’ and ‘The Pigeon Feed Seller’. The die is marked one, two, and three, rather than one to six, and the gondolas are done in brightly coloured wood. The Summary Cards are reference cards for the play of the game.

Game set-up is simple. Each player receives a gondola, six Money Tokens, and a Sun. The Souvenir Tiles are laid out in a seven-by-seven grid, or five-by-five if two players, all face down, whilst the Airport Card is placed in one corner instead of a Souvenir Tile. The grid is open as the spaces in between represent the canals of Venice where players’ gondolas will travel, moving from intersection to intersection. All of the gondolas are placed on the Airport Card where they start play.

On his turn, each player must do three things in strict order. These are ‘Research’, ‘Move’, and ‘Buying or Selling’. In the ‘Research’ step, the player flips over any tile face down so that everyone can see it. In the ‘Move’, the player rolls the die and moves his gondola that exact number of spaces, hopping over any other player’s gondola in the way. ‘Buying or Selling’ gives a player two options. If he buys, it can be done in secret, looking at a Souvenir Tile adjacent to his gondola, but keeping it hidden from the other players, or he can buy any face up tile. Either way, he replaces it with Money Token. If he sells, he places a Souvenir Tile in his hand on the table face down, replacing a Money Token which he takes.

If the ‘Pigeon’ and ‘The Pigeon Feed Seller’ are both revealed—and they have to be revealed face up when discovered, they force each player to pass a Souvenir Tiles (or a Money Token if they have no Souvenir Tile) to the player on his left. This can mix things up, forcing a player to scramble to find matching Souvenir Tiles with the ones he has in his hand. However, this really comes into play later in the game rather than earlier, as the earlier it happens, the lower the chance it has of mucking up a player’s hand.

Souvenirs from Venice is a primarily a push-your-luck game, although it does have a memory element in that a player may need to remember the Souvenir Tiles he has looked at and where they are. However, what a player is mostly doing is pushing his luck to three sets of Souvenir Tiles, ideally of a higher rather than lower value. Of course, there are more of the latter than the former. Thankfully, a player can choose to sell to get rid of a poor value Souvenir Tile if he knows where one with a better value is or if he simply wants it out of his hand. The latter may be necessary because the other push-your-luck element of game is the timer element. Once all of the Souvenir Tiles have been bought or flipped over and face up, the flight leaves the airport. Anyone not at the airport by then, cannot score any points for the Souvenir Tile sets they have collected and automatically lose. Any player with sets of Souvenir Tiles at the airport gets to score, and the player with highest score wins.

Souvenirs from Venice is decently presented, if as with every Oink Games title, packed tightly into its little box. The quality of the components is good and the rules are clearly written.

Souvenirs from Venice is a solid, satisfying little game. It is a light game, better suited to family audiences and has a surprisingly decent theme that matches that lightness.

—oOo—

Oink Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Monday, 26 May 2025

[Fanzine Focus XXXIX] The Travellers’ Digest #6

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure. Of course, that was in 1985, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created used the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest #6
was published in 1986 with the success of the Origins Convention, which took place from July 3rd to 6th in Los Angeles, very much still on the minds of the editors. The event cemented the relationship between Digest Group Publications and Game Designers Workshop and laid the groundwork for a number of forthcoming products, including 101 Robots. The editorial also gave an overview of future issues of the fanzine and where they would take the heroes of ‘The Grand Tour’.

The sixth part of ‘The Grand Tour’ in The Travellers’ Digest #6 is ‘Feature Adventure 6: The Most Valuable Prey’, written by Nancy and Robert Parker. The starting date for the adventure is 212-1102, or the two-hundredth-and-twelfth day of the year 1102 and surprisingly, the adventure does not need anything other than the standard books required by the campaign. The adventure itself is set on the world of Kaiid in the Shuna Subsector of the Lishun Sector. It is hot, wet world, described as a paradise, and is the seat of Count LeMorc, who permits parts of the world to be used as a hunting reserve. The primary target for the hunters is the Minlad, a bipedal creature that is easy to hunt and valued for its fur. However, its numbers are falling, a bone of contention between hunters who want to continue hunting it unabated, the hunters who want to limit the numbers that can be hunted, and environmentalists who want it stopped all together. Add into that is the fact that there are ongoing rumours and supposed sightings of giants out in the jungle.

The aim of the scenario is for Player Characters is to discover and prove to others that the Minlad are not just some simple species to be hunted, but a sentient species. Of course, hunting a sentient species is illegal in the Third Imperium—if it can be proved! This includes not only the hunters, but also an on-world Scout team already conducting a survey and Count LeMorc. The Minlad are a primitive species, but they are capable of communication and part of the adventure involves interacting with the Minlad and learning to understand their speech. This is a fascinating scenario that really will challenge the Player Characters as they try to save and understand the Minlad without the hunters reacting badly to the loss of income and potentially, to the realisation as to what they have done.

The world of Kaiid is described in some detail. This includes silhouettes and descriptions other fauna found on the planet, a map of the single large settlement near the Starport, and full information about the Minlad and their language. The adventure also includes a list of ‘Rumours, News, and Other Activities’ which can be used to drive the scenario and as well as a specialised crowd-swaying task for use with the Universal Task Profile.

This is a challenging scenario to roleplay because the Player Characters will need to a do a lot of persuasion and learn another language. It is also challenging to run, and that is due to its organisation. The scenario is presented as a series of ‘Nuggets’, a format which would be developed in later issues and in scenarios for Mega-Traveller. This compartmentalises the scenario’s information and/or scenes into separate sections to make it both non-linear and easier to run, but it is not as effective as it should be. Ultimately, what it is missing is a good reason for the Player Characters to want to visit Kaiid and a better overview of the nuggets. Otherwise, a genuinely fresh and interesting scenario.

The ’Playing the Characters’ series continues its deeper look at and guide to roleplaying the four pre-generated Player Characters for ‘The Grand Tour’. This time, it should be no surprise given the first contact nature of ‘Feature Adventure 6: The Most Valuable Prey’, it is the turn of the ex-scout, Dur Telemon. With these, it is almost worth holding starting a playthrough of ‘The Grand Tour’ so that every player has one for their character. The scout/scout service strand to the issue continues with Nancy Parker’s ‘Persons and Unpersons’, which looks at what signifies Intelligence and how the Imperial Interstellar Scout Service defines it. The article first looks at the primary indicators—language and tool use—and then how the scout service reacts to it. This is an interesting read that nicely supports the adventure in the issue.

The Travellers’ Digest #6 details the Shuna Subsector, Subsector I of the Lishun Sector and part of the Domain of Antares and develops the Lishun Sector with ‘Library Data of the Lishun Sector’. All decent background, whilst Joe Fugate continues the fanzine’s examination and development of the UTP or Universal Task Profile in ‘The Gaming Digest: Tasks’ with a look at uncertain tasks. At the time, this would have been an interesting herald of what was to come, foreshadowing the upcoming adoption of the UTP for MegaTraveller. Today, it is less interesting unless the reader has a specific interest in the mechanical and rules development of Traveller. Lastly, the Traveller Tech Brief in this issue is ‘Grav Belts’. This fully details and describes the appearance, function, and operation of the grav belt. It includes a section on the use of grav belts in military operations which will certainly have application in some Game Masters’ campaigns.

Physically, The Travellers’ Digest #6 is, as with all of the issues so far, very obviously created using early layout software. The artwork is not great, but it does its job and it is far from dreadful.

—oOo—
The Travellers’ Digest #6 was the first issue of the fanzine to be reviewed. This was by Herb Petro in The Imperium Staple Issue #8 (October, 1986). Of the Feature Adventure in the issue, he wrote, “The feature adventure, The Most Valuable Prey, uncovers the truth about the mysterious “Giants” on the world of Kalid in the Lishun sector. I don’t want to give away anything to those who might be potential players, but it is very good. In my opinion better that the feature adventure in issue #5.” He praised several of the other articles in the issue, of which he said overall, “TRAVELERS’ Digest has been growing. This issue is better than the last and the next promises to be even better.”
—oOo—

Where The Traveller’s Digest #6 is at its weakest is making the connection in ‘The Grand Tour’ with the events of the previous issue and making clear why the Player Characters are on a minor hunting world. However, once they are, ‘Feature Adventure 6: The Most Valuable Prey’ is a very good scenario once the Game Master has it set up and worked her way around its Nuggets. The rest of the issue is good, but it is the scenario that really stands out for its depth and detail, as well as the demands it is going to place on the players (and their characters).

[Fanzine Focus XXXIX] The Valley Out of Time: Rotten at the Core

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

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

The Valley Out of Time is a six-part series published by Skeeter Green Productions. It is written for use with both the Dungeon Crawl Classics RolePlaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, ‘The Valley Out of Time’ is a ‘Lost Worlds’ style setting a la X1 The Isle of Dread, and films such as The Land that Time Forgot, The Lost World, Journey to the Centre of the Earth, One Million years, B.C., and others, plus the artwork of Frank Frazetta. Combining dinosaurs, Neanderthals, and a closed environment, it is intended to be dropped into a campaign with relative ease and would work in both a fantasy campaign or a post-apocalyptic campaign. It could even work as a bridge between the two, with two different possible entries into ‘The Valley Out of Time’, one from a fantasy campaign and one from a post-apocalyptic campaign.

The Valley Out of Time: Rotten at the Core is the fifth issue in the series and like the fourth issue,
The Valley Out of Time: Tribes and Factions, before it, it does something more than just give the Judge one more dinosaur or megafauna or one more fight with one more dinosaur or megafauna. For the Judge that wants fights and monsters, the first three issues of The Valley Out of Time were perfect, but for the Judge wanting more, they were a disappointment. What the series promises is set out on the back cover: “The Valley Out of Time is a series of ’zine-sized adventures from SGP. This valley can be placed in any ongoing campaign, and is set in the “Neanderthal Period” of development. Huge monsters – both dinosaurs and otherwise – and devolved humanoids plague the area, and only the hardiest of adventurers will prevail!” The problem is that the series failed to deliver on anything more than just dinosaurs and at best, very minor encounters, all of which emphasised combat rather than interaction or exploration. Certainly, until The Valley Out of Time: Tribes and Factions, the series failed to provide what might be called an adventure as promised on the back cover. In addition, it also failed to provide anything in the way of an overview of the Lost Valley and its history and it also failed to address anything in the way of Player Character motivation as to what did once they were in the Lost Valley.

In fact, The Valley Out of Time did not so much fail to address Player Character motivations as actually refuse to address them. So, it is actually odd to see the author write, “In the Valley Out of Time series, much of the background motivations have been left out, specifically to allow freedom and flexibility of design for the judge. However, in this penultimate Part 5 of the series, let’s look at some specific motivations for the adventurers to ease the burden on the poor judge.” The question is, if the lack of motivations for the adventurers was such a burden for the Judge, why did the author place that burden on the Judge? Not for one issue, but four issues? Why did the author ignore for so long the two fundamental questions that any player is going to ask upon finding his character in the Lost Valley—“How did I get here?” and “What do I do now?”. Obviously, such questions are not going to be answered in the fanzine, but what they highlight is a conceptual design flaw upon the part of the author. Instead of providing options in terms of how and why the Player Characters are in the Lost Valley and what they might do next that the Judge could take, use, adapt, or ignore, he gave the Judge no choice but to create her own. The author asked the Judge to create content and do work that he should have done himself. That is the burden he placed upon the Judge and it shows a fundamental misunderstanding as to why the Judge would have bought The Valley Out of Time series in the first place.

There is also some sense of what the Lost Valley is with this issue. Previously, it has never gone beyond being an isolated range “…(i)nhabited by ‘unevolved’ humanoid tribes, mega-fauna, giant insectoid life, and other unusual hazards.” However, with this issue, the author tells us that it was “Originally created as a pristine and unspoiled oasis outside of others, the Timeless Valley as nature intended – with a balance of benefits as well as misery.” The description raises another question—‘Who created the Lost Valley?’ Sadly, it is another question that the fanzine ignores.

The majority of The Valley Out of Time: Rotten at the Core is devoted to ‘Rotten at the Core’, a scenario for between four and six Player Characters of Sixth to Eighth Level. This is also the first time that the series has suggested what Levels the Player Characters should be. Anyway, the scenario assumes the players and their characters will have played through one or more of the encounters in previous issues and later on in the scenario, that might have played through ‘Why Did It Have To Be Snakes?’, the scenario involving the Ophidian Beastmen, in the previous issue. Either way, by the beginning of the scenario, the Player Characters should have had some interaction with the Urman tribes and even befriended some of them. The Cict Urman tribes asks for the Player Characters’ help. Their leader, Barbreitte the Rose, was kidnapped by Ophidian Beastmen and taken to an underground complex reasons they do not understand. Of if the Player Characters have played through ‘Why Did It Have To Be Snakes?’, they will. The Cict Urman scouts have checked the area where she disappeared and suggest that her abductors might have taken her into the caves and sinkholes in the nearby hills known to be home to hideous monstrosities. The tribe also thinks that a hidden tribe which lives underground nearby might have some information.

Although quite detailed, there is actually very little to the scenario in terms of plot. The Player Characters can approach the Ophidian Beastmen cave complex and sneak in and attempt to find the Barbreitte the Rose, or alternatively make the trek to the Nua Urman tribe’s underground home and attempt to get information from them before finding the Ophidian Beastmen cave complex. Both locations are described in some detail and everything is given full stats, even the Nua Urman tribe and its caves, just in case that the Player Characters want to assault it. The journey to the Nua Urman is described as an interlude, but it is a very long interlude given that it makes up a third of the scenario in length. Consequently, so much of the Nua Urman description feels unnecessary to the play of the scenario unless the Player Characters simply want to slaughter them. That said, the Nua Urman are slightly more interesting in that they do use some interesting weapons, including diamond war axes and a last-ditch cannon that uses Blackstone powder. Whereas in Ophidian Beastmen cave complex will reveal greater threats and darker secrets that will probably lead to further adventures. The final encounter will be with very tough beastman, or Rakshasa.

What the Player Characters may learn is that there is a greater evil in the Lost Valley, a corruption that was accidentally overlooked when the valley was originally created—again, by whom?—and has since grown into a festering blackness that threatens the whole valley. This is ‘Yaath, Mother under the Hills’, a giant, amorphous, black globule of bile and evil. Effectively, an almost unkillable Great Old One that carries on the Lovecraftian feel to the Lost Valley begun with the Ophidian Beastmen. It is an end of campaign level confrontation, though the Judge will need to develop how the threat of Yaath manifests in the Lost Valley in order to lead the Player Characters to its lair…

What is notable about all of the encounters in ‘Rotten at the Core’ is that they presented for both Dungeon Crawl Classics and Mutant Crawl Classics, including both the stats for the monsters and the treasure that the Player Characters might find. So, for example, a rumpled sheet turns out to be a Flying Carpet for Dungeon Crawl Classics, but a Holo-Cloak for Mutant Crawl Classics. It good to see the distinction made clear and implemented throughout.

The Valley Out of Time: Rotten at the Core is rounded out with an appendix of new monsters, essentially replicating the monsters and creatures given in the scenario, and the replication of the information on ‘Resources of the Valley’ with added detail of diamond. Lastly, there is joyous emptiness of the ‘GM Notes’ pages where the Judge is expected to write down all of the details that the author resolutely refuses to provide her with.

Physically, The Valley Out of Time: Rotten at the Core is well presented and well written. The artwork is of a reasonable quality.

With The Valley Out of Time: Rotten at the Core, the series presents its first big scenario. It is a decent enough combat and exploration-focused scenario, although its interlude is too long and does not add very much to the scenario whether the Player Characters decide to engage with it or ignore it. Given that it is written for Player Characters of Sixth to Eighth Level coming to the end of a ‘campaign’ in the Lost Valley, it feels right it should be in the penultimate issue, almost as if a campaign is coming to head and the Player Characters will face a major villain in the final part. Yet The Lost Valley series has not supported the Player Characters getting to this point in their exploration of the Lost Valley. It has never presented the Lost Valley as a setting, let alone a ‘campaign’. There have been only minor encounters in the first three issues, all of them of the same tone and set-up, and only proper scenarios in the fourth issue.

Ultimately,
The Valley Out of Time: Rotten at the Core begs yet more questions. “Why is the author giving us a full-length scenario now after ignoring them for so long?” and more importantly, “Why is the author so concerned with motivation all of a sudden after resolutely refusing to address it previously?” Addressing it so late in the fanzine’s run gives The Lost Valley a weird split identity as if the author wants it to be a proper campaign setting, but did not realise it until now. The Valley Out of Time: Rotten at the Core shows how poorly the series was conceptualised and realised. Undoubtedly, there is good content in The Lost Valley, but the author has defiantly left the development of that content into something playable in the hands of the Judge.