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Showing posts with label Old School Renaissance. Show all posts
Showing posts with label Old School Renaissance. Show all posts

Sunday, 14 September 2025

The Other OSR: Mythic Bastionland

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

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

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

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

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

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

VIRTUES
Vigour 12 Clarity 11 Spirit 10
Guard 4

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

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

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

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

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

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

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

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

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

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

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

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

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

Friday, 12 September 2025

Friday Fantasy: Colossus, Arise!

The world stands on the brink of a turning point. The end of the Third Age of Man nears and the beginning of the Fourth Age of Man looms. In the First Age of Man, man was like unto the gods and ruled as titans upon the earth. Yet the titans were split between those sworn to Law and those sworn to Chaos, and when they clashed, their blood was spilled upon the ground the First Second of Man was brought to an end. From this spilled blood a new, lesser race sprang forth, lesser, yet still giants, given the gift of peerless intellect and ageless beauty, which went forth and erected many great temples in honour of the titans of the First Age of Man, even though they were but a shadow of their former divinity cast upon the wall of creation. Yet even the Ur-Lireans, as they were known, could not withstand the fall of the sands of time and as the waters of the Empyrean Ocean rose, city after city was inundated and washed away, the inhabitants drowned or forced to flee. In the Third Age of Man, the tribes of Ur-Lirea are all but forgotten, the divine spark of humanity that was the gift of the original titans, obscured by emotions, sullied by vice, and caked with the stinking flesh of the fallen. The Ages of Man are regarded by most as heresy, but many say that the temple-city of Stylos is a forgotten remnant of a bygone age, whilst some whisper that the city was home to the last Atlantean tribes of Ur-Lirea. If so, it has slumbered for untold eons, through the icy march back and forth of glaciers, the rise and fall of the seas, and the rise of man in the Third Age of Man.

If the Ages of Man are regarded as heresy and the legends of the temple-city of Stylos as no more than myth, what is in no doubt, lost Stylos has awakened from its deathless sleep and its hordes have arisen to sweep down on civilisation. A wizened crone babbles about the army of beautiful giants that swept through her village, she the only survivor; a gigantic statue stands at the city gate, white marble with its eyes aflame and announcing that the end of days have come and that the city will be razed on the new moon; and clerics and wizards cry out the terrible omens as lightning crashes down, on the spires of the city’s temple, strange stars appear in the sky and vanish again, sacrificial bulls are cut open only to discover pools of black bile in the place of entrails, and the seventh son of a seventh son is born with the mark of Cadixtat, the Champion of Chaos from the First Age of Man.

This is the set-up for Dungeon Crawl Classics #76: Colossus, Arise!, the ninth scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed by Harley Stroh, this is a rare scenario for the Dungeon Crawl Classics Roleplaying Game, one designed for a group of six Eighth Level Player Characters. Most scenarios for line published to date are for low- and mid-Level Player Characters, no more than Sixth Level. So having a scenario for Eighth Level is a rarity. The resulting dungeon is as detailed as you would expect a dungeon for the Dungeon Crawl Classics Roleplaying Game to be, but it is also deadly. Not just in terms of the foes that they will face, but also in the traps and puzzles they will face. In places, think S1, Tomb of Horrors, but Dungeon Crawl Classics #76: Colossus, Arise! is no deathtrap dungeon. Yes, there are moments where ‘total-party-kill’ is a possibility, perhaps more so than in other scenarios for the Dungeon Crawl Classics Roleplaying Game, but rather, it is a dungeon designed—in just thirteen locations—to very much challenge the players and their characters.

Inspired by the legend of Atlantis and the occultism of Doctor John Dee and Madame Blavatsky, Dungeon Crawl Classics #76: Colossus, Arise! begins big and gets epic, all in keeping with the high Level of the Player Characters. Very quickly, the Player Characters find themselves at the doors to the Temple of Cadixtat, having sneaked through the ruins of lost Stylos past an army of hundreds of the Sons of the Second Age, ten-foot tall humanoids bound in service to the Daughters of Cadixtat, camped out, ready to sweep away the civilisations of the Third Age. There are some good hooks to get the Player Characters involved and to that point, especially given that by Eighth level, they should have ties to the very civilisation that the Sons of the Second Age wants to destroy to help trigger the beginning of the Fourth Age of Man, and thus reasons to stop this threat. There is scope for the Player Characters to explore the ruins, neatly handled with a roll on an encounter table.

Inside the temple itself there are weird ceremonies, a room with a cage in which human sacrifices are burned to fuel the divinations of prophetess of the Daughters of Cadixtat—and she will even divine the Player Characters’ future once they find her on the lower level, and even a trap worthy of Grimtooth. The lower level takes the Player Characters to the edge of Chaos and potentially even beyond. In the upper level, the Daughters of Cadixtat are transforming men into the Sons of the Second Age, bolstering the army it will unleash on the Third Age of Man, but in the lower level, the cult is incubating the Worm-Men that will help scour away the Fourth Age of Men, and so usher in a new beginning. The lower level actually takes the Player Characters through the four Ages of Man and into some truly epic encounters. Not just the incubation chamber of the Worm-Men, but also a ‘Chapel of Elemental Chaos’ where the very walls are melting upwards into raw elemental chaos—there is, of course, a chance that a Player Character can be drawn into the walls and upwards—and Player Character Wizards will suffer for the Corruptions they have accrued; a very nasty trap that should teach the players and their characters to leave well alone; and an almost final battle to prevent the Daughters of Cadixtat from summoning something from the First Age of Man! Which is, of course, the massive brain from the front cover of the scenario. Along the way the Player Characters have the opportunity to gain a divination and also find some incredible magical items that echo those of Michael Moorcock’s Eternal Champion. If the Player Characters succeed, they are very well rewarded, especially if they are Lawful. Chaotic Player Characters will also receive a reward, but only if they are very lucky...!

Physically, Dungeon Crawl Classics #76: Colossus, Arise! is very well presented. The scenario is decently written and the artwork is good, with several pieces that the Judge can show to her players. The Judge is given seven decent handouts that illustrate various locations above and below ground. The cartography is too tight in places and it is not as easy to read the map as it should be.

Dungeon Crawl Classics #76: Colossus, Arise! is a truly epic scenario that will test both the players and their characters the deeper they go into the depths of the Temple of Cadixtat. It calls for careful, considered play, and what that really means is that this scenario is better suited to play towards the end of a campaign, rather than being run as a one-shot. If played as a one-shot, the players are not going to care as much about their characters and so are going to take greater risks rather than if they had invested time and effort into the play of their characters. Dungeon Crawl Classics #76: Colossus, Arise! is a rarity, a scenario that effectively showcases what the Dungeon Crawl Classics Roleplaying Game can do at higher levels.

Saturday, 6 September 2025

The Other OSR: They Came From The Necropolis

They Came From The Necropolis
is supplement for Forbidden Psalm and Forbidden Psalm: End Times Edition is a miniatures game published by Space Penguin Ink. It is a 28 mm skirmish level miniatures game playable with just five miniatures per warband per player and as a systems-agnostic setting, those miniatures can be from any range and publisher. It is also notable for a number of things. First, its background means that it is compatible with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. That means that Player Characters from the roleplaying game can be converted for use with Forbidden Psalm and with a bit of effort, content for Forbidden Psalm, could be adapted to Mörk Borg if a more physical, combative game is desired. Or the Game Master and her players want to scale their game up to handle skirmish encounters on a battlefield rather than in the theatre of the mind.

They Came From The Necropolis is a short affair that provides further additions to the dark and dirty world of Forbidden Psalm. The danger of conflict is a constant threat and every incident of conflict is brutal and uncaring, with few surviving such occurrences unscathed. Yet for the right amount of coin there are some that will enter the employ of others. Mercenaries or sellswords, they can join a warband and serve until the task they have been hired for is complete. Their advantage is that they bring their own equipment, but they will jealously guard it as it represents their livelihood, their capacity to go from one job to another. In game terms, what this means is that a mercenary can be hired for 25 gp and will replace a member of a warband at least temporarily. The mercenary does not have to be outfitted, but will not share or drop his own gear.

The supplement describes and gives stats for twelve such mercenaries. Each not only comes with his equipment, but also details of a feat, a flaw, and a special aspect. They include Pigmen, a Duke, a warrior, Knights, a Falconer, the Wounded, an Alchemist, a Zealot, a Bombardist, Necropolis Priests, Village Heroes, and a Knight and Retainer. For example, the Feat for Warrior lets her player roll two dice and take the better result, but the Flaw of never leaving combat, and the Special of granting a bonus to Melee to other members of the warband, whilst the Wounded has the Feat of being hard to kill and takes less damage with each hit, and the Flaw that when he is downed and gets back up, his Toughness increases, and the Special that he is cheap to hire. What is really is that the combination of the Feat, the Flaw, and the Special builds character in each mercenary, adding a little story potential as well as making them different to play. For example, the Village Heroes have the Feat of ‘Defenders of the Innocent’ which gives them a bonus to damage to monsters and a Flaw of being ‘Untrained’ and suffer a penalty to attack rolls, but their Special is that if they kill a monster, they lose the flaw.

The supplement also includes a ready list of names to give the mercenaries and details one monster. This is the Horse Head Knights, which of course, have the head of a horse, are immune to darkness conditions, and are undying. There is a chance that when they are killed, that they will return to life with full Hit Points!

Physically, They Came From The Necropolis is decently presented, with only a hint of the artpunk styling of Mörk Borg. Most of the mercenaries are given a page each which includes their stats and an illustration, which is that of a fully painted miniature (drawn from the Black Crab Miniatures! range). These are very nicely done, the Pigmen having a beady-eyed porcine face, the Wounded limping along on a stick with his right leg capped at the knew, Necropolis Priests possessing a certain creepiness.

They Came From The Necropolis is a solid expansion for Forbidden Psalm. The stats and mercenaries are quick and easy to add to a warband and each one is interesting enough to make play just that little bit different for the single session or battle, they are hired for.

Friday, 5 September 2025

Friday Filler: GM Companion for ShadowDark

It is surprising that there is no companion to ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library. Or at least, an official companion. The GM Companion for ShadowDark is a third party supplement for the roleplaying game which is designed to expand on the content in the core rulebook. Although the book includes some content for player, it is primarily a book for the Game Master. Divided into four sections—‘The World Above’, ‘The World Below’, and ‘Treasure’, it includes a lot of tables, more than a few monsters not found in the core rulebook, and plenty of treasure, as well as some activities that the Player Characters can undertake away from the dungeon or wilderness.

The GM Companion for ShadowDark, published by Chubby Funster, first provides the Game Master with several sets of table for generating content both in and out of the dungeon. The ‘Hex Crawling’ section expands on the rules in the core rulebook by adding ‘Points of Interest’ for nine different terrain types, from artic and coast to river and swamp. Each table consists of two sets of entries, location and development, twenty options for each. For example, in the desert, there might be a ‘Castle Ruin’ that is ‘Frequented by desert caravans’ or has ‘Displayed banners of a defeated army’. To this are added tables for ‘Terrain Hazards’, again for the nine different terrain types, but with entries that can either hinder movement, inflict damage, or weaken or confuse. Some of the locations are marked as a ‘settlement result’, which means that the Game Master then rolls on the settlement tables. These begin with the type, from crossroads to capitals, before digging down into the detail with different districts, such as transient, craft, and spectacle, each of will have one or more points of interest. Further sections adds shops, broken up according to the income levels. There are some nice variations here, such as the predatory moneylender in the poor district, respectable moneylender in the standard district, and the exclusive moneylender in the wealthy district.

Since taverns can be found anywhere, they have their own set of table. Together, these generate a name, what the tavern is known for, and what food and drink it serves. For example, ‘The Moist Wagon’ is known for its ‘Divisive political arguments’ and is a poor tavern that serves ‘Pigeon Jelly Tart’ and ‘Salted Fish Strips’ with ‘Juggler’s Gold’, a honey-flavoured beer and ‘Bacon Broth Beer’, which makes drinkers ravenously hungry.

For Player Characters, the GM Companion for ShadowDark gives rules for Farkle, a dice game that will complement the Thieves & Wizards card given in the core rulebook. It gives something else for them to do when they are carousing, but the supplement also gives alternative activities for the Player Characters other than carousing and learning. ‘Acts of Devotion’ gives devotional events that devout Player Characters can invest in and potentially gain a benefit. For example, ‘You violate local laws in an act of piety and are arrested. Your allies must pay 10 gp to release you.’ which earns two Experience Points or ‘Your celebration is attended by devotees from far away temples. They become convinced that you are the next great religious leader of your sect.’ which grants six Experience Points and up to thirty-two devoted acolytes! ‘Combat Training’ does a similar thing for martial Player Characters who practise their weapon skills and for Wizards conducting ‘Magic Study’, there is a table for the results of their research, and all in a similar level of detail.

For the ‘The World Below’, the second section, builds on the dice-drop method detailed in ShadowDark with more tables. These start by determining the danger level of the dungeon, its entrance, size, and type, followed by room type, encounters with NPCs and rival crawlers, and even how the room changes over time, such as ‘Filled with fragile objects that repair themselves when PCs leave.’ and ‘Slowly fills with water, slime, mud, sand, or similar material.’ Other tables add scenes of a combat’s aftermath, dead zones, unique objects to be found, and monsters, whether single, mobs, or bosses. Similar to ‘Terrain Hazards’ for the ‘Hex Crawling’ section, the ‘Dungeon Hazards’ adds dangers for caves, deep tunnels, ruins, and tombs. Further tables expand upon NPCs which can be used for encounters outside of the dungeons as well as in, but as can the tables for creating Rival Crawlers. This includes ancestry, alignment, Class and/or monster, party name, preferred tactics, and even party secrets.

What can be found in a dungeon starts with simple ‘Dungeon Dressing’, worth only a few coppers at most, rising in level to match the rough Level of the dungeon or encounter. So, Dungeon Dressing might be ‘Five inches of leather lacing from a corset’ worth a copper piece or ‘Three large cheese wheels, mouldy and decaying’ worth nothing, but later Levels might contain a ‘Set of carved ivory cutlery covered in halfling runes’ worth twelve gold pieces or ‘Playing cards featuring drawings of Elvish maidens’ worth twenty-eight. The higher the Level, the more likely there is to be treasure to be found and yes, there are tables for this. They include potion descriptions and effects, magic armour to which can be added features—appearance, scent, and quirks, as well as a possible bonus and benefits (and even curses). There are similar tables for weapons and utility items too. In addition, there are table for Boons to be earned from creatures, monsters, NPCs, and organisations, and secrets to be found and blessings to receive.

Further, beyond the tables that the Game Master can roll on, the GM Companion for ShadowDark describes over seventy magic items. For example, the Imposter’s Wand can be pointed at a spellcaster to spell a First Level from him and until the next sunrise, the user can cast the spell, and further, it can be used by non-spellcasters! The Potion of the Unicorn hardens the imbiber’s skin like a rhinoceros, improving his Armour Class, and also makes him grow a horn from his head which he can use as a magical dagger. The Promise Bow is an intricate ironwood longbow with Elvish runes and silver accents, which is a +2 longbow, and grants the benefit to the wielder of attacking at an advantage if fired after declaring his intention to kill a particular enemy, but until that enemy is killed, the promised enemy is slain, all other attacks are made with disadvantage. The bow has a personality and is convinced that there is a pattern to the wielder’s choice of targets and will speculate on it.

Lastly, the GM Companion for ShadowDark gives the stats for monsters and creatures ranging from First Level to Ninth Level. There are thirty-nine in total, from Aarakocra, Ant (Giant), and Assassin Vine to Troglodyte, Vegepygmy, and Werebear. Most fill in the missing entries in the ShadowDark core rulebook, but there are new ones too like Frost Maggots and Armitage.

Physically, even if it is not the official companion to ShadowDark, the GM Companion for ShadowDark looks like it should be. The layout is clean and tidy, the artwork is decent, and the book is well written.

To be fair, much of the GM Companion for ShadowDark does consist of tables, ones that compliment those in the core rulebook. They are though, tables filled with evocative content that are essentially prompts. They can be rolled on ahead of time as part of the Game Master’s preparation, to help her set up her world, but they are also simple and direct enough that the Game Master can use them in play to drive emergent world generation if that is her wont. If the table are pushing the Game Master to be inventive, then the rest of the book is already so, with a wide selection of new and interesting magical items and three great additions to downtime activities for the Player Characters that give both them and their players more options without overwhelming post-adventure activities. The GM Companion for ShadowDark is a solid set of tools for the Game Master to enhance her campaign and her game play.

Sunday, 31 August 2025

The Other OSR: Miseries & Misfortunes V

Miseries & Misfortunes is a roleplaying game set in seventeenth century France designed and published following a successful Kickstarter campaign by Luke Crane, best known for the fantasy roleplaying game, Burning Wheel. Notably, it is based on the mechanics of Basic Dungeons & Dragons. Originally, Miseries & Misfortunes appeared as a fanzine in 2015, but its second edition has since been developed to add new systems for skills, combat, magic, and more. However, the underlying philosophy of Miseries & Misfortunes still leans back into the play style of Basic Dungeons & Dragons. For example, the differing mechanics of rolling low for skill checks, but high for combat rolls and saving throws. Plus, the Player Characters exist in an uncaring world where bad luck, misfortune, and even death will befall them and there will be no one left to commiserate or mourn except the other characters and their players. Further, Miseries & Misfortunes is not a cinematic swashbuckling game of musketeers versus the Cardinal’s guards. It is grimmer and grimier than that, and the Player Characters can come from all walks of life. That said, it is set in the similar period as Alexandre Dumas’ Three Musketeers and Twenty Years After, so will be familiar to many players. The other major inspiration for Miseries & Misfortunes is Les Misères et les Malheurs de la Guerre, a set of eighteen etchings by French artist Jacques Callot that grimly depict the nature of the conflict in the early years of the Thirty Years War.

Miseries & Misfortunes – Book 5: Homage to Catalonia is the fifth of the roleplaying game’s rulebooks. The first, Miseries & Misfortunes – Book 1: Roleplaying in 1648 gives the core rules for the roleplaying game, and the second, Miseries & Misfortunes – Book 2: Les Fruits Malheureux provides the means to actually create Player Characters, and together they make up the core rules. Miseries & Misfortunes – Book 3: The Sacred & The Profane expands on this with rules for magic and related Lifepaths, and Miseries & Misfortunes – Book 4: Plus de Misères offers modes of play and further subsystems that also expand upon the core play, whilst Miseries & Misfortunes – Book 5: Homage to Catalonia provides something that that Miseries & Misfortunes has been missing to date—a scenario.

Miseries & Misfortunes – Book 5: Homage to Catalonia is an introductory scenario set in 1647 in the disputed region of Catalonia. Triggering The Reaper’s War in 1640 by declaring itself a republic independent of Spain, Catalonia then declared itself a county of France the following year, in the process acquiring a strong ally. France accepted and made King Louis XIII the count of the newly acquired region. Of course, Cardinal Richelieu was not doing this out of the goodness of his heart, but rather to keep the Spanish Habsburgs in check, adding one more conflict to those that Madrid faced in the Spanish Netherlands, the Holy Roman Empire, Italy, and South America. It is picaresque in nature, taking the Player Characters back and forth across Catalonia.

The set-up for scenario recommends that the Player Characters include at least one of their number to take either the Lifepath of Barber Surgeon, Doctor, Military Engineer, Miquelet, Officer, Petty Noble, Segador, or Soldier. Of these, the Miquelet, a member of the militia, and the Segador, one of the farmers that rose up during The Reaper’s War, are both detailed at the back of Miseries & Misfortunes Book 5: Homage to Catalonia, whereas the Barber Surgeon, Doctor, and Military Engineer are described in Miseries & Misfortunes Book 6: Paris, 1648. The players will have an advantage throughout the scenario if their characters come from a diverse range of backgrounds and social origins. At least one Player Character should have a high Precedence or Reputation. The players also need to decide on a motif, a reason why they are together. Several are suggested going back several years, including The Reaper’s War itself if the Player Characters are all Catalan.

The scenario is divided into twelve events, split into two parts. For an introductory scenario, it is a surprisingly lengthy affair, each half likely taking three sessions at least to play through. The scenario opens in the wake of the first defeat for the daring commander of the French forces, the Prince de Condé, his failure to capture the fortress city of Lerida. Despite the failure, the Player Characters have distinguished themselves—the players need to decide how before the start of play—and brought themselves to the attention of the Prince de Condé. They are invited to attend what turns out to be a rather subdued soirée and have the chance to mingle, learn various rumours about the recent battle and the attendees, and if they are of sufficient standing, pay their respects to the Prince de Condé. The event is interrupted with the arrival of a message from Paris—the Prince de Condé has been summoned home.

To prevent the possibility of a Spanish attempt to capture himself and his entourage, the Prince de Condé decides to play a ruse and a joke on them. Or rather on Governor Don Gregorio Brito of Portugal, the commander of the fortress at Lerida, with whom the Prince de Condé has a surprisingly cordial relationship. The Player Characters are volunteered for this important diversion, which is to accompany a mule train bearing gifts for Governor Don Gregorio Brito of Portugal with the ambitious Chevalier de Jumeaux riding as the stand in or decoy for the Prince de Condé.

The rest of this first half involves dealing with a pensive Chevalier de Jumeaux and a Spanish spy looking to take advantage of the Prince de Condé’s plans, unaware that it is actually a ruse. The spy will lead a force in an attempt to capture the Prince de Condé and steal all of his gifts for the governor of Lerida. This will result in a confrontation of some kind, with where and when depending on the actions and decisions of the Player Characters. The scenario details a dilapidated farmhouse where they might hold out against the Spanish assault, almost mirroring the French efforts at Lerida. If they survive this, the Player Characters will need to find a way of delivering the mules and the gifts they are bearing to Governor Don Gregorio Brito of Portugal, hopefully without ending up in gaol.

The second half of Miseries & Misfortunes Book 5: Homage to Catalonia begins with the Player Characters bearing another message, though one not requiring a mule train, to Bishop Duran in the town of Seu d’Urgell. He accepts the letter and also requests that they do some ‘dirty work’ for him. Bandits have plagued the area for some years and more recently they captured a Jesuit priest who was bringing the bishop a valuable bible for him to study and are now holding him to ransom. The bishop would like the Player Characters to free the Jesuit priest and gives them what funds he has free to pay the ransom. This though, is not the asking price the bandits are asking for in return for freeing the priest.

In order to deliver the ransom the Player Characters will need to ascend into the Pyrenees and Andorra via the La Pas de la Casa. Here is where the problems begin for the Player Characters. They run into a traffic jam at a bottleneck which the bandits are cleverly using to rob everyone entering the pass intending to go onto France. This includes the Player Characters! How they deal with this robbery will affect later interactions with the bandits, but the bandits will have the upper hand throughout this half of the scenario and they know the region and have restored a Roman watchtower as their holdout. The Player Characters are free to approach this in whatever way they want and the scenario covers a variety of actions, including going to the local lord and seeking his support in ridding the area of the bandits.

The scenario in Miseries & Misfortunes Book 5: Homage to Catalonia comes to a close with a discussion of the possible outcomes. Defeat at the hands of the bandits will be doubly disastrous as the Player Characters will also lose the patronage of the Prince de Condé. In addition, all of the NPCs that the Player Characters will directly interact with are given full write-ups, and there are new options for the Player Characters. These include the aforementioned Lifepaths of the Miquelet and the Segador, and these are joined by the Bruxia, a Catalan witch. Added to these are notes on Catalan skills, mentalities, politics, and religion, plus two types of Catalan magic. These are for the Bruxia, and consist of Bruixeria, which involves spellcasting by applying the Devil’s Unguent, and Felitico, which involves creating fetishes through which their power is channelled. There is plenty of potential as you would expect in these Lifepaths, but the Bruxia is going to have a tough time against devout Christians.

Physically, Miseries & Misfortunes Book 5: Homage to Catalonia is well presented and written. It is lightly illustrated with the major illustrations being used to locations where the scenario’s major confrontations take place. Each scene is very well organised with a detailed breakdown that provides an overview, details of patron, antagonists, supporting cast, opportunities, and outcomes. They do have ‘Mood and Bread’ ratings for each event, but these are for the Crowd rules from Miseries & Misfortunes Book 6: Paris, 1648. Footnotes throughout provide translations and further explanations as necessary.

Miseries & Misfortunes Book 5: Homage to Catalonia is no simple introductory adventure and even when it is presenting a situation typical to an introductory scenario, that is, dealing with banditry, there is no simple and direct method of dealing with them. They are, like all of the NPCs in the scenario, presented as intelligent persons and as having strong motives. Some of those accompanying the Player Characters will want to fight too readily, whilst others will avoid fights as best they can, and when it comes to the villains, if the players and their characters do defeat them, they should feel like they have achieved something. That Miseries & Misfortunes Book 5: Homage to Catalonia pulls away from the politics and mores of Paris typical of the Roleplaying genre by shifting to a little known conflict is also a plus. The scenario is also supported by a wealth of historical detail, including capturing some of the region’s radical politics.

Miseries & Misfortunes Book 5: Homage to Catalonia showcases how Miseries & Misfortunes and its genre can be more than the swashbuckling and the savoir faire and the politics and Paris so beloved of the genre. It includes a good mix of roleplaying and action in an unfamiliar land and conflict that will surprise many expecting a more traditional swashbuckling foray.

Friday, 29 August 2025

Friday Fantasy: DCC Day #6 DCC Day 2025 Adventure Pack

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst the other, ‘Balticrawl Blitz’ is for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!

* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.

As in past years, the
DCC Day 2025 Adventure Pack contains two adventures. The first and longest of the two is ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game. It is designed for a party of four to six Player Characters of First Level and begins with them in an enchanted forest, come to a grove where a rose bush whose petals are known to have healing properties is known to grow. When they attempt to pick them, a ghost of a knight appears and begs for their aid. Introducing himself as Al-Razi, he was once a great knight, but in an accident, he fell from his horse, but then a fairy queen caught him and stole him from death. He asks that the Player Characters free him from his torment. The opportunity for this will come at fairy parade through the village of Taribat, which takes place only once every seven years. Al-Razi will ride at the head of the parade and if the Player Characters can catch him when he falls from horse, he will be freed. Unfortunately, in order to be able to see past the veil of the fairy, the Player Characters need water from an enchanted pool to wash their eyes in. Fortunately, Al-Razi knows there is such a pool—beyond the Twilight Cave.

The thrust of the scenario is for the Player Characters to enter the Twilight Cave and search for the pool. This is a race against time to the pool and back again to the village of Taribat. There are fun encounters here, such as the giant kittens playing with a giant mouse, a chance to make some purchases from a ‘Ye Olde magic Shoppe’ in what is actually a scenario befitting cliché, and some not entirely unhelpful witches. The second part of the scenario is the parade itself, which will lead from one stone outside the village to another on the opposite side. The whole of the village will turn out to watch and celebrate with costumes, drinks, and music, completely unaware as to the true nature of the parade. Only the Player Characters will have any idea as what the parade is and will only be able to see who really is in the parade by wiping their eyes with the enchanted water. This is a rolling combat as the parade will constantly be on the move and the members of the parade will take action if they realise what the Player Characters are trying to do. The Queen will respond with an array of deadly illusions, backed up with her paper handmaidens, and the Fey Riders encircle Al-Razi.

The scenario requires a bit of staging upon the part of the Judge in order for the Player Characters to get past the Fey Riders and be with Al-Razi at the right time to catch him as he falls. One thing to be avoided is fighting the fairy queen, as she is a very tough opponent for First Level Player Characters. It is also possible to fail—though the consequences are quite minor, as well as do very well. Otherwise, this is a raucous climax to an entertaining scenario.

The second scenario is ‘Balticrawl Blitz’, which is designed for the Xcrawl Classics Role-Playing Game and again for party of four to six Player Characters of First Level. In the Player Characters are invited to participate in the annual Division III Balticrawl Blitz. As this title suggests, this event takes place in the rundown and corrupt city of Baltimore. The Player Characters get a taste of the latter when someone knocks on the door of their hotel room and are offered a bribe to throw the Xcrawl in a particular room! The event itself is very much themed around the city of Baltimore and its history. This starts with the DJ, or ‘Dungeon Judge’, ‘DJ Nevermore’, a thin sallow moustachioed man in Victorian dress with a raven on his shoulder, who has designed the event and will be running it. So, quite literally inspired by Edgar Allan Poe, this scenario has Gothic streak as wide as a white one running through a Goth’s hair. The other inspiration for the adventure is the city’s love of crabs, but this is mainly because the event’s main sponsor is the Elder Bay Spices Company, whose blend of spices is popular with seafood all along the east coast.

At just five locations, ‘Balticrawl Blitz’ is a small scenario. It is playable in a single session if paced right and some of the encounters are tough for Player Characters of First Level. A Player Character Messenger will be needed to provide healing. Another issue is that it is a very American scenario and not everyone is going to be fully aware of Baltimore’s history, and having to explain some of the references will break the immersion. Otherwise, a solid scenario for the Xcrawl Classics Role-Playing Game that is easy to slip into a campaign.

Physically, DCC Day 2025 Adventure Pack is as well done as you would expect for a release from Goodman Games. The artwork is decent, but a little cartoonish in places—which actually suits the Xcrawl Classics Role-Playing Game—and the cartography is definitely better for the Dungeon Crawl Classics scenario than the Xcrawl Classics scenario. Similarly, the cover is very cartoony, but it still works.

DCC Day 2025 Adventure Pack delivers two good scenarios for two different games, but of the two, ‘The Fall of Al-Razi’ is the more inventive and interesting. Both are easy to add to a campaign though and both could be run as Character Funnels, though ‘The Fall of Al-Razi’ is probably the better of the two for that as well.

Monday, 25 August 2025

[Fanzine Focus XL] Pamphlet of Pantheons

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 group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Pamphlet of Pantheons: Guide to Creating Fantasy Myths and Religions is a systemless sourcebook designed for fantasy games in general, rather than a specific roleplaying game. Which means that it will work with many Dungeons & Dragons-style roleplaying games. It would also work with Science Fiction settings too if there are cultures with polytheistic faiths. Released following a successful Kickstarter campaign, it is designed and published by Gonzo History Project, better known as James Holloway, the host of the Monster Man podcast, who also published The Magonium Mine Murders.

The aim of the Pamphlet of Pantheons is to make the creation of a fantasy pantheon relatively simple and easy, whilst avoiding two pitfalls. One is avoid making them boring or irrelevant to either the setting or the Player Characters. In other words, they should not be boring and they should matter to the players and their characters. The other is to avoid unnecessary complexity. A richness of detail can be off-putting, Greg Stafford’s Glorantha of RuneQuest: Roleplaying in Glorantha and M.A.R. Barker’s Tékumel of Tékumel: Empire of the Petal Throne being quoted as examples. Both are rich and complex, but requirement commitment to get the most out of them. What the fanzine offers to avoid both is a set of twenty-five tables which a Game Master can roll on and using the prompts provided build a relatively complete pantheon.

The first sixteen tables provide the divine archetypes that are the core of the pantheon. These include ‘Bestower of Plenty’, ‘Celestial Sovereign’, ‘Fruitful Earth’, ‘Hierarch of Hell’, ‘Laughing Rogue’, and more. As archetypes, it is easy to recognise gods from various real world (and even fantasy) pantheons, but the aim is for the Game Master to create her own rather than simulate another. The author admits that the archetypes do have a European (though he does reference middle eastern gods too) feel because that is where his influences come from, but that should not limit the imagination of the Game Master. Further tables define the look and feel of the gods, whether they look human or have fantastic features or are disembodied cosmic forces, what their signs of divinity are, which one is the head of the pantheon, what titles they bear, and what do the religions devoted to them look like? Every table has six entries and most also have little asides and thoughts that serve as further prompts for the Game Master to ponder.

The process of pantheon building involves rolling some dice and making a few choices. First is to decide on what archetypes will be in the pantheon, not all sixteen are needed, with eight being suggested as a good number. Having selected the gods for the pantheon, the Game Master rolls a complication for each, the pantheon’s aesthetic, adds a duplicate god or two (or combines them), adds secondary attributes and complications to the gods in the pantheon, and then rolls for minor gods, if needed, to cover very specific aspects of the setting. The pantheon is ready at this point, but to it, further rolls for temples, rituals, servitors, and treasures will define how the pantheon is perceived by its worshipers and how the religion is practised. All the results are noted down on the Pantheon Sheet included in the fanzine. With this done, what the Game Master does next is flesh out the details of her pantheon, making connections between its deities and so creating elements of its mythology. The prompts beneath many of the tables will help with this.

The process is simple and quick. Perhaps the most difficult part of the process is actually thinking up names for the goods themselves (though that can be eased with an online name generator). It helps that the author includes a fully worked out example, based on a livestream he hosted as part of the Kickstarter, with a filled in Pantheon Sheet. The simplicity of tables means that Pamphlet of Pantheons could be created as an online pantheon generator, but arguably that would be too easy and it would not avoid the first pitfall that the fanzine warns against, that is, making the religion and its gods boring, since what it avoids is the process itself which gives time for the Game Master to think about the pantheon and the relationships of the gods within it, building connections, areas of conflict (such as when there two or more gods with the purview for the same thing), and so on.

Physically, Pamphlet of Pantheons is clean and tidy, and lightly illustrated with public domain artwork, most of it small and all appropriately placed.

Pamphlet of Pantheons is an engaging little supplement, a simple set of prompts that direct a Game Master, with a few rolls, to not only create a complete pantheon, but to think how the pantheon works and is worshipped by a particular culture. In the process, she will create background to part of her campaign world and a religion that she understands and can impart to her players, and so bring her campaign world to life.

Sunday, 24 August 2025

[Fanzine Focus XL] The Beholder Issue 5

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 group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

The Beholder Issue No. 5
was probably published in August 1979, given that the fanzine was published monthly and on a regular basis throughout its run.
The issue’s concerns are typical of the period for a fanzine devoted to Dungeons & Dragons—problems with different aspects of the roleplaying game and possible solutions, new monsters, new spells, an adventure, and so on. The editors—Michael Stoner and Guy Duke—implore readers to submit ides for the forthcoming monster issue, likely to be Issue 8 to coincide with Games Day V and note that, “In a few weeks the long-awaited DM’s Handbook will be on sale. Watch out for a review of it in issue 7. There is no doubt that it will have a large impact on the way many people play D&D , and will most probably alter several basic parts of the game. We hope to be able to “move with the times” and cater for the many new players who will be coming into D&D because of this (just as many started when the “Basic Rulebook” first appeared). However, if you still play “old style” D&D, don’t panic! We will try to ensure that articles are of use to everyone, from rank amateur to top-class pro.” Thus, the issue comes at a point when there is a definite shift in the hobby from Dungeons & Dragons and Basic Dungeons & Dragons to Advanced Dungeons & Dragons, a split that would mark the first of the edition wars that followed over the years. This split then will not be as sharp since mechanically the similarities between the two really are very strong.

The issue’s content opens with ‘View Point: Specialised Clerics Are More Interesting’ [sic] by John Norris. His viewpoint is that the Cleric Class as presented is unsatisfying and vague, calling Gygax’s design simplistic and the only thing that distinguishes one Cleric from another is the plain and boring Alignment system. He suggests that real clerics have “…[A]ll sorts of interesting foibles, some of which stem from the particular tenets of their various faiths and others which seem to be a kind of professional “occupational hazard” of clergy in the society to which they belong.” The article highlights one of the longstanding and oft-addressed complaints about the roleplaying game, in that Clerics are depicted as a holy warrior a la the Crusades, when in the fantasy of Dungeons & Dragons, Christianity was not the faith of choice and there were plenty of other options. The solution is typically to design pantheons with gods that grant different spells and demand different tenets and the article more or less suggests that with a detailed example of a ‘Subclass’. This is ‘The Way of Anubis’, which believes that it is the proper doom of all living things to die and that it is wrong to interfere with the dead, especially via resurrection. There is some divide in the faith too, between those that believe that the process should not be interfered with and those that believe its process should be hurried. In game terms, Clerics of the Way of Anubis better turn and dispel the undead and they cast Lay Undead better and more effectively than the standard Animate Dead spell. Counter to this, Clerics of the Way of Anubis do not use healing magic and are opposed to its use, even seeking to reverse the effects of such magic if used! Clerics of the Way of Anubis also seek to kill anyone who has been resurrected.

‘The Way of Anubis’ is a fascinating creation. One that follows through on the author’s initial complaint about the Cleric Class, but to an extreme. ‘The Way of Anubis’ is a Cleric Subclass is unplayable as a Player Character type since it is antithetical to what a standard Cleric is supposed to do in play and that is heal. One way which the author suggests getting around this is to keep the ‘The Way of Anubis’ Cleric’s faith hidden until the full meaning of his tenets are realised in play. This is odd in itself since a reason would have to be given why this was kept hidden and keeping it hidden feels like a dirty trick to play upon the players by the Dungeon Master. In a way, the article shows the reader how not to do it when it could have been exploring more options.

‘Monster Summoning’ gives eight new monsters. They include the Wood Golem for the Druid to create; the Thin Giant, essentially a giant with invisibility due to permanent Duo-dimension spell having been cast on them; the Bactos, a living cactus that uses its offshoots to pin victims against it and drain all moisture from their bodies, making resurrection impossible; and the Death Grub, an flying insect related to the Rot Grub, which does not attack, but instead infests dead bodies and again, resurrection impossible. The daftest monster is the Time Rat, a rat from the future with time travel powers that likes to come to the past and explore dungeons and is curious about adventuring parties. If attacked, it can cast Time Stop, after which it will steal any item its can, especially magical items, and then phase out back to the future. It is essentially a means to deprive Player Characters of their hard won magical items and it could have been a whole lot more interesting. Lastly, the Thin Giant is simply boring.

‘Monster Reaction Roll Tables’ provides a more detailed means of handing interactions between the adventurers and the dungeon denizens if the former are looking to do more than fight, whilst Andreas J. Sarker’s ‘More Gem Tables’ provides a means for the Dungeon Master to detail the gems that might be found as treasure. The included ‘Computer Program’ is a simple BASIC computer program, running to just fifteen lines of code and designed to generate attribute values for Dungeons & Dragons characters. This dates to a time when home computers could easily be programmed at home to run programs typed in.

‘The Dragon Race’ presents the Dragon as a playable Race. As a playable Race, the Dragon has high minimum attributes, can only be a Magic-User or a Fighter—and cannot cast magic if the latter, and has a breath weapon that inflicts damage equal to its Hit Points and can be used a limited number of times a day. They have a natural claw and bite attack, but the bite attack gets better for the Fighter Dragon. All Dragons can attack creatures and enemies that require magical weapons or attacks to hit, but need to be higher Level to attack creatures and enemies with higher magical protection. However, there are two downsides to the Dragon as a playable Race. One is that all Dragons are suspicious of everyone and everything and they are only accepted in society because they are feared, and mechanically, they suffer a high penalty to Experience Point gain. This is -20% for the Fighter Dragon and a massive -40% for the Magic-User Dragon! Honestly, this is not a bad version of the Dragon as a playable Race as the penalties do offset any advantages that the Dragon has and a player of a Dragon will see the characters of his fellow players racing ahead in terms of power and ability.

‘New Spells’ are taken from the ‘Barad-Dur Spellbook’. The eight spells include Mirage for the Illusionist, which makes something appear very attractive, like a fine meal or a pile of gold, and can be used as a distraction for all but the most intelligent and similarly, for the Illusionist, Premonition, with which the caster runs his finger across his neck as if to cut and then points at the victim of the spell, who gets a bad feeling that his about to die, and if he fails a Saving Throw, runs away! Effectively, a Fear spell then. The Clerical spell Cure Paralysis is good for after encounters with Ghouls and Ghasts and the like; Death Bomb turns a Magic-User into a living bomb if he is killed, potentially destroying every item on his body, if not his actual body, so good for the Dungeon Master to use on a villainous wizard; and Probability Travel gives the spell’s recipient the ability to see a few seconds into the future, see what he is going to do, and give him the opportunity to improve on it. In game terms, Probability Travel lets a player roll twice for his character’s next action and take the best result. So, Advantage in 1979, then?

Lastly, ‘Thoughts on NPC’s’ (sic), suggests ways of getting away from anonymous NPCs who are just there to provide services such as Cure Disease and Resurrection. Ultimately, the point of half the article is not about NPCs as such, as more finding ways of making the Player Characters work to access spells such as Cure Disease and Resurrection, whether that is through simple, but big payments or more interestingly, require a quest to get the right ingredients or components, or fulfil a task required by the caster. The other half is a call to make normal NPCs more interesting, especially those that adventure with the Player Characters, such as having an Assassin pose as a Paladin in a party of Good-aligned Player Characters. Arguably, this is a call to make NPCs more of a threat—in this case, an internal threat—than necessarily interesting.

The highlight of any issue of The Beholder is its scenario. ‘Legend of Leshy’ is what it calls a ‘stage-by-stage’ mini-scenario. What this means is that its plot and story will be revealed in discrete sections or scenes. Roughly designed for a group of five Player Characters of First and Second Level, one of whom should be a Druid, the scenario is based on Slavonic mythology and calls upon them to capture the ‘Leshachikha Bond’. The Leshachikha is the mortal wife of Leshy and bearer of the Leshonki, the children of Leshy. By capturing the ‘Leshachikha Bond’, it will free her from her subservience to Leshy. He is the spirit of the forest and tends to be good natured, though he does lead travellers astray. The scenario begins at the Ivanovich family farm where the Player Characters are staying, put up in a barn overnight. This barn is locked and the Player Characters are warned about the Keeper of the Barn and told not to enter the yard after 11 pm as there will be strange spirits about.

The farm and its inhabitants are nicely detailed and will be a challenge to get past as the Player Characters will need to break out of the barn and into the house in order to really get the scenario going. This is to begin the quest that spirit of the barn sets, which includes actually setting fire to the barn(!), and puts them on the path to capturing the ‘Leshachikha Bond’. Much of the scenario is an exploration of the surrounding wilderness, almost jump-cutting from one scene to the next, one encounter with a mystical inhabitant of the forest to the next, as the Player Characters go in search of the ‘Leshachikha Bond’. In places, the scenario can be quite tough physically, such as attempting to get across a battered rope bridge, but bar the occasional random encounter, is low in terms of combat. Most of the encounters will give clues as to where to search next and ultimately, if the Player Characters complete the quest, they will be well rewarded.

In 1979, ‘Legend of Leshy’ would have been a fine scenario. It is rough around the edges and the background to the scenario, based on Slavonic folklore, would not have been familiar to many players or Dungeon Masters, so adding it to a campaign would have been a challenge. (Today, there is at least a Wikipedia page.) More background would have helped and it would have been good if the possibility of the Player Characters returning to the Ivanovich family farm after the quest ends had been addressed. The main problem is the lack of detail on the otherwise large, two-page spread map of the region. The Dungeon Master really needs to work through the scenario hard in order to extract clues as to where various locations are on the map. That aside, ‘Legend of Leshy’ is a fine fantasy folkloric adventure, possessing an at time eerie and unsettling atmosphere that would have been enhanced by the lack of familiarity with the folklore.

Rounding out The Beholder Issue No. 5 is the ‘Contacts & Info’ section. Not only does this gives details of the then forthcoming Games Day which would take place on October 20th later that year, but lists a couple of players looking for players. This was how it was done back in the dawn of the hobby and people were then quite happy to hand out their address as contact details! One of the two is Simon Washbourne, later designer of roleplaying games such as Lashings of Ginger Beer.

Physically, The Beholder Issue No. 5 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations are reasonable, but the cartography simply lacks the detail its scenario requires. Of course, every issue of the fanzine was published when personal publishing was still analogue and the possibilities of the personal computer and personal desktop publishing were yet to come. In the case of The Beholder that would never be taken advantage of.

The Beholder has a high reputation for content that is of good quality and playable.
The Beholder Issue No. 5 does not yet match that reputation, but as with previous issues, the signs are there and there is content aplenty that the Dungeon Master could have used in her game at the time and in some cases, still use to today. The standout piece is the scenario, ‘Legend of Leshy’, which is a rough, but interesting attempt to write a folklore-based scenario that just about works. It is certainly the best scenario in the fanzine to date. Elsewhere, the other articles are not quite as interesting or as thoughtful as in previous issues, though still very much concerned with what would have been traditional topics for Dungeons & Dragons at the time. The Beholder Issue No. 5 would have been a solid issue of the fanzine in 1979 and even today in 2025 is an enjoyable read.