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Showing posts with label Lowborn. Show all posts
Showing posts with label Lowborn. Show all posts

Monday, 6 April 2026

[Fanzine Focus XLI] LOWBORN Issue 3

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Most, but not all fanzines draw from the Old School Renaissance. Some provide support for much more modern games.

Lowborn is ‘An Independent Grim Perilous Fanzine for Zweihänder RPG’. As the subtitle suggests, this is a fanzine for the Zweihänder: Grim & Perilous RPG, published in 2017 and thus modern, but actually a retroclone of another roleplaying game. That roleplaying game is the definitive British roleplaying game, Warhammer Fantasy Roleplay, published by Games Workshop in 1986.

Lowborn Issue 3 was published in November, 2020. It dives straight in with ‘The Spiral of Stress: An Alternative System for handling Disorders.’ Written by Irene D. B., it presents a different way of tackling the effects of shock and fear, avoiding the potential stigmatisation of mental health issues that more traditional rules systems do not always avoid. It even goes as far as using the Disorders section on the Zweihänder character sheet. Essentially, as a Player Character accumulates Chaos Ranks, his ‘Spiral of Stress’ also increases. When his ‘Spiral of Stress’ exceeds his Will Bonus, the Player Character is forced to retire. In between that, he will also gain general penalties to all of his actions. The suggested means of reducing a Player Character’s ‘Spiral of Stress’ is to go on a Personal Quest, which leads to interesting roleplaying and storytelling possibilities. The opening article is quick and dirty and could easy have been expanded to give some actual examples and perhaps to better explore the positive and (hopefully not) negative effects of undertaking a Personal Quest. This is interesting and useful where the fanzine’s regular cartoon, ‘Those Two Orx’ fails to do anything except take up space. Honestly, it if had to be kept, it could have been halved in size to double the humour, or if not, simply dropped and nobody would miss it.

Peter Rudin-Burgess’ ‘Drama Dice and Pools’ suggests another pair of alternative rules to handle the drama of play in a broad rather than a specific sense. The first is the sue of drama dice. Essentially, using a die to track the progress of the Player Characters’ failures and when the die number reaches a particular threshold, an alarm of some kind is triggered. The second is dice pools, the more challenging the situation, the fewer the number of six-sided dice in the pool. When a failure is rolled, the dice pool is rolled and any six rolled means that a die is removed from the pool. When it is emptied, the alarm is triggered. These are both quite serviceable, offering an alternative to the countdown clock device found in other roleplaying games and in the case of the dice pools, randomising it a little.

Later in the issue, Irene D. B. offers her own development of this with ‘Chaos Overclocked’. This is to roll percentile dice when the six face is revealed and an alarm is triggered, but instead of it being triggered, the Game Master rolls to see if its triggered. It is a counterpoint to the certainty of the alarm being triggered when the six face is revealed, but this really, is a boxed text for the first article given its own article, which seems unnecessary. Plus, ‘Drama Dice and Pools’ already provides a perfectly good random means of triggering an alarm or other effect with the dice pool idea.

The feature of the issue is ‘Cytoplasm’. This is a scenario by Ignacio M, a locked room mystery in which the Player Characters wake up to find themselves in the attic of a house which as they explore, they will find out that they are trapped. Designed as one-shot, but it could easily be added to any campaign, the Player Characters have to explore the house, examine its furniture and fittings, search for secret doors, and find clues as to where they are, what is going on, and how they get out. This is nicely detailed puzzle box of a scenario that includes decent floorplans of the house and good descriptions of each location. Although they do not know it initially, the Player Characters are up against the clock as the thing trapping them inside attempts to squeeze itself in through whatever gaps it can find. Fortunately, there are multiple ways of getting out if the Player Characters can find them or solve the puzzle. The scenario is let down by the fact that none of the rooms are marked with numbers to link them to their descriptions in the text, so it is just slightly more difficult to run than it should be. Anyway, good puzzle box adventure than relies on brains rather than brawn.

Irene D. B.’s ‘Perilous Tactics: The Death Hedge’ is the first in a series of article that examine the combat tactics for various creatures from the bestiary from the Zweihänder Core Rulebook. It breaks down and analyses the stats for the Death Hedge, an immobile, sweet-smelling rose bush, mutated by the Aether Winds into a deadly ambush predator. The author manages to get two tightly packed pages of material out of this one twisted plant, which surprising given that it only has the one attack, its flailing, thorny branches, does not tend to attack humanoids, and is otherwise, mindless. It is exhaustively overwritten and really could have done with advice on how to use it in a scenario as much as in combat. There are hints throughout, but really, this series could have better launched with an entry from the Zweihänder Core Rulebook that actually does use tactics and would be more of an interesting opponent than a flailing bush.

With ‘Elementalist Professions (Element Bending)’, Lilith Grishaw presents several Professions from her Homebrew Setting of Andelos. In the setting the Elementalist is an innate magic user who learns to harness control of abilities connected to a particular element— Air, Earth, Fire, or Water. Over time they can go on to embody their connected element as a Master of the Element, but their training also includes some martial skills too otherwise they would be vulnerable on the battlefield. As they further specialise, they become either a Master of Metal for an earth elementalist, a Moon Warrior for water elementalist, a Nomad of an air elementalist, or a Phoenix Lord for a fire elementalist. The article explores both the benefits and demands for each path and there is a lot to work with if the Game Master and her players want to have a combination of specialist spellcaster-warrior in their campaign. Further, despite it being taken from a specific setting, there is nothing to impede the Game Master adapting to her own campaign.

‘Grim & Perilous Mass Combat’ by A.R. Kavli gives rules for handling mass combat in Zweihänder, expanding upon a simple contested Warfare skill roll. It requires a small amount of effort setting up, considering scale, goals, the nature of the units and their Warfare values, and more, most notably the number of Success Levels required by each side in order to win. Exceptionally good and exceptionally bad rolls also necessitate a roll on the ‘Tides of War’ table that gives some random event. The Game Master is encouraged to narrate the outcome of any battle just as she would any individual brawl or skirmish, but the ‘Tides of War’ table gives a long list of options that will make the mass combat memorable.

Chuck Kranz’s ‘Random Sewer Encounters’ starts of silly with “Youthful sewer dwelling terrapin creatures” and “A rat-like master” and strays very far from that. The last quarter of Lowborn Issue 3 is devoted to ‘Grim & Perilous Saints of the Holy Roman Empire’ by A.R. Kavli which takes Zweihänder not back to its historical roots so much as the historical roots of Warhammer Fantasy Roleplay. It is an exhaustive list of the Catholic, Protestant, and Pagan saints found in the Germanic states of the Holy Roman Empire amidst the Thirty Years War. There is guidance on how to proclaim a saint and petition a saint, and a a list of over one-hundred-and-twenty-five saints! The idea is that every Player Characters will have been dedicated to a saint at birth, but gains no bonus from doing so. However, by attuning himself to a saint, a Player Character can petition his saint to gain Fortune Points. These can go into a group pool shared by all of the Player Characters or be linked to a particular attribute favoured by the saint, or the Player Character might have to petition directly for a boon or blessing. All this requires a roll using the Folklore Skill Focus for the saint. Every one of the saints is associated with a feast day, a Fortune Point-linked attribute or skill, and what saintly gift the saint might grant. For example, Reinold is the Patron of stonemasons, a monk placed in charge constructing an abbey at Köln, but murdered by jealous stonemasons. His feast day is January 7th and he grants Fortune Points via the Tradecraft skill, as well as the gift of being able to “Flip to Succeed all Scrutiny tests to find hidden passages, traps, or other mechanical secrets for 24 hours.” There is a delightful variety to the range of saints and their gifts listed and this could easily be ported into a Zweihänder that does not have the ties to the Thirty Year War. The likelihood is that almost no-one would notice, but if they do, it would only be a matter of changing a few names to make the list fit the campaign world. Overall, a very nicely researched article that will add to the background of any campaign as well as the individual Player Characters.

Physically, Lowborn Issue 3 is decently presented. The layout is tight in palces, but the artwork is decent.

Lowborn Issue 3 is solid support for the Zweihänder: Grim & Perilous RPG. In particular, the scenario, ‘Cytoplasm’, is a testing puzzle box, whilst ‘Grim & Perilous Saints of the Holy Roman Empire’ can be used as is or as a model for the Game Master’s own campaign. Either way, it can add further depth and detail to a campaign and make it more interesting.

Saturday, 23 August 2025

[Fanzine Focus XL] LOWBORN Issue 2

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Most, but not all fanzines draw from the Old School Renaissance. Some provide support for much more modern games.

Lowborn is ‘An Independent Grim Perilous Fanzine for Zweihänder RPG’. As the subtitle suggests, this is a fanzine for the Zweihänder: Grim & Perilous RPG, published in 2017 and thus modern, but actually a retroclone of another roleplaying game. That roleplaying game is the definitive British roleplaying game, Warhammer Fantasy Roleplay, published by Games Workshop in 1986.

Lowborn Issue 2 was published in August, 2020. The content begins with
with ‘The Dark Order’ by Peter Rudin-Burgess. This is a scenario set in the chancery of Edessa, below the city of Outremer. This is a murder mystery set below the city where single-sex work gangs labour at feeding the great steam turbines. Gang Master Zangi leads a gang of twenty-four free women who, in turn, drive sixty female mutant slaves, all loading city waste into the furnaces. Gang Master Zangi has disappeared, but now her skull has been raked out of Number 2 furnace. Shortly after, a new gang leader is appointed, and then it happens again when another gang master is found boiled alive and a new gang member is also appointed. This is followed by the murder of a bar owner and then another gang master. The scenario is presented with a lot of set-up up front and then followed by the plot hooks and the various genres in which the scenario might be used on. The scenario needs a lot of work to run effectively with clues to connect the murders to the culprits and it is also only halfway through the scenario is it mentioned that it is for Dark Astral: Chapbook for ZWEIHANDER Grim & Perilous RPG, the Science Fiction equivalent setting for the ZWEIHANDER Grim & Perilous RPG. It is mentioned on the cover, though. The map of the lair is by Dyson Logos, so good.

‘New Distinguishing Marks’ by Adrian Kennelly is literally that, a table of entries like ‘No chin’ or ‘Unbending knee’. Chuck Kranz’s ‘Random Space Encounters’ provides twelve encounters, again for Dark Astral: Chapbook for ZWEIHANDER Grim & Perilous RPG. For example, ‘Just like in the TV shows.’ expands to ‘A tear in space erupts of the port barely out of manoeuvring range, but a strong magnetic pull of the anomaly pulls your ship in. A voice in your head echoes, “I have such wonderful sights to show you.” The darkness takes you after being dragged through the event horizon. When you come to your ships nav-computers are not able to gain bearing on where you are… or when you are.” These are fine and again something that the Game Master will need to develop.

It is not quite clear what Sean Van Damme’s ‘Introduction to Assassinations’ quite is, initially, but what it turns out to be is a means of introducing options for the budding assassin. The Claw of Retribution is the largest guild of assassins in the great city and puts up notices on a board at the West Wind Pub, where the guild previously operated from, of small jobs, or rather, assassinations of minor folk that it has been hired to do. Its members can perform them, but it lets prospective members undertake them as a test. There are thirteen such tasks, not always hits or deaths, such as burning down a distillery that is not guild affiliated or forcing a member of the faith to stop preaching in the docks. The Game Master will need to develop the hooks, but there are some fun options here that will support a grittier, dirtier style of play for thug and thief type characters.

‘Order And Corruption: Purity Points’ by Lyle Hayhurst gives an extension to the Corruption Points of ZWEIHANDER Grim & Perilous RPG. Corruption Points are gained for immoral acts, giving in to personal weakness, and even being injured, and will potentially force a Player Character down a dark path. This article suggests another path that a Player Character can go up. By committing acts of goodness, being tolerant of those different to himself, protecting the innocent, giving to the poor, being merciful to a villain, and more, a Player Character can gain Purity Points. Like gaining Disorders for Corruption Points, he can gain Blessings for accruing enough Purity Points like becoming a ‘Friend of Animals’ or gaining a ‘Inner Glow’ of Purity. The article suggests that a Player Character can earn both Corruption Points and Purity Points and need to be tracked, and what this does is add some flexibility and complexity to the play and reward a player for good roleplaying whatever his character’s action.

Ignacio M. writes three entries in the issue. The first, ‘Learning from Different Arcanas’, suggests a way in which an Arcane Magick user can cast magick from a Wind other than his own. For each symbol that Player Character has to pass through to get between his Wind he has studied and the one he wants to cast from, there is a penalty to the Incantation test and if the Channelling test is failed, then extra Chaos dice has to be rolled. The rule is quick and simple and potentially dirty if thing goes wrong! He also suggests ‘New Combat Actions’ with ‘Oh No You Don’t’ which enables a Player Character to study the ebb and flow of the battle and interrupt the action of a foe; ‘Goad and Deter’ to slow a foe’s action down; and ‘Leave It Open’, in which he tricks a foe to gain a bonus on his next attack. These are decent additions.

Lastly, ‘Carnival II’ continues the description of a magical carnival—a common trope in roleplaying games inspired by Warhammer Fantasy Roleplay such as Zweihänder: Grim & Perilous RPG—begin in Lowborn Issue 1. However, unlike in many cases what lies behind the magic in the carnival is not necessarily dark or dangerous, but that rather its various members are all anthropomorphic animals. They include a middle-aged anthro-rabbit who controls his perfect puppets though his voice alone and Priscilla, middle-aged anthro-hedgehog who is also a very skilled physician, alchemist, and herbalist, and exotic dancers that somehow entice audience to buy the overpriced drinks at their show. The latter is perhaps the only real danger in the carnival, but others might see it differently and act accordingly. This adds another three tents and their occupants to add to the three previously described, so there is yet room for expansion. If there is an issue for the article, it is the inclusion of the anthropomorphic NPCs and whether that fits a Game Master’s campaign. She, of course, has the right to change such details and the various NPCs could be hiding something else instead. Bar some scenario ideas or hooks, ‘Carnival’ offers an intriguing and different type of circus, one with plenty of room for expansion and development.

Physically, Lowborn Issue 2 is a bit untidy and rough around the edges, plus it needs a slight edit. The layout is also a little tight in places.

Lowborn Issue 2 is a mixed bag with some content more useful and more interesting than others. ‘Introduction to Assassinations’ is packed with great hooks for a bruising lowlife campaign and like ‘Order And Corruption: Purity Points’, has plenty of roleplaying potential. Elsewhere, several of the articles are rough and could be clearer in their set-up, let alone their execution.

Saturday, 19 April 2025

[Fanzine Focus XXXVII] LOWBORN Issue I

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


Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Most, but not all fanzines draw from the Old School Renaissance. Some provide support for much more modern games.

Lowborn is ‘An Independent Grim Perilous Fanzine for Zweihänder RPG’. As the subtitle suggests, this is a fanzine for the Zweihänder: Grim & Perilous RPG, published in 2017 and thus modern, but actually a retroclone of another roleplaying game. That roleplaying game is the definitive British roleplaying game, Warhammer Fantasy Roleplay, published by Games Workshop in 1986.

Lowborn Issue I was published in April, 2020. The content begins with a handful of small articles. They include ‘New Doomings’ by Adrian Kennelly. These are ways in which a Player Character might die in Zweihänder: Grim & Perilous RPG. There are four tables here, one for each season, and they offer alternatives to those list in the core rulebook. ‘Those Two Orx’ is the regular cartoon rather than cartoon strip, but at a whole page, it is taking up space that could have been put to better use, especially given the desperation of the humour. Ingacio M.’s ‘Reaction Spells’ provides a handful of spells that are variants of several Generalist Spells. For an Action Point, they can be cast as a reaction and require a spellcaster to know the original spell and then expend Experience Points to learn these ones. They include Cack-Handed Grasp, triggered when someone moves towards the caster and makes the floor in front of the caster slippery enough that the person approaching the caster might fall over and Magick Missile, triggered when someone runs away, which stuns that person, though it does not work in darkness. This is a solid section of spells, all nicely detailed, which can easily be added to a campaign.

Ingacio M. is also the author of ‘100 One Attribute NPCs’. This is not a second set of tables, but rather one table providing the very minimum of details of one hundred NPCs, including
name, archetype, attribute (value), ancestry, age group, complexion, build, and social class, and divided equally between male and female. The Game Master only has to roll once to have an NPC with a few details ready to roleplay without her having to decide a bunch of details on the spot. Or, of course, the Game Master choose one or even roll for each category to add further flexibility—if she has time. Overall, useful.

‘One Roll Combat’ by Petter Rudin-Burgess offers two things. One is an analysis of three different types of combat in roleplaying games and the other is an alternative to the complexity of combat in Zweihänder: Grim & Perilous RPG. In turn, the author looks at Dungeons & Dragons with its use of Hit Points as a measure of combat skill rather than fortitude or endurance, the simulationist nature of combat in Rolemaster, and the slightly more abstracted nature of combat in Zweihänder. What it highlights at the end of this is the length of time that these differing means of handling combat can take. What the author suggests as an alternative in shorter or smaller combat scenes where the action does not need to play out blow by blow, is to have the player describe what he wants his character to do, the Game Master assess and set the difficulty, and then the player roll, adjusting the result with Fate and Fortune points as necessary. The outcome of the roll determines the narrative. Perhaps a little overwritten, this is nevertheless, a useful suggestion that is worth a Zweihänder Game Master taking the time to look at.

‘The Bailiff of the Problem’ is the first of two scenarios in Lowborn Issue I. Written by Sean Van Damme, it is a short murder mystery that can be prepared and played in a single session. Although it is suggested that the Game Master use the Villagers & Villains – 40 NPCs From Humble to Heroic, it is not absolutely necessary. All that is necessary, is that the Player Characters be in their Basic professions. It starts with the Player Characters having been hired by a magistrate to locate a tax collector who has gone missing whilst collecting taxes from the tiny community of Labarn. On the road to the village, they discover the tax collector’s body which has suffered some odd injuries. The scenario really consists of an investigation in Labarn, centred on interviews with several of the inhabitants. Like a classic murder mystery, they all had reason to hate the dead man. There may be a little combat involved, but this is mainly an interactive and roleplaying scenario. It is quite detailed despite its brevity and so should not be too taxing for the players and their characters to solve. It is also left up to them to decide how they resolve the situation. This is short and sweet, its brevity making it easy to add to a campaign.

‘Carnival’ by Ignacio M. is intentionally and magically odd. Descriptions of carnivals or circuses, typically the façade for a dark cult are a common trope in roleplaying games inspired by Warhammer Fantasy Roleplay such as Zweihänder: Grim & Perilous RPG, but this is different. It is enveloped by magic even to the extent that the wagons and tents are arranged like a magical circle. What that magic hides and embraces is that the operators are all anthropomorphic animals. So, they are different and they are also not members of a dark cult. Many of the wagons and tents are, in their own way, expansive. One offers a library of thousands and thousands of books, and more—if one knows the right incantation to open up the stacks, whilst the House of Mirrors contains a labyrinth of mirrors that in turn can teleport the viewer to a desired location or give a view of a particular person and enable the viewer to cross over to them spiritually for a short time. Only three of the tents or wagons are described, so there is scope for expansion here and also, there are no stats for any of the NPCs. If there is an issue for the article, it is the inclusion of the anthropomorphic NPCs and whether that fits a Game Master’s campaign. She, of course, has the right to change such details and the various NPCs could be hiding something else instead. Bar some scenario ideas or hooks, ‘Carnival’ offers an intriguing and different type of circus, one with plenty of room for expansion and development.

The second scenario in Lowborn Issue I is Peter Rudin-Burgess’ ‘The Bloody Jack’. It takes place in the village of Gürdenstein where the inhabitants have become wary of strangers. This is not for usual reasons found in roleplaying games, but rather because they are being taken advantage. Recently, Erik Hecher arrived in the village with nothing more than a few coins in his pocket and the rough clothes on his back, but in the few weeks since, he has greatly improved himself—new tailored clothes, a haircut, and so on. He has taken up residence and similarly improved the house he has moved into. The monies for this have come from his successful gambling. There is something odd going on and it will not take much for the Player Characters to discover that Erik is in league with a demon! Upon this revelation, the villagers, incensed at their gambling losses, take their revenge on him in an act of mob violence. Unfortunately, this unleashes a curse, one that the Player Characters are in the best place to help lift. This involves a journey to a nearby monastery and the Player Characters will be plagued by demons who still want their revenge for Erik’s death. Puttng aside the question of quite where the villagers got the money that Erik was fleecing from them, the Game Master will need to provide stats and perhaps it would have been good if the Player Characters were given more of a chance to interact with Erik Hecher to learn his story. Otherwise, this is a decently dark and nasty scenario, very in keeping with the ‘Grim & Perilous’ tone the Zweihänder: Grim & Perilous RPG.

Physically, Lowborn Issue I is a bit untidy and rough around the edges, plus it needs a slight edit. That said, it is a first issue, so there are bound to be teething problems.

Lowborn Issue I is an impressive first issue. It has decent content, which includes two, very playable adventures. And the truth is, both of those scenario would work just as well with Warhammer Fantasy Roleplay Fourth Edition (or whatever ‘Grim & Perilous’ roleplaying game the Game Master is running) and not just Zweihänder: Grim & Perilous RPG.