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

Friday, 5 June 2026

Friday Fantasy: Eye of the Serpent

Eye of the Serpent
is a scenario for Shadow of the Weird Wizard, the roleplaying game set on the world of Erth in the Borderlands between the remnants of once great empires and the realm of the Weird Wizard greatly changed by his magics. The unexplained disappearance of the Weird Wizard allowed all manner of creatures and strangeness to flood into the empires and kingdoms causing strife and civil war, as refugees fled into the borderlands and adventurers ventured into the Weird Wizard’s lands into explore its strangeness, hopefully stop any dangerous threats, and perhaps return with treasures both magical and mundane. Player Characters progress from Level One to Level Ten, their progress divided between three Paths—Novice, Expert, and Master, gaining greater ability, skill, and specialisation. A Novice Path begins at Level One, an Expert path at Level Three, and a Master Path at Level Seven. Adventures for Shadow of the Weird Wizard are tailored to these three Paths. Eye of the Serpent is designed for Expert Heroes and can be run as a scenario for slightly more experienced Player Characters for Shadow of the Weird Wizard. It confronts the players and their Heroes with one of the big changes in Shadow of the Weird Wizard in comparison with traditional fantasy roleplaying games.

Eye of the Serpent shifts the action of the previous two scenarios
One Bad Apple and Friends in Need—from a rural location to an urban one. The Sage can set the scenario in the city of her choosing, but the city of Westport is suggested as being suitable. Of late, the members of minor and formerly benign cult, the Followers of the Silver Road, have been making a nuisance of themselves, including engaging in odd pleasures, buying up rare and expensive crystals, recruiting the young, wealthy, and influential, and daubing their mark all over the city. Whether because of the lure of treasure that the city’s temple must surely hold, to rescue a recent recruit at the behest of his family, or a local constable wants to know what is inside, but lacks the authority, the Player Characters are hired to break into the temple. The Player Characters are free to investigate the cult and ask questions about it round the city and even visit the temple during the day.

The action, then, will take place at night. The Player Characters will have to sneak in at some point and explore the grounds of the temple and its buildings. These are far from extensive and similarly, neither are the warrens beneath temple. The cultists are not a danger to the Player Characters, except in numbers, whereas the cult leaders are definitely a danger. As with other scenarios for Shadow of the Weird Wizard, the Sage will need to supply the stats from the core books. Once the Player Characters have found the entrance to warrens and climbed down, it will quickly become obvious what type of threat they face. They do represent quite a challenge to the Player Characters as they are likely to encounter quite a few of them in the warrens and a stand up fight is likely. There are some magical traps too, but the Player Characters will be decently rewarded if successful.

With multiple possible motivations, the ending of Eye of the Serpent can play out in different ways. The Player Characters might find themselves being hunted as thieves for breaking into the temple and stealing valuables; praised for rescuing a child; or hunted by the cultists still alive. The scenario includes a few notes which cover these possibilities, though the Sage will need to develop some of these possible plot threads.

Physically, Eye of the Serpent is decently presented. The map of the temple in particular is done in vibrant colours and with the pagoda at its heart, it has a slightly exotic feel that shifts to unworldly once the Player Characters enter the warren below.

Eye of the Serpent is short and sharp and direct. It can be prepared with ease and run within a single session. Its handful of motivations give different ways of involving the Player Characters whilst the possible different consequences, which do need to be worked into a campaign, are a surprising consideration. Otherwise, solidly serviceable.

Rolling for Ravenloft

Dice. Dice are so integral to the roleplaying game hobby that everyone has their own set. Probably more than one set. Whether they are the very first set that the roleplayer had when he started playing, the set that he pulls out from the many in his dice bag or his All Rolled Up, or a set that is specific to the roleplaying game he is currently playing—either because the roleplaying game in question requires its own special dice set or the dice are aesthetically designed to match the game—dice are a fundamental part of a roleplayer’s kit. Some roleplayers have traditions about their dice. They pick a dice set for each game, they do not like other players touching or rolling their dice, they will punish dice that roll badly by placing them in a ‘dice gaol’, they dump a set entirely because of the bad rolls, and they collect dice. They will peruse dice sellers looking for the perfect set or the most pleasing set, but that is not the only way in which roleplayers collect dice sets. They buy dice in blind packs, each containing a complete dice set, but which the roleplayer has no idea what the set will look like. This is much like a traditional trading card game with its booster packs. The difference is that instead of opening booster packs in search of better cards to enhance and improve the game play of the trading card game, dice blind packs are opened in search of finding prettier, rarer dice sets and in the hope that all of the sets can be collected. This is how the Castle Ravenloft Treasure Dice Packs work.

Castle Ravenloft Treasure Dice Packs are official, licensed Dungeons & Dragons dice, manufactured by Sirius Dice, and themed around the Ravenloft campaign setting inspired by Gothic horror and its supernatural monsters—vampires, werewolves, mummies, and more, but most obviously by Count von Zarovich, the Darklord of Barovia, who originally appeared in I6 Ravenloft. So, what do you get in a Castle Ravenloft Treasure Dice Pack? Rip open the pack and inside you will find an embroidered dice bag containing a full polyhedral dice set and a collectible metal ability coin. The complete set consists of fifty-five unique dice sets, thirty-one ability coins, and seven dice bags. The latter come in seven, different designs that in turn depict the famous Dungeons & Dragons ampersand, a raven on a skull, the Holy Symbol of Ravenkind (sacred to the Good-aligned Barovians), bats flying against the backdrop of the Moon, and more. Each is roughly four-by-three-and-a-half inches and done in soft material, with a strong draw tie that has Dungeons & Dragons embroidered on it and enough room to comfortably hold the ability coin and the dice set. The dice bags are not big, but will hold two dice sets. The ability coins are double-sided and depict a variety of images. They can also be round, square, or octagonal; bronze, gold, or silver. So, one might depict a ‘Werewolf’ on one side and the werewolf undergoing the ‘Shapeshift’ on the other side; a young or an aged Rudolph Von Richten on one side and ‘Monster Hunter’ with a stake on the other; ‘Dragon Flight’ and a Dragonborn on one side and the Dungeons & Dragons ampersand on the other; and others. The rarest is a replica of the Holy Symbol of Ravenkind and a colour coin depicting Count von Zarovich himself. The coins themselves grant no in game bonus, but they can be used to indicate whether a Player Character has Inspiration, is suffering a particular condition, has activated an ability, and so on.

The dice vary in look and feel, but are all standard polyhedral dice with an extra ten-sided die to use as the ‘tens’ die for percentile rolls. Some of the sets are standard sets in solid colours or clear gem style, whilst others moulded as if made from stone or brickwork. The latter style is not inked, so although they have a different tactile feel to them, they are not as easy to read. The rarity of the dice runs from common and uncommon through rare to super rare and legendary. The rarer dice have their top values marked with a symbol and there is also the legendary Ravenloft metal dice set. The Castle Ravenloft Treasure Dice Packs do not include any indication as to the rarity of the contents and complete range.

The Castle Ravenloft Treasure Dice Packs are nice. The embroidered dice bags are fetching and well made, the ability coins solid as you would expect, and the dice ranging from good to decent. Not all of the dice are as easy to read as they could be, but they all roll well, and it will come down to whether or not the look and feel of the dice is something that you find attractive. Ultimately, it is a matter of taste.

It is also a matter of age. Whilst many gamers and roleplayers of a certain age will be familiar with the pulling of cards from booster packs for trading card games like Magic: The Gathering, they will be less familiar with blind dice packs. They are more used to buying their dice—when they need to—off the shelf. In fact, the idea of blind dice packs, feels weird. Yet not to younger players, so there is a market for the blind dice pack, such as the Castle Ravenloft Treasure Dice Packs. As an older gamer, it is easy to dismiss these as for the youth, but given that as a roleplayer you are always imagining yourself being someone else, it is not difficult to imagine the roles reversed. As seeing the dice packs as perfectly normal and the attitude of older gamers being small-minded. Further, it feels appropriate for a dice and accessory range inspired by a Gothic horror setting for Dungeons & Dragons to have a sense of mystery and the unknown like the one imparted by the blind nature of these dice packs. Opening Castle Ravenloft Treasure Dice Packs is actually more fun than you might think and you might get lucky.

—oOo—

A video of opening Castle Ravenloft Treasure Dice Packs can be found here.

Monday, 1 June 2026

Miskatonic Monday #436: The Limehouse Piper

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: James Killick

Setting: London, 1893
Product: Scenario for Cthulhu by Gaslight
What You Get: Thirty page, 4.98 MB Full Colour PDF
Elevator Pitch: Murder stalks the streets of Whitechapel... Is this the return of Jack the Ripper
Plot Hook: Murder!!!
Plot Support: Staging advice, four pre-generated Investigators,
seven NPCs, eleven handouts, four floor plans and maps, and one Mythos monster.
Production Values: Decent

Pros
# Scenario for Cthulhu by Gaslight that plays off Jack the Ripper, but does not use or explain Jack the Ripper
# Nicely done pre-generated Investigators
#
High production values
# Works as one-shot too
# Phasmophobia
# Phonophobia
# Homichlophobia

Cons
# Backgrounds to the pre-generated Investigators underwritten
# Needs an edit in places
# Does not explain its connection to Tournament of Shadows

Conclusion
# Solid murder investigation on the streets of fog-bound London
# Works as one-shot or a prequel

Miskatonic Monday #435: Terror on Texas 4

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: Autumn Unwin

Setting: Atlantic, 1961
Product: One-shot
What You Get: Thirteen page, 2.05 MB Full Colour PDF
Elevator Pitch: Grace Under Pressure because Grace under Pressure is out of print.
Plot Hook: An engineering survey reveals the reason why the deep sea tower went done...
Plot Support: Staging advice, no pre-generated Investigators,
two NPCs, one handouts, one deck plan, and three Mythos monsters.
Production Values: Serviceable

Pros
# Interesting real world location
# Set on the eve of a real world disaster
# Strong sense of isolation
# Man versus the elements shifts to man versus the deep
# Thalassophobia
# Batrachophobia
# Teraphobia

Cons
# Needs a slight edit
# No pre-generated Investigators

Conclusion
# Not entirely original, but the location and the staging is
# Engaging period piece let down by lack of pre-generated Investigators

Sunday, 31 May 2026

Your SHIVER Blockbuster Starter

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

—oOo—

“Welcome to Hollow World!” With this announcement, tech billionaire Linus Crick welcomes some of the world’s leading archaeologists and adventurers, park rangers and hunters, scientists and security experts, influencers and superfans, rebels, saboteurs, and green protestors to his greatest creation yet, a wonder of the age that showcases the wonders of the past! A theme park like no other. A theme park with dinosaurs. Real, living dinosaurs recreated through the wonders of genetic engineering. All the white-suit wearing entrepreneur his with perfectly coiffured hair and his shiny sunglasses, wants is to be endorsed and his venture to be a success. Or does he? Is setting up a dinosaur safari park beneath the Antarctic Longhorn Island enough for Crick? Will grizzled archaeologist Madison Stone, park ranger Obasi Mbacke, palaeontologist Doctor Hana Ueno, new wave scientist Malcolm Goldstein, eco-warrior Petal Moon, neanderthal clone Ug Ug, and dinosaur superfan Billy Wazowski discover if Crick is all he says he is or if he has ulterior motives? Will they survive long enough deep below the Antarctic when disaster strikes, everything goes wrong, and raptors attack to exit through the gift shop to safety?

This is the set-up for ‘Welcome to Hollow World’, the scenario in the SHIVER Blockbuster Starter Setone of two themed starter sets published by Parable Games for SHIVER – Role-playing Tales in the Strange & the UnknownThe other is the SHIVER Slasher Starter Set. More specifically, the SHIVER Blockbuster Starter Set ties in with the campaign supplement, SHIVER Blockbuster: Legends of the Silver Scream, in which the Player Characters are actors working for a small film studio in Hollywood, trying to make some blockbusters, get notice, and prove how good—or bad—they are and make Hollywood sit up and take notice! Effectively, in SHIVER Blockbuster: Legends of the Silver Screameach player is roleplaying an actor who is playing a role in five different films, so five times—and slightly more—the roleplaying as in any other campaign or roleplaying game, unless they always play the same role and play it to the camera. Then, the best thing of all, a roleplaying game like Shiver – Role-playing Tales in the Strange & the Unknown and thus SHIVER Blockbuster: Legends of the Silver Scream, has got a budget bigger than any Hollywood studio. So, it can make any film and it will never blow the budget!

That budget though, does not get any bigger than ‘Welcome to Hollow World’. For make no mistake, ‘Welcome to Hollow World’ is a remake (or pastiche) of a 1993 film with a budget of $63 and a box office of a billion dollars! It should be no surprise to anyone reading this review that the film in question is Jurassic Park. There are a lot of plot similarities. A remote island, a genial billionaire, a sick stegosaurus to be found and cured, being chased by velociraptors, and a showdown in the visitor centre. Plus many of the pre-generated Player Characters are similar to the characters in the film. Some are not though, and further, there are plenty of scenes in the scenario along with a plot thread about the nefarious Crick (a nod to the co-discoverer of the structure of DNA), for ‘Welcome to Hollow World’ to not feel like they just recreating Jurassic Park. The scenario maintains a pleasing balance between the familiar and the unfamiliar so the players and their characters can knowingly play along with the pastiche in some scenes and then improvise as they normally would in other roleplaying scenarios.

The structure of the scenarios includes some well handled introduction scenes for each Player Character so that we get to see them in action before the plot gets rolling. Much like the film its takes its inspiration from, the early part of the scenario is on rails as they take a guided tour round the park. After that though, the players and their characters have more freedom.

The SHIVER Blockbuster Starter Set contains two books, the ‘SHIVER Starter Rulebook’ and the ‘Welcome to Hollow World’ scenario book, a set of seven pre-generated Player Characters, and a complete set of SHIVER dice. The ‘SHIVER Starter Rulebook’ is a concise version of SHIVER – Role-playing Tales in the Strange & the Unknown rulebook and contains all of the rules necessary to run and play ‘Welcome to Hollow World’. Player Characters in SHIVER can advance up to Tier Ten, but the ‘SHIVER Starter Rulebook’ only goes up as far as Tier Five. The SHIVER dice are of course, required to play, and one advantage of the SHIVER Blockbuster Starter Set is that once the scenario has been played through, the gaming group has another set of dice to continue playing the roleplaying game.

The seven pre-generated Player Characters in the SHIVER Blockbuster Starter Set match the roleplaying game’s seven Archetypes—the Warrior, the Maverick, the Scholar, the Socialite, the Fool, the Weird, and the Survivor—and each emphasises one of the six Core Skills and gives access to several Tiers of Abilities. The six Core Skills—effectively both skills and attributes—are Grit, Wit, Smarts, Heart, Luck, and Strange. Grit represents a character’s physical capabilities; Wit covers physical dexterity; Smarts is his intellect and capability with investigation and technology; Heart is his charisma and charm; Luck is his good fortune and the random of the universe; and Strange is his capacity for using magic, psychic powers, and so on. A Player Character also has a Luck Bank for storing Luck—one for all Archetypes, except for the Fool, who has space for three; a current Fear status—either Stable, Afraid, or Terrified; and a Lifeline—Weakened, Limping, Trauma, and Dead—which is the same for all Archetypes.

Mechanically, SHIVER uses a dice pool system of six-sided dice, their faces marked with the symbols for the roleplaying game’s six Core Skills—Grit, Wit, Smarts, Heart, Luck, and Strange. To these are added Talent dice, eight-sided dice marked with Luck and Strange symbols. When a player wants his character to undertake an action, he assembles a dice pool based on the action and its associated Core Skill plus Talent dice if the character has in that Core Skill. Further dice can be added or deducted depending on whether the Player Character has Advantage or Disadvantage, an Ability which applies, or the player wants to spend his character’s Luck, and on the character’s Fear status. The aim is to roll a number of symbols or successes in the appropriate Core Skill, the Challenge Rating ranging from one and Easy to five and Near Impossible. If the player rolls enough, then his character succeeds; if he rolls two Successes more than the Challenge Rating, it is a Critical Hit; and if a player rolls three or more dice and every symbol is a success, this is Full House. In combat, a Critical Hit doubles damage and a Full House triples it, but out of combat the Director can suggest other outcomes for both. If Luck symbols are rolled, one can be saved in the Player Character’s Luck Bank for later use, but if two are rolled, they can be exchanged for a single success on the current skill roll, or they can be used to turn the Doom Clock back by one minute.

A failed roll does not necessarily mean that the Player Character fails as he can use other means to succeed at the task if he rolls enough successes in another Core Skill for that task, though this requires some narrative explanation. However, a failed roll has consequences beyond simply not succeeding—each Strange symbol rolled pushes the Doom Clock up by a minute…

Combat uses the same mechanic with monsters and enemies—and the Player Characters when they are attacked—using the same Challenge Rating as skill tests. It is Turn-based, with the Director deciding whether each Player Character is acting First, in the Middle, or Last, depending upon their situation and what they want to do. Players are encouraged to be organised and know what their characters are capable of, the surroundings for the battle, and so on, in order to get the best out of their characters. With every Player Character possessing the same Lifeline (the equivalent of sixteen Health Points), combat can be simply nasty or nasty and deadly, depending upon the mode. Death is a strong possibility, no matter what the mode, and depending on the scenario, death need not be the end though. A Player Character could become a ghost and continue to provide help from the afterlife or even become an antagonist!

Fear in SHIVER uses the same Challenge Rating system and mechanics. A Fear Check is made with a Player Character’s Strange Dice, and if the player fails the check, the character becomes Afraid, and if Afraid, becomes Terrified. If Afraid, a Player Character loses one die from all Core Skills, and two if Terrified. This is temporary, and a Player Character can get rid of the effects of Fear by escaping or vanquishing the threat, steadying himself (this requires another Fear Check), or another Player Character uses an Ability to help him.

Narratively, SHIVER is played out against a Doom Clock. This is set at eleven o’clock at night and counts up minute by minute to Midnight and the Player Characters’ inevitable Doooommm! However, at ‘Quarter Past’, ‘Half Past’, ‘Quarter To’, and ‘Midnight’ certain events will happen, these being defined in the scenario or written in by the Director. Every scenario for SHIVER includes its own Doom Clock events. In general, the Doom Clock will tick up due to the actions of the Player Characters, whether that is because of a failed skill check with Strange symbols, a failed Fear Check, abilities for the Weird Archetype, Background Flaws, or simply interacting with the wrong things in game. What this means is that dice rolls become even more uncertain, their outcome having more of a negative effect potentially than just failures, but this is all in keeping with the genre. However, just as the Doom Clock can tick up to ‘Midnight’ through the Player Characters’ actions. It can also be turned back due to their actions. Rolling two Luck on skill checks, reaching Story Milestones, finding clues and important items, and certain Abilities can all turn the Doom Clock back.

‘Welcome to Hollow World’ is the scenario in the SHIVER Blockbuster Starter Set. As mentioned above, it casts the Player Characters as the cast of a dinosaur disaster blockbuster. There is a good explanation of its set-up and advice on how to run the scenario. There is a list of the Doom Clock events for the scenario as well as a compendium giving the details of all of the items, NPCs, and monsters to be found in the scenario. The main mechanical addition is the inclusion of the Starring Role mechanic from SHIVER Blockbuster: Legends of the Silver Scream. This can be ‘The Leading Hero’, ‘The Stunt Performer’, ‘The Thespian’, ‘The Heartthrob’, ‘The Love Interest’, ‘The Comic Relief’, ‘The Method’, and more. Each Starring Role has a Star Power and Audience Expectation. The Star Power is a unique ability that the Actor can perform once per quarter of the Doom Clock, whilst the Audience Expectation is something that if done on screen will gain the Actor the favour of both the audience and the Director, and so boost his career. So, for ‘The Love Interest’, the Star Power is a ‘A Healing Heart’ that enables the Actor to make a Heart Check and regain Hit Points if they perform a romantic scene, whilst the Audience Expectation ‘Break Heart/Bow Minds’ in which the Actor wants the audience’s favour to fall in love with them and so will make romantic confessions, and have moments of passion or tear-jerking moments to get the audience to love them.

Depending upon how well an Actor performed, he or she can receive an Accolade or a Review. Both are awarded by the Director. Engage in both Star Power and Audience Expectation and an Actor will earn an Accolade, but if not, he or she may be in line for a Bad Review. Accolades include the ‘Performance Award’, ‘Hall of Fame’, ‘Rabid Fanbase’, ‘Top Billing’, and so on, whilst Bad Reviews include ‘Hamming It Up’, ‘Worst Actor Ever’, and ‘Boring Performance’. Accolades provide a minor benefit, whilst Bad Reviews act as minor disadvantage. For example, ‘Performance Award’ gives the Actor a piece of armour to use in the next film, but once used, it is gone, whilst ‘Looking Fit’ grants Advantage on acts of athleticism. The Bad Review, ‘Diva Reputation’ means that if the Actor fails a Check that would advance the Doom Clock, if they also fail a Strange Check, they suffer Soul damage.

Physically, the SHIVER Blockbuster Starter Set is a good-looking box. The inclusion of the roleplaying game’s tables on the inside lid of the cover means that the Director has an easy rules reference and screen, whilst the dice do sit in their own niche in the bottom of the box. The books themselves are well-presented with excellent artwork done in a style similar to that of Mike Mignola and his Hellboy comic. The writing is clear, but could have done with an edit in places.

The SHIVER Blockbuster Starter Set is a solid introduction to SHIVER – Role-playing Tales in the Strange & the Unknown, whether or not the Director wants to run the SHIVER Blockbuster: Legends of the Silver Scream campaign. If not, it can be run as one shot scenario, but is probably a bit too long to be run in a single session. It is more more likely to last two sessions at least. The scenario, ‘Welcome to Hollow World’, is really entertaining and the will have a lot of fun playing it.

—oOo—

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


Saturday, 30 May 2026

Home & Horror

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Vive La Résistance is the ninth release for Achtung! Cthulhu 2d20, and does something a little different. Most missions in Achtung! Cthulhu 2d20, whether for Section M or Majestic sees the agents sent behind enemy lines, investigating the activities of the enemy in the Secret War, perhaps gaining the support of the homegrown resistance movement (itself, typically armed and supported by the SOE), thwarting those efforts, and subsequently returning back to base in dear old Blighty. But what of the resistance movements? What of these NPCs? They get to stay, hiding in the shadows, always moving, constantly in danger from being betrayed by collaborators, captured, interrogated, and worse. What is at stake is the freedom of their country from under the jackboot of the Nazi occupiers and oppressors. This is the subject of Achtung! Cthulhu 2d20: Vive La Résistance, presenting an overview of Resistance movements in Europe, new agent options, friends and foes, equipment—Mythos and mundane, and a quintet of missions and maps.

From the start, Achtung! Cthulhu 2d20: Vive La Résistance makes clear that campaigns involving the various resistance organisations will be different to normal campaigns for Achtung! Cthulhu 2d20, darker in tone and more dangerous in play. Whilst the Player Characters may be the heroic protagonists of the story, they will be constantly watched and often hunted, whilst not always having the support of their fellow countrymen. Collaborators and traitors might betray them at any minute—and sometimes they can be family or colleagues. Thus, the atmosphere of Achtung! Cthulhu 2d20: Vive La Résistance is one of mistrust and paranoia rather than just its usual straightforward combination of heroic, pulp action and weird Secret War occultism. There is plenty of scope for that combination, often acts of sabotage and resistance snatched in the dead of night between hiding out in fear of capture, interrogation, and worse. What this means is that the discussion about the campaign’s themes and tone in Session Zero will be differ from that of a standard Achtung! Cthulhu 2d20 campaign. Whilst the supplement does include a discussion safety tools, it is the standard discussion found in all Achtung! Cthulhu 2d20 books rather than addressing issues specific to Achtung! Cthulhu 2d20: Vive La Résistance.

The overview and history of the various resistances movements is relatively brief. This is done nationality by nationality, in turn covering the French, Dutch, Polish, and Yugoslavian movements. The coverage of the German, Italian, and Jewish resistance movements is even briefer, as is the general support provided for all of them by the SOE. At best, it is a good introduction to the subject, but not much more.

Achtung! Cthulhu 2d20: Vive La Résistance gives new Archetypes suitable for the underground war in Europe. They include the Assassin, Propagandist, Raider, Resistance Leader, and Saboteur, and all have their base attributes, skills, focuses, equipment, suggested Talents, and also a quick list of reasons why a player might want to play that role. To these can be added new Backgrounds that include Interrogator, Liberated Prisoner, Partisan, Striker, and Turncoat, and new Characteristics which include Anti-Fascist, Born Under a Bad Sign, Field Tester, Ruthless, and Sees Beyond the Veil. There are new Talents too, for example, Never Surrender! and Practised Skill are common Talents. Notably, the Weird Talent of Child of Carcosa means that the Player Character has been marked by the Yellow Sign and can mark it on others… If the Assassin Archetype perhaps looks too much like a femme fatale, the chapter is still a good mix of options, many of which can be used in a general Achtung! Cthulhu 2d20 campaign, not just in a Resistance-based one.

These are accompanied by heroes and villains ready to be added to a Resistance-based campaign, and if their backgrounds do not fit the country where the Game Master has set her campaign, they can easily be adjusted. They include the usual mix of the named and unnamed, but notable amongst the former is Standartenführer Helmut Ziegler, a Black Sun occult practitioner who specialises in interrogations, whilst of the latter, Black Sun Silverwalkers are troopers tasked with tracking down magical practitioners equipped specially-tuned amulets forged from silver and captured Dreamlands energy to detect magical emanations. The most controversial addition to Achtung! Cthulhu 2d20: Vive La Résistance is that of Demons. The supplement does not confirm or deny whether they are actual infernal creatures or entities of the Mythos adopting their guise for the gullible, but treats them as Mythos creatures. Their inclusion expands the horror in Achtung! Cthulhu 2d20 and gives the Game Master more options, it is debatable whether either was needed given surely that the Mythos is enough.

The includes a mix of equipment, spells, and tomes. There are requisition rules in Achtung! Cthulhu 2d20 and these primarily come in to play during preparation for a mission, usually at a base. Members of the Resistance rarely have that luxury, so most of the time they default to being in the field, though they can request items from SOE in London. Equipment includes a range of new skill kits, such as a Poisoner’s Kit and a Safecracking Kit; a bicycle dynamo for charging and powering electrical devices and a one-shot pistol disguised as a smoker’s pipe(!); and experimental items like Glue Grenades and Charges developed by Polish alchemists, and a Grounding Spike, a pure iron, sigil marked spike created by the Parisian diabolic society, Loge de Flauros, to weaken summoned demons! The new tome and spells consist of a Demonology spellbook, Abjuration Of The Regal Star, and its associated spells. Of these the new equipment is likely to be of more use, depending upon whether the Game Master accepts demonology in her game.

For the Game Master, there are tables and charts, which she can use to create missions for her Player Characters. These can be used in conjunction with the Achtung! Cthulhu Gamemaster’s Toolkit. Lastly, she is provided with five missions that she can develop into full scenarios. These include stealing a Mythos tome from a grand exhibition of stolen art in ‘The Grotesque Gala’; concealing signs of Resistance activities when the Nazis raid a base of operations in ‘Home and Hearth’; investigate and sabotage Nachtwölfe operations in a factory in ‘The Industry of Storms’; recover dropped supplies before the Germans do in ‘Under Moonlit Skies’; and delay a convoy train in ‘War on the Rails’. All five are given a good page of details and adventure hooks as well as a full colour map. These maps are also provided unmarked for the players’ use.

Physically, Achtung! Cthulhu 2d20: Vive La Résistance is well presented. The artwork is great and everything is well organised.

Achtung! Cthulhu 2d20: Vive La Résistance is mechanically sound, but thematically underwritten in places. Whilst it does mention the differences in tone and style for a Resistance style campaign, it does not explore them in any depth and the lack of advice for the Game Master given those differences is disappointing. Another area where the supplement could have benefited is a bibliography, since the activities and stories of the various resistance groups are not as well known and the Game Master could have done with greater inspiration. And then there is the inclusion of Demonology? Does it fit? Does it not fit? Its inclusion pushes Achtung! Cthulhu 2d20 towards more pulp horror, rather its usual Lovecraftian action horror, and it very likely not going to be for everyone. Achtung! Cthulhu 2d20: Vive La Résistance only touches the surface of its subject, leaving the Game Master with work to do to explore its themes.

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

Quick-Start Saturday: Tom Clancy’s The Division – Quickstart Manual

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.

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What is it?
Tom Clancy’s The Division – Quickstart Manual is the quick-start for Tom Clancy’s The Division: The Official Tabletop Roleplaying Game, the roleplaying game based on the video game developed by Massive Entertainment and published by Ubisoft, and its subsequent novels and comic book series.

It is a eighty-four page, 51.14 MB full colour PDF.

It is decently written and the artwork really is very good.

How long will it take to play?
Tom Clancy’s The Division – Quickstart Manual 
is designed to be played through in one or two sessions.

What else do you need to play?
Tom Clancy’s The Division – Quickstart Manual needs five ten-sided dice per player.

Who do you play?
Tom Clancy’s The Division – Quickstart Manual includes five
 pre-generated Player Characters or Agents. They consist of a sharpshooter and scout, a non-specialist soldier, an ex-member of the riot squad, a medic, and a leader. None of the pre-generated Agents have backgrounds.

How is a Player Character defined?
An Agent in Tom Clancy’s The Division: The Official Tabletop Roleplaying Game has three Attributes—Awareness, Dexterity, and Technique; skills and specialities in their associated Skill Domains, and three TraitsResilience, Vigour, and Quickness, which are used to test an Agent’s speed, strength, or calmness. These all range in value between one and five. Each Agent also has his or her own specific Manoeuvre.

How do the mechanics work?
Tom Clancy’s The Division – Quickstart Manual—and thus Tom Clancy’s The Division: The Official Tabletop Roleplaying Game—uses what it calls the GRIS system. This is short for ‘Gather, Roll, Indicate, and Succeed’. Rolls will either be Trait or Skill rolls. The Traits are Resilience, Vigour, and Quickness, which are used to test an Agent’s speed, strength, or calmness. The number of dice rolled when a player wants his character to act are determined the points in Skill Domain, Skill, and Specialities for skill rolls and the Trait values for Trait rolls. In either case, this will be between one and five dice. The Difficulty value for any task will be between five and ten with seven being average. Modifiers apply to the Difficulty value only, and do not adjust the number of dice rolled. Once rolled, the player choses which die will be his Resolution die, which will determine the outcome. In most situations, this will be the highest die, but in certain circumstances, such as determining how much trauma an Agent suffers when taking damage it might be lower.

The result on the Resolution die will determine the outcome. A result of one is a fiasco, a roll less than the Difficulty value is a failure, a roll equal to the Difficulty value is a success, greater than the Difficulty value is a Tour de Force, and a result of ten which is higher than the Difficulty value is a Feat. The skills list possible Fiascos, Tour de Forces, and Feats. Outside of combat, this might be to generate a Strategy Point, an Inspiring Example which grants an ally a one-time bonus die, and even lowering the Difficulty value for that skill for the rest of the mission. In combat, it can do extra damage, but also generate a Strategy Point or an Inspiring Example. 

How does combat work?
Combat is intended to be fought out on the hex grid. Initiative is a Quickness roll. In a round, an Agent or NPC can move and either sprint, use a Manoeuvre, or an automatic action. The use of a Manoeuvre requires the expenditure of Strategy Points. Strategy Points represent powerful actions, are shared resource and in limited supply. Generic Manoeuvres include ‘Barrage’, ‘Precision Fire’, and ‘Suppressive Fire’. In general, a player will be rolling to see if his Agent hits and that will inflict damage. Damage is a straight value—four for a pistol, five for a submachine gun, six for a rifle or assault rifle, and so on. Armour worn reduces damage, whilst all Agents have ten boxes of Health. They have a Wound Threshold which when reached, means they are exhausted and/or in pain and suffer a die penalty to all rolls. An Agent is down when his Health is reduced to zero. This does not mean they are dead. In a Skirmish, they will be out of the fight, but not dead, whereas in a Confrontation, it can mean they are. There are tables for both Minor and Major Trauma suffered when this occurs. 
 
In general, the combat rules in Tom Clancy’s The Division – Quickstart Manual do feel underwritten and perhaps an example of combat would have helped. One thing that is clear is that Manoeuvres are special actions and should be selected with care. In another roleplaying game, a Player Character might be able to do them all the time and so gain the bonus. Not so here, where their use is likely to be narrative-based. In other words, the players should be asking themselves if now is the right time to use a Manoeuvre instead of later in the scenario.

What do you play?
The setting for Tom Clancy’s The Division – Quickstart Manual and also for Tom Clancy’s The Division: The Official Tabletop Roleplaying Game, requires some explanation. It is a near future post-apocalyptic setting in which a deadly bioweapon, known as the ‘Green Poison’ because it was primarily spread via infected bank notes, led to high casualty rates, civil unrest, the collapse of civil government, and near societal collapse, especially in the US cities of New York and Washington, D.C. Both cities are quarantined, populated by criminal gangs, separatists and secessionists, and worse, as well as refugees and communities surviving despite the chaos and disorder. In response, the President of the United States activates sleeper agents in the population who work for the Strategic Homeland Division (SHD; or simply ‘the Division’), who are ordered to enter the quarantined zones, render aid and assistance, and combat any threats within the bounds of the city which threaten the continuity of the USA. Tom Clancy’s The Division – Quickstart Manual provides an extensive background to and overview of the current situation in the roleplaying game including the factions on both sides in New York and Washington D.C.

The scenario in Tom Clancy’s The Division – Quickstart Manual is ‘Ashes of Murray Hill’. It is an introductory scenario and so does not use the full mission rules from Tom Clancy’s The Division: The Official Tabletop Roleplaying Game, though the Director could adapt it if he has access to them. There is advice on adjusting the story in palces as well. In ‘Ashes of Murray Hill’, the Agents are stationed in a fire station at Kips Bay on the edge of the New York City quarantine zone. The Joint Task Force, made up of police, fire-fighters, and emergency workers, has been sending medical and food convoys into eastern Manhattan to help civilians. Amidst a rainstorm, the Agents learn that one of the convoys has been hijacked, probably by the Rikers, a violent gang made up of former inmates at the infamous prison. The Agents have access to an ECHO or ‘Evidence Correlation Holographic Overlay’, from which they can determine what happened at the ambush site and track the culprits to the Murray Hill district. Whether they use stealth or a more direct approach, the Agents will be able to find the Rikers base of operations and with luck, rescue the survivors from the convoy. In the final scenes, the Agents have to escape the Rikers base of operations as it is attacked by a rival faction and get back to safe territory, only to discover what the Rikers’ true plan was all along…

Is there anything missing?
No. Not as written, but examples of play or combat would not have gone amiss.

Is it easy to prepare?
Yes. 
Tom Clancy’s The Division – Quickstart Manual is easy to prepare.

Is it worth it?
Yes. 
Tom Clancy’s The Division – Quickstart Manual does give a good idea of that the roleplaying game will be like. Some players may be disappointed by the lack of tactical elements in the combat system and the combat mechanics may be too light for others, especially given the combat-focused game play of the video game it is based on. On the other hand the rules are not too complex, the background to the setting is surprisingly detailed in its explanation, and the scenario is decent.

Tom Clancy’s The Division – Quickstart Manual is published by Arkhane Asylum Publishing and is available to download here.

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Tom Clancy’s The Division: The Official Tabletop Roleplaying Game is currently being funded on Kickstarter.