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Showing posts with label HeroQuest. Show all posts
Showing posts with label HeroQuest. Show all posts

Monday, 11 August 2025

Jonstown Jottings #98: The Battle of Gavren Bridge

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Battle of Gavren Bridge is a short, supplementary scenario designed to be run during the first season of The Company of the Dragon.

“A 5 page plot with 2 parts” for
use with RuneQuest: Roleplaying in Glorantha
which presents a short mystery that the Game Master can run as a single session’s worth of play or possibly longer.

It is a fourteen page, full colour 3.16 MB PDF.

The layout is clean and tidy, but the artwork does vary in quality. The cartography is decent. It needs an edit.

The scenario hook is specifically designed for use with The Company of the Dragon, but it can be adapted to any pre-Dragonrise campaign.

It can be played through in a single session, but will probably take two.

Where is it set?
The Battle of Gavren Bridge is set during the events of the Siege of Whitewall, 1619 ST to 1621 ST, as the Player Characters attempt to free Gavreena, Naiad of the Gavren, the river that runs below Whitewall, from the Lunars who are holding her in chains, as well as disrupt the flow of troops to the city from the Lunar Heartlands. By default, the events of this scenario should take place sometime during Sea, Fire, or Earth season of 1621.

Who do you play?
The Battle of Gavren Bridge does not suggest any specific character type, but as written, the Player Characters should be members of the Haraborn, the
sundered Clan of the Black Stag.

What do you need?
The Battle of Gavren Bridge requires RuneQuest: Roleplaying in Glorantha only. Cults of RuneQuest: The Lunar Way and Armies and Enemies of Dragon Pass may also be useful.

What do you get?
The Battle of Gavren Bridge is a strike mission. The Player Characters have to rescue Gavreena, Naiad of the Gavren, from her Lunar captors and in the process will gain a powerful ally. If used wisely, she will greatly aid in any attempt to stop the Lunar counterattack led by Iada of Kostaddi, a itch of Jakaleel. The scenario discusses the possible tactics that both Iada of Kostaddi and her allies, including some vile spirits (trapped and allied), a force of light cavalry and Danfive Xaron Penitent Legion Soldiers, as well as those that the Player Characters might also deploy. The ideal plan for the Player Characters is to ambush Iada of Kostaddi and her allies, preferably at the Gavren Bridge, just below the village of Gavren.

In the main, the scenario is combat focused. There will be some roleplaying involved in dealing with the suffering villagers in Gavren, who have too longer been under the Lunar heel, but ultimately, the scenario is about freeing the river spirit and unleashing its magic and that of the Player Characters upon the Lunars.

The Battle of Gavren Bridge can be run as is intended, a scenario that can be inserted in a The Company of the Dragon campaign, and in doing so, highlights the possibility of further scenarios not being written by Andrew Logan Montgomery, and added to the campaign. Alternatively it could be adjusted to another location or it could even be run as a flashaback.

Is it worth your time?
YesThe Battle of Gavren Bridge is a straightforward, easy to prepare scenario that slots easily into The Company of the Dragon campaign.
NoThe Battle of Gavren Bridge is set before the Dragonwise and a Game Master’s might all be about what happens after.
MaybeThe Battle of Gavren Bridge is serviceable enough and is easy to add to a campaign, perhaps as a flashback or shifted to another river altogether.

Sunday, 20 July 2025

Jonstown Jottings #97: A Broo Did It And Ran Away

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
A Broo Did It And Ran Away is “A 5 page plot with 2 parts” for use with RuneQuest: Roleplaying in Glorantha which presents a short mystery that the Game Master can run as a single session’s worth of play or possibly longer.

It is a two page, full colour 534.26 KB PDF.

The layout is tidy, the artwork rough, but serviceable, and it does need an edit.

The scenario hook can be easily be adapted to the rules system of the Game Master’s choice.

Where is it set?
As written, A Broo Did It And Ran Away takes place in the same lands as the Player Characters’ clan. This can be in Sartar or any settled land. Ideally, it should be located adjacent to a forest and near some hills, and it should be run during Earth Season.

Who do you play?
A Broo Did It And Ran Away does not suggest any specific character type, but as it ends in a fight, combat capable Player Characters are recommended and 
ideally, it should not include a Storm Bull, as an NPC fulfils this roll and drives the plot.

What do you need?
A Broo Did It And Ran Away requires RuneQuest: Roleplaying in Glorantha only. The RuneQuest: Glorantha Bestiary may be useful, but is not essential to play.

What do you get?
A Broo Did It And Ran Away does give the scenario’s antagonists away in its title, but it is easily adapted to a campaign and run in a single session. It opens with the Player Characters helping out their clan during earth Season by getting the harvest in, working the fields owned by Adestra and her husband, Barkos. When a Storm Bull starts attacking the field that the Player Characters are working, claiming that it is tainted with Chaos, then something odd has to be going on. To investigate, the Player Characters will need to calm the Storm Bull and look round the field, and beyond. Adestra seems nervous. Is it just because there is a Storm Bull claiming that one of her fields is tainted by Chaos or does she know something more?

Ultimately, the Player Characters’ investigation will force to Adestra to respond. She may confess all or she may make an attempt to solve the problem herself. Either way, the clues will point to a hermit who has recently moved into the area and begun living in a nearby cave. Confronting the hermit will reveal who and what she actually is and lead to a nasty combat in a confined space. This requires careful adjustment by the Game Master to match the threat with the combat capabilities of the Player Characters.

However the scenario ends, the Player Characters should learn that Adestra has been a fool rather than evil. Nevertheless, give what she has done, there should be consequences. This will be handled by the chief of the clan, but it may be an interesting situation to roleplay if one of the Player Characters is the clan chief or even just the Thane of Apple Lane.

Is it worth your time?
YesA Broo Did It And Ran Away presents a combination of a small mystery, a small, but brutal combat, and a small dilemma that can easily dropped into a campaign on clan lands and played in a single session.
NoA Broo Did It And Ran Away is just a tiny bit too silly, perhaps too brutal a fight, and a Game Master’s campaign may necessarily take in clan lands.
MaybeA Broo Did It And Ran Away is serviceable enough and perhaps a scenario that the Game Master might want to keep is her back pocket to run in between other scenarios or when not all of her players are present.

Friday, 7 March 2025

Magazine Madness 34: Wyrd Science Issue 4

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of
The Dragon and White Dwarf magazines. Wyrd Science is different in that it is about gaming and the culture of gaming as well as the games themselves rather providing support for specific titles—and Wyrd Science Vol. 1/Issue 4 is different to the previous issues. Where both Wyrd Science Session Zero and Wyrd Science – Expert Rules adopted the ‘BECMI’ colour coding of the colours and the focus upon fantasy and the Old School Renaissance, and Wyrd Science – The Horror Issue (Wyrd Science Vol. 1/Issue 3) focused on the horror genre, Wyrd Science Vol. 1/Issue 4 comes with no announced theme. This does not mean that there are no themes with the issue, but rather that they are simply part of the issue rather than a feature. Thus, Wyrd Science Vol. 1/Issue 4 is very much more of an ordinary issue, setting the standard for future non-special issues to come.

Wyrd Science Vol. 1/Issue 4 was published in April, 2023 by Best in Show. It opens with a quartet of interviews. ‘PUBLISH AND BE DAMNED: SoulMuppet Publishing’ is with Zach Cox and explores how he co-founded the company and has developed it to the point where he began to experiment and begin to support authors from outside of the English-speaking hobby, such as with the ‘LATAM Breakout series’ for South American creators. Cox gives his views on the then changing nature of the hobby, how Kickstarter is being used by fewer and fewer would be publishers, who are then looking for other options. Nevertheless, he offers advice on how to run a successful Kickstarter project, but also highlights the difficulties in distribution that affect retail in particular. Although two years old, there is much within the interview that are still pertinent now. ‘CAST POD: What Am I Rolling?’ is part of the magazine’s regular series with podcasters, this time with Fiona Howat of the What I am Rolling? podcast, which hosts and runs one-shot games and in the process, showcases a wide variety of games. It is a nice introduction to the podcast and includes advice on trying new games and introducing new games to other players. ‘MAGIC GATHERINGS: Big Bad Con’ interviews the organisers of the California gaming convention which in recent years has shifted to offering a safer, more diverse, and inclusive space and encouraging the participation of persons from minority and LGBTQI+ groups. This showcases a fantastic effort to make the hobby a more welcoming place, one that should perhaps be looked to by other conventions.

Where the interviews are conducted by John Power Jr., Stuart Martyn kicks off the first of the issue’s themes with ‘The Game is Afoot’. As the title of the article suggests, that theme is investigative games, Martyn highlights roleplaying hobby’s fascination with mysteries and investigations. It pinpoints the issues with this type of scenario—their inherent logic puzzle nature which can frustrate some players and the capacity to miss clues. The primary solutions are twofold. First is to make the clues easy to find or automatically found, as in the GUMSHOE System, or have the solution to the mystery determined through play, as in Brindlewood Bay. Both feature heavily in the article and show how to date, the hobby has yet to come up with any better for the investigative style of scenario. ‘Scry Me a River’ by John Power Jr. neatly complements ‘The Game is Afoot’ and continues the investigative theme. This is a look at Rivers of London: The Roleplaying Game, which is based on the series of Urban Fantasy procedurals by Ben Aaronovitch and includes an interview with its creator, Lynn Hardy, exploring its genesis and development, made all the more interesting because the author has experience of gaming. There is even a list of tips from Hardy about running investigative games to go alongside it.

‘Bandes On The Run’ by Luke Frostick brings the investigative theme to a close with a look at and interview with Krister Sundelin, the creator of The Troubleshooters: An Action-Adventure Roleplaying Game, Swedish publisher Helmgast’s roleplaying game based on French and Belgian bande dessinĂ©e comics. This covers a wide range of inspirations from James Bond to the action-adventure television of the nineteen sixties and explores the heavier feeling mechanics. The Troubleshooters is a great little game that has not made the impact it deserved and it is nice to see it covered here. ‘Bad Moon Rising’, Mira Manga’s interview with Becky Annison, author of Werewolves of Britain for Liminal, continues the Urban Fantasy theme of Rivers of London: The Roleplaying Game, in exploring her inspirations for the supplement, some of it quite personal, in creating a very good expansion for the game and its setting.

‘Now is The Time of Monsters’ takes interviewer John Power Jr and Dave Allen, producer for Warhammer Fantasy Roleplay, Fourth Edition in a then totally different direction, something that the roleplaying game had been waiting decades for, despite the wargame it is based upon, visiting it more than once across its numerous editions. This is the supplement, Warhammer Fantasy Roleplay: Lustria, which details the mysterious continent far away from the Old World. It quickly catches up with the history of the current edition in publishing what is a director’s cut of the classic campaign, The Enemy Within, and then moves beyond that. It explores what an updated version of the Lustria looks like for the twenty-first century hobby and how it presents the players and their characters with a very different, but no less deadly environment to explore.

Walton Wood’s examination of the retroclone, Errant, and interview with its creator, Ava Islam, ‘Dragons Are Fucking Cool, Man’ starts off in slightly abstract fashion, explaining it pushes away from the classic design of Dungeons & Dragons-style play, attempting to be rules light, but ‘procedure heavy’ in terms of scope. The explanation is not really clear enough, but once the article begins telling you what you play—downtrodden outcasts ever wanting to improve their lifestyles and fund the lifestyles they have combined with Levelling requiring high expenditure of gold pieces in acts of ‘Conspicuous Consumption’—it does impart a sense of what the is about at the least. Ultimately, what is clear is that Errant is the designer’s commentary on the Old School Renaissance movement and it is far from a positive one. This combined with often obtuse explanations upon the part of the designer and the reader is left feeling dissatisfied.

‘Veni, Vidi, Ludo’ by Ciro Alessandro Sacco presents a fascinating history of the Italian gaming and roleplaying hobby, beginning with the importation of Avalon Hill and SPI wargames in the nineteen sixties and seventies and moving through bootleg versions of Dungeons & Dragons to early roleplaying games such as Signori del Caos—or The Lords of Chaos—published by Black Out Editrice in 1983 and then most spectacularly, the Mentzer version of Basic Dungeons & Dragons by Editrice Giochi in 1985. It is a great introduction and it is a pity that there is not scope for further examination of these early Italian roleplaying games. The breezy article comes to a close all too soon, leaving the reader with any interest in the history of roleplaying games wanting more. It is followed by a short overview of some of the Italian roleplaying games and settings then available in English, including Lex Arcana, Fabula Ultima, and Brancalonia.

The last few articles in the issue explore a handful of boardgames that are very close to the roleplaying hobby, whether that is because of their subject matter or because their publisher also publishes roleplaying games. Three of them combine to give the magazine its second theme—dungeon crawling and board games. The first, ‘Dungeon Crawling Classics’ by Matt Thrower is not, as the title might suggest about the Dungeon Crawl Classics Roleplaying Game from Goodman Games, but a history of the dungeon crawler board game, from Dungeon!, published by TSR, Inc. in 1975 to Descent: Journeys in the Dark published by Fantasy Flight Games in 2005 and its more recent 2021 update, Descent: Legends of the Dark. Also discussed here is HeroQuest, the boardgame from Milton Bradley and Games Workshop that introduced dungeon exploration-style play to a wider audience in the early nineteen nineties. It explores the enduring appeal of the format—its familiarity, excitement, and camaraderie—combined with a physical format that leans into the roleplaying style of Dungeons & Dragons, whilst providing a ready realisation of the action that Dungeons & Dragons does not (at least not without a lot of extra accessories). There are a lot of dungeon crawler board games that the article could have covered and it would have been interesting to look at those options, but overall, this is good introduction to the genre.

Matt Thrower follows this up with ‘The Big Chill’ in which he interviews Isaac Childres, the designer of the mammoth dungeon crawler and adventure game, Gloomhaven, discussing its development and that of its follow up, Frosthaven. There is some similarity between this and other interviews with the designer, such as that which has appeared in the pages of Senet magazine. What this means is that there is not much being said here that is new, but for anyone unaware of Gloomhaven and its heft and effect upon the hobby, this is worth reading. Andi Ewington returns to the classic HeroQuest with ‘Quest Drive’ and how he brought the new version of the board game from Avalon Hill into his home and got his family, some of them slightly reluctantly. It is a fun piece that brings the theme to a close with large dollop of nostalgia.

Finally, the issue comes to close with ‘Trading Places’. Here Emma Partlow talks to Max McCall from Wizards of the Coast to explore how Magic: the Gathering has with its ‘Universes Beyond’ line, produced expansions that draw on the intellectual properties of other publishers. For example, the television series, Stranger Things, and the miniatures wargame, Warhammer 40,000. It does point out that the response to these expansions have been mixed, some embracing them, others seeing them as a distraction from the more traditional fantasy releases for the collectible trading card game, but the point is made that the ‘Universes Beyond’ sets are attracting the interest of fans of the universes they are based on and thus attracting new players. The article is illustrated with some great artwork drawn from the series, but does not show how that artwork will be displayed on the cards, which would perhaps have sold the idea better.

‘LOOT DROP: Automatic Dice Roller’ and ‘LOOT DROP: More Random Treasure’ highlights some gaming knickknacks that might appeal to some gamers, the former also including an interview with the creator of the electronic dice roller from Critical Machine for those who want another means apart from rolling dice, whilst the latter includes a The Wicker Man-style effigy wax candle, complete with wax Sergeant Howe and the Win or Booze beer from brewery
Deviant + Dandy which has a game on the back of the label. The best though is the Githyanki action figure from Super7 based on the Erol Otus’s classic cover image for the Fiend Folio. More interesting though, is ‘Hit Points’, the reviews section which takes in a good mix of board games, roleplaying games, and books. The board games include Undaunted Stalingrad from Osprey Games and the magazine’s ‘Game of the Month’ and Rebellion Games’ redone Judge Dredd: The Game of Crime-Fighting in Mega-City One, whilst the roleplaying games reviewed range from Cy_Borg and The Blade Runner – The Roleplaying Game Starter Set to Out of the Ashes and A Folklore Bestiary. Of course, reviewing reviews is something of a busman’s holiday, so ultimately, although the reviews all both interesting and informative, the most interesting are those of the books, Alan Moore and Ian Gibson’s The Ballard of Halo Jones, and Michael Molcher’s I Am The Law about 2000 AD’s Judge Dredd and how it influenced modern policing, both from Rebellion, are the more intriguing.

Physically, Wyrd Science Vol. 1/Issue 4 is clean and tidy, neatly laid out and well written. The artwork is well judged too and overall, the magazine looks great.

Wyrd Science Vol. 1/Issue 4 is a good rather than great issue. It is at its best when exploring something lesser known like Big Bad Con in ‘MAGIC GATHERINGS: Big Bad Con’ and its diversity programme or the look at Italian roleplaying games in ‘Veni, Vidi, Ludo’, but also taking a sidestep to look at something familiar, the dungeon crawl style game, in a different format, the board game with ‘Dungeon Crawling Classics’ and ‘Quest Drive’.

Monday, 26 February 2024

Jonstown Jottings #88: The Bully Bird

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Bully Bird is “A monstrous predator packed into two pages” for use with RuneQuest: Roleplaying in Glorantha which presents a creature and three hooks to use the creature in a campaign that the Game Master can develop and run as a single session’s worth of play or possibly longer.

It is a two page, full colour 329.59 KB PDF.

The layout is tidy, the artwork rough, but serviceable.

The creature and the scenario hooks can be easily be adapted to the rules system of the Game Master’s choice.

Where is it set?
As written, The Bully Bird details a creature found across Dragon Pass.

Who do you play?
The Bully Bird does not require any specific character type, but the Bully Bird is hated by Orlanth-worshippers in particular, and anyone who keeps alynxes, such as Odayla or Yinkin worshippers.

What do you need?
The Bully Bird requires RuneQuest: Roleplaying in Glorantha only.

What do you get?
The Bully Bird details a simple, but very large creature, roughly four times taller than the average man and the size of a mammoth. It is a giant bird that talks and pecks its way back and forth across Dragon Pass, able to fly, but only with the benefit of a running start. It will stalk and eat anything it likes, but not men, though it is capable of defending itself by pecking or grappling with its beak or flapping its wings in a strong strike. Having escaped into the mortal world from God Time following a botched heroquest, it has become both a terror across the region and a much desired trophy for hunters, who are seen as being either very brave or very foolish for wanting to hunt it. One reason to hunt are its magical feathers, which either make magnificent trophies or can be used to attract predators when hunting.

In addition to describing the Bully Bird, how it came to be in the mortal world, and giving its stats, The Bully Bird includes three plot hooks. These will have the Player Characters preventing it being accidently caught by Summons of Evil cast by a clan, the Bully Bird becoming infatuated with a Player Character, and the Player Characters becoming involved in an attempt to banish the Bully Bird. These are thumbnail descriptions at best, and the Game Master will need to undertake a fair amount of development to have something readily playable.

One aspect of the Bully Bird which would have have benefited from further development is the heroquest that enabled it to escape God Quest. That might have better prepared the Game Master who wants to run a heroquest to banish it or it might even set up the possibility of the Player Characters having performed the original heroquest that set the Bully Bird free in Dragon Pass!

Ultimately the usefulness of The Bully Bird will depend upon if the Game Master does not mind adding another creature to Glorantha, especially as one as ridiculous as the the Bully Bird, and does not mind developing the included scenario hooks.

Is it worth your time?
YesThe Bully Bird adds a strange beast to Glorantha that can be seen lurking here and there throughout Dragon Pass before the Player Characters go hunting for it just as in Lewis Carroll’s The Hunting of the Snark.
NoThe Bully Bird is just a bit too gonzo, even silly, and needs too much effort upon the part of the Game Master to effectively use.
MaybeThe Bully Bird is fantastically absurd, a looming presence which reminds others of the dangers of heroquests gone wrong and with a bit of effort its plot hooks can be developed in something worth running.

Monday, 11 December 2023

Jonstown Jottings #87: Porcupine Cat

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Porcupine Cat is a “A 2 page terror for padding out Prax” for use with RuneQuest: Roleplaying in Glorantha which presents a creature and three hooks to use the creature in a campaign that the Game Master can develop and run as a single session’s worth of play.

It is a two page, full colour 255.71 KB PDF.

The layout is tidy, the artwork rough, but serviceable.

The creature and the scenario hooks can be easily be adapted to the rules system of the Game Master’s choice.

Where is it set?
As written, Porcupine Cat details a creature found in Prax and the Big Rubble.

Who do you play?
Porcupine Cat does not require any specific character type, but as it can be found anywhere where there are granaries or rats and other vermin, almost any type of character encounter it.

What do you need?
Porcupine Cat requires RuneQuest: Roleplaying in Glorantha only.

What do you get?
Porcupine Cat details a simple creature and provides three hooks involving the creature. The Porcupine Cat is a feline-like creature noted for the quills that run along its back and protrude from the end of its tail. It is not a threat to most adults, but can be to children. It can fire the quills from its tail. Quills that get stuck in the flesh are difficult to remove and painful enough to impede movement and other physical activity.

The supplement provides a general description of the Porcupine Cat, the effect of its quills, and an illustration along with the stats. This followed by the three adventure hooks. These are quite inventive, including spine getting stuck in the spirit of a warrior, obtaining quills for a
Tarshite Lunar scribe who believes them to be perfect for writing the New Pelorian script, and going into the Big Rubble to find a sample beast for a local alchemist. These contain a reasonable amount of basic information, but will require the Game Master to develop further details.

Ultimately the usefulness of Porcupine Cat will depend upon if the Game Master does not mind adding another creature to Glorantha and does not mind developing the included scenario hooks.

Is it worth your time?
YesPorcupine Cat is a short and simple supplement, and surprisingly better than anything intended “... for padding out Prax” deserves to be.
NoPorcupine Cat is either set in Prax where the Game Master’s campaign is not or leaves too much for the Game Master to do given the simplicity of the content—if not both.
MaybePorcupine Cat is not as bad as it sounds and the scenario hooks are workable.

Monday, 27 November 2023

Jonstown Jottings #86: The Bandit Den

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Bandit Den is a scenario for use with RuneQuest: Roleplaying in Glorantha which presents a simple, straightforward plot outline that the Game Master can run and prepare for a single session’s worth of play.

It is a two page, full colour 367.16 KB PDF.

The layout is tidy, the artwork rough, but serviceable.

The scenario is can be easily be adapted to the rules system of the Game Master’s choice.

The scenario requires some scaling to match its threat to the number of Player Characters.

Where is it set?
As written, The Bandit Den takes place in Hiording lands, but starts in Apple Lane. It takes place after the Dragonrise.

Who do you play?
The Bandit Den does not require any specific character type, but warriors of any kind are highly recommended.

What do you need?
The Bandit Den requires RuneQuest: Roleplaying in Glorantha whilst the RuneQuest Gamemaster Screen Pack will be useful if the scenario is set near Apple Lane.

What do you get?
The Bandit Den is a simple strike mission. The merchant Irella Goldfoot has been ‘taxed’ once too often and vows revenge. Consequently, she hires the Player Characters (or if this is played in Apple Lane, appeals to the Thane) to deal with the problem. A Divination reveals the location the bandit hideout, an abandoned hunting lodge. The scenario begins there, with the Player Characters attempting to get into the tumbledown building and attack the bandits. Their access is complicated by a couple of traps outside, but once inside, this a standup fight, either to the death or until the bandits, a desperate, sorry lot, surrender.

The scenario includes a map of the hunting lodge, complete with ‘sad furniture’, a set of stats to adjust match the Player Characters, and a little treasure. It is very easy to prepare and can be run in a single session. However, it is not an original scenario and the Game Master could easily come up with something similar of her own without any difficulty.

It does bear superficial resemblance to Jorthan’s Rescue Redux. However, The Bandit Den benefits from being vastly shorter, much simpler, and far easier to prepare, as well as having a shorter running time.

More scenarios in this format this would be a welcome addition to the
the Jonstown Compendium, but perhaps not as simple in terms of plot.

Is it worth your time?
YesThe Bandit Den is a short and simple, easy to prepare, and there for when a group is a few players short or the Game Master needs a scenario idea in a hurry.
NoThe Bandit Den is nothing that the Game Master cannot create on her own.
MaybeThe Bandit Den might be good to hold in reserve, but it really does not provide anything more special than a filler scenario.

Monday, 13 November 2023

Jonstown Jottings #84: Tarkalor’s Keep

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—


What is it?
Tarkalor’s Keep is an adventure location for use with RuneQuest: Roleplaying in Glorantha which presents a simple situation that the Game Master can run and prepare for a single session’s worth of play.

It is an eleven page, full colour 2.03 KB PDF.

The layout is tidy, the artwork and cartography rough, but serviceable.

The scenario is can be easily be adapted to the rules system of the Game Master’s choice.

Where is it set?
As written, Tarkalor’s Keep takes in the disputed territory between the lands of the Varmandi and the Malani clans, close to Apple Lane. The suggested time frame is during dark season of 1626 after the death of Kallyr Starbrow. However, with some adjustment, the scenario can be placed anywhere where there are rival, sometimes feuding clans.

Who do you play?
Tarkalor’s Keep does not require any specific character type.

What do you need?
Tarkalor’s Keep requires RuneQuest: Roleplaying in Glorantha; Cults of RuneQuest: The Lightbringers for information about the Cult of Gagarth; and the RuneQuest Gamemaster Screen Pack for its information about the Varmandi clan and the surrounding area. The scenario, Vinga’s Ford, also contains useful information and could be run as an uncconected prequel to Tarkalor’s Keep.

What do you get?
Tarkalor’s Keep presents a situation that the Player Characters are tasked with investigating and resolving. With tensions high between the Varmandi and the Malani clans, the Varmandi clan chief, Korol Serpent Tongue, suspects that they are responsible for the reports of the recent occupation of nearby Tarkalor Keep. He wants the Player Characters to investigate, confirm his suspicions, and if so drive them out in readiness for occupation by his own clan warriors.

The majority of Tarkalor’s Keep is devoted to describing Tarkalor Keep and its current occupants—and it is not who Korol Serpent Tongue thinks it is. In fact, the situation is nowhere near as straightforward as the tower being occupied by Malani tribesmen. The occupants are in fact two-fold, making the best of living alongside each other, using the tower as a refuge. The dominant group consists of Gagarthi outlaws, whilst the other consists of cowed Seven Mothers worshippers. The former are not welcome in good society because they have been exiled from their tribes for the crimes they committed, whilst the latter are unwelcome across Sartar because of the recent occupation of the region by the Lunar Empire. Neither group is spoiling for a fight, but the situation is difficult and neither group wants to be driven out, especially at this time of the year.
Ultimately, the situation at Tarkalor’s Keep is one that the Player Characters are going to have to resolve and it is unlikely that this is can be done to the satisfaction of everyone concerned, whether that is the occupants, Korol Serpent Tongue, or the Malani. The choices made by the Player Characters will have ongoing ramifications on the campaign.

Tarkalor’s Keep includes the stats and background for all its NPCs, plus a description and floorplan of the keep itself. There are ideas too as to possible outcomes, but they are only suggestions. What the scenario does lack is suggestions as to the rewards that Korol Serpent Tongue might offer the Player Characters.

Is it worth your time?
YesTarkalor’s Keep presents a short and knotty problem that the Game Master can quickly prepare and drop into her campaign, especially if based at Apple Lane.
NoTarkalor’s Keep involves the Gagarthi, is in Sartar, or its suggested time frame is in the future of the Game Master’s campaign, so is not suitable for the campaign.
MaybeTarkalor’s Keep presents a short and knotty problem which with a few adjustments can easily be set wherever the Game Master has set her campaign.

Monday, 6 November 2023

Jonstown Jottings #83: Eurmal’s Truth

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Eurmal’s Truth is a scenario for use with RuneQuest: Roleplaying in Glorantha which presents a simple, straightforward plot outline that the Game Master can run and prepare for a single session’s worth of play.

It is a two page, full colour 257.16 KB PDF.

The layout is tidy, the artwork rough, but serviceable. It does need an edit.

The scenario is can be easily be adapted to the rules system of the Game Master’s choice.

Where is it set?
As written, Eurmal’s Truth takes in the lands of any clan of the Locaem tribe, specifically beginning at Salvi Top. However, with some adjustment, the scenario can be placed anywhere where the presence of Eurmali is accepted and has been under the occupation of the Lunar Empire.

Who do you play?
Eurmal’s Truth does not require any specific character type. Worshippers of Eurmal are not required, but a shaman could be useful.

What do you need?
Eurmal’s Truth requires RuneQuest: Roleplaying in Glorantha only. However, The Book of Red Magic and both Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses may be useful for the cult connections.

What do you get?
Eurmal’s Truth is a murder mystery. Not so much a ‘whodunnit’ as a ‘didtheydoit’. Just as respected priest is about to acclaim the new King of the Locaem, an Eurmali, a member of the local clown society, not only accuses him of murder, but gives the location of the body too. With such a claim hanging over his head, the acclamation cannot be made, the priest’s status is in doubt, and his family is affronted. This situation must be sorted out, the priest’s guilt or innocence verified, and the accusing Eurmali proven to be either a lie or telling the truth. Fortunately, the Eurmali knows where the body is and the Player Characters are passing by—and as a neutral party with no interest in local politics or events, are requested to investigate.

The plot really has two strands. Determining whether the priest is guilty or not and once determined, what the Player Characters do with the information. The priest’s family have an interest, in particular, in ensuring that he continues to hold such an important position and role in the clan. The scenario details both the site of the ‘possible’ body dump and gives suggestions as to possible consequences of what the Player Characters discover and what they do with the information.

The scenario does require some development upon the part of the Game Master. She will need to create and develop some NPCs, in particular, the Eurmali accompanying the Player Characters and the members of the tribal ring and the priest’s family. Stats may also be required depending upon the actions of the Player Characters. This is not a criticism of Eurmal’s Truth, since there is only so much that can be packed into even a detailed, two-page scenario outline.

Eurmal’s Truth is short, simple, and to the point. It is easy to prepare and run, and it is easy to slot into an ongoing campaign, especially if the Player Characters are travelling somewhere or the Game Master wants a short interlude or side quest or there are fewer players in the group than normal.

More scenarios in this format this would be a welcome addition to the
the Jonstown Compendium.

Also, the alternative title, ‘The Bear Facts’ would have worked.

Is it worth your time?
YesEurmal’s Truth is a short, sharp, sweet plot that the Game Master can quickly prepare and drop into her campaign.
NoEurmal’s Truth involves those irritating buggers, the Eurmali, and anyway the Game Master’s campaign is not set in Sartar.
MaybeEurmal’s Truth does involve the Eurmali and not everyone is comfortable with the tricksters in play, but here the scenario plays up to their nature as a disruptive force for good.

Monday, 23 October 2023

Jonstown Jottings #83: Hydra – Adventurers from the Lunar Provinces

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Hydra – Adventurers from the Lunar Provinces is a supplement for use with RuneQuest: Roleplaying in Glorantha which provides support for the scenario, Hydra! It is also sufficiently versatile to do a fair bit more.

It is a seventy-four page, full colour 14.91 MB PDF.

The layout is slightly untidy in places, but the artwork is decent.

Where is it set?
The contents of Hydra – Adventurers from the Lunar Provinces are set in Lunar Tarsh and the Lunar Provinces of Aggar, Holay, Imther, and Vanch.

Geographically and culturally it makes accessing supplements such as A Rough Guide to Glamour and Citizens of the Lunar Empire easier.

Who do you play?
Hydra – Adventurers from the Lunar Provinces requires characters with backgrounds connected to either the Lunar Empire or the Lunar Provinces, but supplies content to facilitate the latter.

What do you need?
Hydra – Adventurers from the Lunar Provinces requires RuneQuest: Roleplaying in Glorantha and The Book of Red Magic. In addition, Cults of RuneQuest: The Lightbringers, Cults of RuneQuest: The Earth Goddesses, and Cults of RuneQuest: The Lunar Way and Cults of RuneQuest: The Solar Way will be useful.

What do you get?
Hydra – Adventurers from the Lunar Provinces is at its most basic, a set of pre-generated Player Characters, all of them from the Lunar Provinces Aggar, Holay, Imther, or Vanch and members of the Lunar army, for use with the scenario, Hydra! There are some twenty of these, belonging to one of six cults—Humakt, Jakaleel, Seven Mothers, Waha, Yanafal Tarnils the war god for the Native Tarsh Corps, or Yelmalio, and originally from one of six Lunar provinces—Lunar Tarsh, Aggar, Holay, Imther, and Vanch. All possess more Rune points to reflect their military service and experience. Included with each are an illustration, their family histories, created using the provided tables in Hydra – Adventurers from the Lunar Provinces, personality descriptions, plus mounts and familiars where required.

However the supplement is more than just a set of pre-generated adventurers, although that is what it started as. It also gives description of the Lunar Provinces, supporting both the backgrounds of the pre-generated Player Characters and any that the players might create themselves. There are maps latter as well of the provinces, and it might have been more useful to have them close to their descriptions rather than further on in the supplement. Similarly, the timeline of the Lunar Provinces could have better placed towards the front of the book. To support the latter feature, Hydra – Adventurers from the Lunar Provinces includes all of the additional information needed to create Player Characters from the six Lunar Provinces in conjunction with the rules in RuneQuest: Roleplaying in Glorantha. Thus there cultural modifiers for Runes, skills, and weapons, and this followed by ‘Family History for the Lunar Provinces’ which gives substitutions to reflect these Player Character experiences rather than those given in the core rulebook. Additional tables suggest regiments that a Player Character could have served with if created for general play or could be still serving with if intended for use with the scenario, Hydra! and the battles they would have fought in as members of those regiments.

A more personal guide to the Lunar Provinces is presented in ‘Jonstown to Eneal’, which describes the wayward wander around the Lunar Provinces by Salvatrix the Sober, much in the manner of the travelogue of Biturian Varosh, the merchant prince of the Issaries cult, found in Cults of Prax. In comparison, it is more picaresque. In addition to being a pleasant read, what ‘Jonstown to Eneal’ does illustrate are the collection of encounters that follow, which can also act as plot hooks. They include Etyries Merchants, Gargoyles from the Plain of Stones, Tusk Riders from the Stinking Forest, and more, all with full stats. The Game Master will have to look to their appearance in ‘Jonstown to Eneal’ for direct inspiration on how to use them, or simply comes up with ideas of her own.

Lastly, the supplement includes a couple of pieces of plunder from the Lunar Provinces, both more dangerous than they look, and some additional content for use with Yelmalio. These consist of new Spirit magic spells—Cold Sun Spear and Cold Sun Dart; new Rune spells such as Defend Against Darkness and Summon Hawk, the latter summoning a Vrock Hawk which will fly to the caster and serve him, though this can take second or it can take hours, and new gifts.

Although it is in need of a reorganisation, Hydra – Adventurers from the Lunar Provinces can be a very useful supplement. It is definitely of use if the Game Master wants to run Hydra! and it is definitely of use if the Game Master wants to expand Player Character (let alone NPC) background options from those presented in RuneQuest: Roleplaying in Glorantha. It also opens up easier options for Player Characters wanting to explore the Lunar Empire or even visit Glamour. Overall, there is a lot of Player Character information here that will remain useful until such times as official source material is published.

Is it worth your time?
YesHydra – Adventurers from the Lunar Provinces is a useful addition for the Game Master wanting to support the scenario Hydra! or wants a wider range of both Player Character and NPC options.
NoHydra – Adventurers from the Lunar Provinces explore both a region and character backgrounds that my campaign is unlikely to visit or need.
MaybeHydra – Adventurers from the Lunar Provinces provides and supports more Player Character and NPC options than is currently available, both of which can be useful even if the Game Master has no intention of running Hydra!