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.
Saturday, 6 September 2025
The Other OSR: They Came From The Necropolis
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.
Friday, 27 June 2025
[Free RPG Day 2025] Dragonbane – The Magistrate’s Gambit
Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.
Dragonbane – The Magistrate’s Gambit is a preview of, and a quick-start for Dragonbane, the reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982. Funded via a Kickstarter campaign by Free League Publishing in 2022, Dragonbane promises to be a roleplaying game of “mirth and mayhem”. It includes a basic explanation of the setting, rules for actions and combat, magic, the adventure, ‘The Sinking Tower’, and five ready-to-play, Player Characters.
A Player Character has a Kin, which can be human, halfling, dwarf, elf, mallard, or wolfkin. He also has six attributes—Strength, Constitution, Agility, Intelligence, Willpower, and Charisma—which range in value between three and eighteen, as well as a Profession. Both Kin and Profession provide an ability which are unavailable to other Kin and Professions. Various factors are derived from the attributes, notably different damage bonuses for Strength-based weapons and Agility-based weapons, plus Willpower Points. Willpower Points are expended to use magic and abilities derived from both Kin and Profession. A Player Character has sixteen skills, ranging in value from one to fourteen.
If a roll is failed, a player can choose to push the roll and reroll. The result supersedes the original. In pushing a roll, the Player Character acquires a Condition, for example, ‘Dazed’ for Strength or ‘Scared’ for Willpower. The player has to explain how his character acquires the Condition and his character can acquire a total of six—one for each attribute—and the player is expected to roleplay them. Mechanically, a Condition acts as a Bane in play. A Player Character can recover from one or more Conditions by resting.
Combat takes into account weapon length, grip, length, and so on. The effects of a dragon roll, or a critical hit, can include damage being doubled and a dragon roll being needed to parry or dodge this attack, making a second attack, or piercing armour. Damage can be slashing, piercing, or bludgeoning, which determines the effectiveness of armour.
Armour has a rating, which reduces damage taken. Helmets increase Armour Rating, but work as a Bane for certain skills. If a Player Character’s Hit Points are reduced to zero, a death roll is required for him to survive, which can be pushed. Three successful rolls and the Player Character survives, whilst three failures indicate he has died. A Player Character on zero Hit Points can be rallied by another to keep fighting. Dragonbane – The Magistrate’s Gambit also includes rules for other forms of damage such as falling and poison, plus darkness and fear. Fear is covered by a Willpower check, and there is a Fear Table for the results.
Three spells and three magical tricks are given in Dragonbane – The Magistrate’s Gambit. These are all fire-related, designed for the Wizard Player Character. The magical tricks include Ignite, Heat/Chill, and Puff of Smoke, whilst the full spells are Fireball, Gust of Wind, and Pillar.
So what the Player Characters have to do is sneak away from Archmage Kalisial’s party and explore the rest of her palace for the location of the three artefacts. Given that they only have an hour to explore the palace, it is actually quite large, with eleven rooms that they will probably want to examine. There is a strong emphasis on puzzles and interaction, with the possibility of a little combat along the way, and the puzzles are actually supported by handouts that the Game Master can cut out and present to her players. All of the locations are highly detailed and there is usually a lot to examine and interact with in each room. The Player Characters will also find plenty of treasure to take away with them, which they will, as this is how Magistrate Stalomer plans to pay them. The Game Master will need to keep track of the Player Characters’ actions as they have the potential to first arouse Archmage Kalisial’s suspicions and eventually alert her to their activities. Her initial suspicions will make it increasingly difficult for the Player Character to sneak about and act surreptitiously, and will ultimately result in her sending servants to investigate if she becomes too concerned.
Saturday, 1 March 2025
The Other OSR: The Chapel of the Hanged God
This is the set-up for The Chapel of the Hanged God. This is a pointcrawl and dungeon adventure published by Loot the Room for use 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. This is a classic scenario for Mörk Borg, packed with its trademark mix of misery, weirdness, and horror. So much so of the latter that it carries a well-deserved content warning for suicide, self-harm, cannibalism, mind control, and more. Make no mistake, The Chapel of the Hanged God contains strong themes, suicide especially, so the warnings are necessary.
In terms of content, The Chapel of the Hanged God is a pointcrawl consisting of eight locations, one of the actual Chapel of the Hanged God. These are connected by a series paths, some known, some hidden, the hidden ones have to be found, but consist of shorter routes. All of the routes, whether hidden or not, shift and change, so that sometimes the journey along them is shorter, other times longer. This is handled by rolling a number of dice to determine how many ‘watches’ it takes to traverse along any one path. Each day consists of six four-hour watches, two of which can be spent travelling, two exploring or foraging, and two resting. So, it might take as little as two watches, or two days, for the Player Characters to make their way along a path, but on another attempt, it might take twenty-four watches, or twelve days.
Similarly, the various locations take a varying number of watches to cross. Seven of these are given a two-page spread, with an illustration on the left hand page and the description, along with a random encounter table on the right hand page. They include ‘The Wetlands’ where those who shamed themselves in service to King Fathmu IX and have been consigned to a pit of black filth which they wade across on stilts trawling the rot and the ordure for treasures that will enable them to return the king’s service; a maze of shifting walls, filled with writhing fat worms, faces leering out of the walls, and beset by torrential rains, as guards stand on the walls to stop the shambling dead and prisoners from escaping, and the Player Characters can search for treasures or a way out; and a Hermit’s Hut, wrapped in thick chains and with thick black smoke and heavy ash pouring from its chimney, whilst inside the hermit is bound and melded to the floor by thorny roots, his mouth the source of both the black smoke and heavy ash, and prophecies of dubious quality.
Eventually, the Player Characters will find their way to the ruins of the Chapel of the Hanged God. Inside is a dead man who speaks with one of three voices, making promises and attempting to persuade them that they can help the Player Characters. Of course, these are all lies and each voice is actually a demon trapped in the corpse. Below lies an ancient crypt dedicated to the Hanged God, full of looters and profane writings and dedications, but long abandoned bar one twisted servant who awaits the return of the Hanged God. There are worse things to be found though, including a gospel of the Hanged God that if read may enrapture a Player Character, proselytise him to worship the Hanged God, and even emulate the Hanged God and string himself up (this is where the content warning is required and the book actually repeats it here again to enforce the point). The ultimate secret below the Chapel of the Hanged God is the existence of the Book of the Hanged God. This vile tome is made from the skin of the god’s last priest, but is not yet complete and at least one of the Player Characters could be driven to follow the directions marked on a number of maps created via foul means—a combination of swallowing a ball of human skin, auto asphyxiation, and vomiting—each of which leads to the location of missing pages from the book. Once the book is complete it creates a book akin to one of the four described in IKHON, each of which provides numerous benefits, but at a cost in terms of sacrifices necessary and potential aftereffects. Although the Player Characters do carry a map marked with routes to the Chapel of the Hanged God, once there, it begins to change and push the owner to seek the catacomb where the Book of the Hanged God is kept, almost as if it wanted to be united with it…
Physically, The Chapel of the Hanged God embraces the neon bright colours of the artpunk style of Mörk Borg, but not the actual style. Thus, the colours are big and bold, and so is the layout with the map of the Valley of the Unfortunate Undead. The cartography, big and blocky, is serviceable at best. Despite the artwork being somewhat better than the cartography, the book does look most basic in several places.
The Chapel of the Hanged God can be run as a one-shot, the Player Characters essentially stumbling upon a map to the Valley of the Unfortunate Undead, but it works better as a scenario in which they in service—willingly or not—of King Fathmu IX and so are driven to search the loathsome, often repulsive confines of the Valley of the Unfortunate Undead to find clues and secrets that might hold back the apocalypse that everyone knows is coming. This is a journey into revulsion and perhaps the only thing driving the Player Characters onwards is the knowledge that they might find something to give them hope in the Chapel of the Hanged God, though this being a scenario for Mörk Borg, they may find something, but it may not be what they, or anyone, is really looking for.
Saturday, 11 January 2025
Screen Shot XV
How do you like your GM Screen?
The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.
To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game’s screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.
Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition or Margaret Weis Productions’ Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games’ Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Perhaps scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack also published by Chaosium, Inc. In the past, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPG. That though is no longer the case and stronger and sturdier GM Screens are the norm today.
So how do I like my GM Screen?
I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune as well as the RuneQuest Gamemaster Screen Pack. Which is why the Dragonbane Gamemaster Screen is perhaps the most disappointing screen in some years.
The Dragonbane Gamemaster Screen is the Game Master’s Screen for Dragonbane: Mirth & Mayhem Roleplaying. Published by Free League Publishing, best known for Vaesen – Nordic Horror Roleplaying, The One Ring: Roleplaying in the World of Lord of the Rings, and Alien: The Roleplaying Game, this is a reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982. It promises to be a ‘deluxe’ Game Master Screen and it fulfils that description and it certainly showcases Johan Egerkran’s fantastic artwork for the roleplaying game on the front, facing the players where they can see it. Published in sturdy, thick card, it consists of three panels. On the left-hand panel, there is the ‘Typical NPCs’ table accompanied by spot rules for NPCs and skills, initiative, attributes, and being at zero Hit Points. The middle panel is all about combat. So, there is an ‘Actions’ table, listening possible actions as well as free actions and the effects of rolling a Demon in both melee and ranged combat. There are no tables for weapon damages, armour rating, or the like. On the right-hand panel is the ‘Fear Table’ and the tables for ‘Leaving the Adventure Site’ and ‘Pathfinder Mishaps’. This is it, so what is missing? There is no listing for ‘Special Attacks’ or ‘Conditions’ that the Player Characters are likely to suffer, or no ‘Magical Mishaps’ table. These are important omissions and so the Game Master and her players are going to need to refer to the ‘Dragonbane Rules’ book on a regular basis during play as a consequence.
The Dragonbane Gamemaster Screen is undeniably, a sturdy, attractive looking Game Master’s screen. However, its usefulness is questionable since it omits a number of tables that are commonly referred to in play, and perhaps a fourth panel with those omissions on it might have negated this issue. Then there is the matter of what accompanies the Dragonbane Gamemaster Screen. In the case of so many other Game Master screens, there have scenarios, forms, and books for the Game Master, but for the Game Master who has the Dragonbane Gamemaster Screen, there is nothing. Which only exacerbates its lack of utility.
Most Game Master’s screens are useful and do help the Game Master run the game that she wants and anything beyond that is a bonus. The Dragonbane Gamemaster Screen is of limited use and there is no bonus, so where a good Game Master’s screen is always worth purchasing, the Dragonbane Gamemaster Screen simply is not.
Which begs the question, what should, or rather, could have been included along with the Dragonbane Gamemaster Screen? One option might have the Dragonbane Monsters Standee Set. One of the great extras in the Dragonbane: Mirth & Mayhem Roleplaying core box is a set of standees, which depict in full colour, the pre-generated Player Characters and the monsters they will face over the course of the campaign, and are, of course, designed to be used with the maps in the box. Each is done on thick cardboard and is illustrated front and back so that they are easily identifiable from any angle. The Dragonbane Monsters Standee Set adds another sixty-four monster standees done in the same style and to the same standard as those that come in the Dragonbane: Mirth & Mayhem Roleplaying core box. They include cat people, ghouls, a hippogriff, a Pegasus, a giant octopus, and a whole lot more. In addition, there is also a battlemat, double-sided, on stiff, glossy paper, that they all designed to be used with. Further, they are designed to be used with the Dragonbane Bestiary as well. The artwork on the standees is excellent, the standees are all done on sturdy card, and lastly, they standees that can be used as Player Characters, which may be useful if the Game Master is allowing some of the entries from the Dragonbane Bestiary that can be used as Kin. In whatever way the Game Master decides to use the Dragonbane Monsters Standee Set, it will enhance the play and look of her game and is very nice addition to the Dragonbane roleplaying game. (And yes, it would have made an excellent accompaniment to the Dragonbane Gamemaster Screen, but is actually sold separately.)
Wednesday, 25 December 2024
A Hobbity Holiday
A Hobbit Carol differs from the previous four Landmark Adventures and does not rely upon the half dozen pre-generated Hobbits from The One Ring Starter Set. This is because it takes place several decades after the events depicted in the campaign in The One Ring Starter Set, in 1389 S.R., by which time Balin has left the Shire to lead an expedition into Moria, Lobelia Bracegirdle has been married to Otho Sackville-Baggins for two or so decades, and Drogo Baggins and Primula Brandybuck, also married, have unfortunately both drowned, leaving young Frodo Baggins an orphan. Also, by this time, the One Ring, secretly in possession of Bilbo Baggins, has begun to weigh upon him and exacerbated by the death of his nephew and his wife, he has consequently grown cold, cranky, and bitter, matching the cold and bitter weather of that winter. Such is his change in character that Gandalf the Grey has warned Bilbo that he is certain to follow the path followed by Gollum if he does not heed the warnings of three spirits, representing his past, present, and future, that will come upon him. In what is effectively Charles Dickens’ A Christmas Carol in J.R.R. Tolkien’s Middle-earth, they do and of course, Bilbo Baggins takes their words to heart and decides to change his ways by holding a big party. However, to do that, he will need help, which is where the Player-heroes enter the story.
Physically, A Hobbit Carol is cleanly and tidily laid out. The artwork, taken from the Artbook Compilation for The One Ring: Roleplaying in the World of Lord of the Rings is excellent. However, the layout is a little untidy in places and the adventure does need an edit.
A Hobbit Carol is a good little adventure, which like the earlier Landmark, Sackville-Baggins Estates, nicely develops the backstory to events of The Lord of the Rings, which works better as a one-shot rather than as an addition to a campaign.
Sunday, 24 November 2024
Old Swedish Renaissance
Dragonbane: Mirth & Mayhem Roleplaying, funded by successful Kickstarter campaign, comes as boxed set which contains a ‘Getting Started’ sheet which tells the reader what is in the box, a one-hundred-and-twelve ‘Dragonbane Rules’ book, a one-hundred-and-sixteen page ‘Dragonbane Adventures’ book, the twelve-page ‘Alone in Deepfall Breach’ solo adventure, two maps, including one of the Misty Vale, five pre-generated Player Characters, five blank character sheets, and forty-one full colour standees with plastic stands. Plus, there is a set of polyhedral dice in crystal green, including two twenty-sided dice, and illustrated decks of cards for combat initiative, improvised weapons, adventures, and treasure. The roleplaying game includes rules for creating Player Characters, but whether the players create their own or use the pre-generated ones, with ‘The Secret of the Dragon Emperor’ campaign that lies at the heart of the boxed set, Dragonbane: Mirth & Mayhem Roleplaying offers multiple sessions of play.
A Player Character is defined by six attributes, Kin, and his Profession. The six attributes are Strength, Constitution, Agility, Intelligence, Willpower, and Charisma, which range in value between one and twenty, but the highest they can be at the start of play, is fourteen. The Kin are Human, Halfling, Dwarf, Elf, Mallard, and Wolfkin. The Professions are Artisan, Bard, Fighter, Hunter, Knight, Mage, Mariner, Merchant, Scholar, and Thief. In addition, a Player Characters has Heroic Abilities. These come from the Player Character’s Kin and Profession, although not for the Mage, who starts play with the ability to cast magic. A Player Character has sixteen skills, ranging in value from one to eighteen. Various factors are derived from the attributes, notably different damage bonuses for Strength-based weapons and Agility-based weapons, plus Willpower Points. Willpower Points are expended to use magic and abilities derived from both Kin and Profession.
To create a character, a player can chose the options or roll for them, except for attributes, which are rolled for and trained skills, which are chosen. These include the Kin, Profession, Age, Name, weakness, gear, memento, and appearance. A Player Character will have scores in all of the skills in Dragonbane, but his age will determine the number he is trained in and have greater scores in.
First Name: Tym ‘Halffinger’
Kin: Human
Profession: Thief
Age: Old
Appearance: Balding
ATTRIBUTES
Strength 14 Constitution 11 Agility 15 Intelligence 17 Willpower 14 Charisma 11
Damage Bonus: +1d4
Willpower Points: 3
Hit Points: 11
SKILLS
Acrobatics 12, Awareness 14, Bartering 10, Bluffing 10, Evade 12, Knives 12, Languages 14, Myths & Legends 14, Sleight of Hand 12, Sneaking 12, Spot Hidden 14, Swimming 12
HEROIC ABILITIES
Adaptive (3), Backstabbing (3)
GEAR
Knife, lockpicks (simple), torch, flint & tinder, D6 food rations, D10 silver
MEMENTO
A ragged old journal
Mechanically, to have his player undertake an action, a player rolls a twenty-sided die. The die is marked with a ‘Dragon’ on the one face, and a ‘Demon’ on the ‘twenty’ face. The aim is roll equal to or lower than the skill or attribute. A roll of one is called ‘rolling a Dragon’ and is treated as a critical effect, such as giving an impressive performance, rolling double damage, the action takes less times, and so on. A roll of twenty is called ‘rolling a Demon’ and indicates a critical failure, possible effects including damaging yourself, someone else, or an object, making a lot of noise, and more. Banes and boons are the equivalent of advantage and disadvantage, meaning that the player has to roll more twenty-sided dice, counting the lowest one if there are more Boons than Banes, and the highest one if there are more Banes than Boons. Opposed rolls are won by the player who rolls the lowest.
If a roll is failed, a player can choose to push the roll and reroll. The result supersedes the original. In pushing a roll, the Player Character acquires a Condition, for example, ‘Dazed’ for Strength or ‘Scared’ for Willpower. The player has to explain how his character acquires the Condition and his character can acquire a total of six—one for each attribute—and the player is expected to roleplay them. Mechanically, a Condition acts as a Bane in play. A Player Character can recover from one or more Conditions by resting.
Initiative is determined randomly by drawing cards numbered between one and ten, with one going first. A Player Character has two actions per round—a move and an actual action such as a melee attack, doing first aid, or casting a spell. Alternatively, a Player Character can undertake a Reaction, which takes place on an opponent’s turn in response to the opponent’s action. Typically, this is a parry or dodge, and means that the Player Character cannot take another action. If a Dragon is rolled on the parry, the Player Character gets a free counterattack! If the damage inflicted would exceed the durability of the weapon, it is damaged and requires repairing.
Combat takes into account weapon length, grip, length, and so on. The effects of a Dragon roll, or a critical hit, can include damage being doubled and a Dragon roll being needed to parry or dodge this attack, making a second attack, or piercing armour. Damage can be slashing, piercing, or bludgeoning, which determines the effectiveness of armour. Armour has a rating, which reduces damage taken. Helmets increase Armour Rating, but work as a Bane for certain skills. If a Player Character’s Hit Points are reduced to zero, a death roll is required for him to survive, which can be pushed. Three successful rolls and the Player Character survives, whilst three failures indicate he has died. A Player Character on zero Hit Points can be rallied by another to keep fighting. Fear is covered by a Willpower check, and there is a Fear Table for the results.
Mages power their magic through the expenditure of Willpower Points (similarly, Heroic Abilities cost Willpower to activate). Typical spells cost two Willpower Points per Power Level of a spell, but just one Willpower Point for lesser spells or magic tricks. Willpower Points are lost even if the roll is failed, but rolling a Dragon can double the range or damage of the spell, negate the Willpower Point cost, or allow another spell to be cast, but with a Bane. Rolling a Demon simply means that the spell fails and cannot be pushed, although there is an optional ‘Magical Mishap’ Table to roll on if that happens. A spell cannot be cast if the Wizard is in direct contact with either iron or steel. There are three schools of magic, each with an associated skill, plus General Magic. These are Animism, Elementalism, and Mentalism. A beginning Mage has only been able to study the one school, but the General Magic spells are available to him as well.
The ‘Dragonbane Rules’ book includes a short bestiary of sixteen creatures. Each is given a page that includes an illustration, a short description, its stats, and its attacks. There are always six attacks per monster, such as “Threatening Cackle! The harpies shower the adventurers with terrible descriptions of what they will do to them. Everyone within 10 meters must make a WIL roll to resist fear (page 52).” Or “Excrement Attack! The Harpies open their cloacae and mouths and release a rain of vomit and excrement on the player characters. Everyone within 10 meters must choose a condition. The attack can be parried with a shield.” for the Harpy. The Game Master can chose or roll which attack the creature uses, but they are never repeated twice in a row. Plus, they always hit, so it up to the players to decide to have their characters dodge an attack (or parry when an attack allows it). This feels very similar to the monsters in Forbidden Lands – Raiders & Rogues in a Cursed World, also published by Free League Publishing. The result is that monsters are tough and brutal and a player needs to take more care in how he decides his character will engage with them. The only entries in the bestiary which differ from this are for Orcs and Goblins, which are treated like normal NPCs, complete with their own aims and the capacity to be interacted with. The latter is an important aspect of the campaign in the ‘Dragonbane Adventures’ book.
The ‘Dragonbane Rules’ book is rounded out with rules for travel, basic advice for the Game Master, creating NPCs, and a quick guide, including tables, for creating adventures. These are built around ‘adventure sites’ and travelling to them, much like the play of Forbidden Lands – Raiders & Rogues in a Cursed World. The advice and the guide to creating adventures are basic, but sufficient to serve as starting points.
The ‘Alone in Deepfall Breach’ booklet provides the means to play Dragonbane in solo mode, enabling a player or prospective Game Master get an idea of how the game plays before the full campaign. This is not the traditional ‘choose your own adventure’ style adventure, but instead a set of tables for generating delves into a scar in the land—Deepfall Breach, and for generating the randomness needed for solo play. This includes a ‘Fortune Table’ for determining the answers that a Game Master would normally give, random effects for rolling a ‘Dragon’ or a ‘Demon’, and how an NPC attacks the Player Character. Categorised as either a melee, ranged, sneaky, or magic attacker, this is similar to the monster attacks in the bestiary section of the ‘Dragonbane Rules’ book. Given the often-brutal nature of play in Dragonbane, the solo adventurer is also given some help. Primarily, this consists of being allowed an extra Heroic Ability with two being given for this purpose. ‘Army of One’ lets a player draw two Initiative cards instead of one, whilst ‘Sole Survivor’ lets him push a roll without suffering a condition.
As well as the means to create custom missions, ‘Alone in Deepfall Breach’ includes a complete solo mini-campaign of five missions. Each of the missions in ‘The Reforged Shard’ consists of a series of way points which the adventurer must pass and then return to the surface. Not only that, but each mission has its own looming threat that the player keeps track off and will happen if triggered, whether through delay, inaction, or failure. Both the means to generate missions and ‘The Reforged Shard’ are intended to be played solo, but ‘Alone in Deepfall Breach’ also suggests that a small group of players could use or play both as an alternative. In addition, there is nothing to stop the Game Master from using the tables to generate her own adventures for normal play or add Deepfall Breach as a specific location to the Misty Vale.
The ‘Dragonbane Adventures’ book contains a total of eleven adventures, which together form the ‘The Secret of the Dragon Emperor’. Apart from ‘Isle of Mist’, which is the campaign finale, these can be tackled in any order, although the Game Master can give nudges via rumours, represented in play by cards from the roleplaying game’s Adventure Deck. These are great handouts, reminding the players of what their characters might have heard so far. The Player characters will be based in the village of Outskirt, interacting with the various NPCs and picking up rumours before journeying to one of the adventure sites that they have heard off. Threading through this is the hunt for four items, which together unlock the resting place of an ancient magical sword. From the start, the Player Characters learn that someone is looking for “four pieces” which will reveal the “secret of the dragon emperor!” and soon after arriving in Outskirt, will be asked to look for the missing items. So initially, the campaign will be player driven as they decide which locations to visit and explore, but as they learn more, they will be drawn into the search and come into contact with the various factions that are part of that search. Of course, not all of them can be trusted, but surprisingly, there are some that can be in a way that runs counter to their traditional depiction in this roleplaying game’s style of fantasy.
The ‘Dragonbane Adventures’ book also includes a detailed description of Outskirt and its inhabitants, tables of random encounters to use in conjunction with the journeying rules in the ‘Dragonbane Rules’ book, and a table of ‘Demonic Omens’ which the Game Master can use to building the impending sense of doom that pervades the Misty Vale as the campaign continues apace. It also includes the general background to the campaign. It describes how a vile demon, Sathmog, entered the world and established a demonic realm, before a hero arose and summoned the ancient dragons that protect the world from demonic presence, before leading his dragon-riding knights to defeat Sathmog and imprison his high priest. The hero established the Dragon Empire, but in old age spurned the dragons and, on his death, the empire collapsed as his sons squabbled. It is very broad and although it obviously applies to the wider world, it is very specific to the Misty Vale and ‘The Secret of the Dragon Emperor’ campaign, which leaves the wider world unmentioned, let alone developed. Some information would certainly have been useful, at least to help the players get a feel of the wider world and the place of their characters in that world, rather than simply dropping them into start of the campaign at the entrance to the Misty Vale as ‘The Secret of the Dragon Emperor’ does.
Lastly, the Dragonbane: Mirth & Mayhem Roleplaying core box includes a set of standees and several decks of cards. The standees are done in full colour and depict the pre-generated Player Characters and the monsters they will face over the course of the campaign, and are, of course, designed to be used with the maps in the box. The various decks include the ‘Initiative Deck’, an ‘Adventure Deck’, a ‘Treasure Deck’, and an ‘Improvised Weapons Deck’. The ‘Initiative Deck’ is used in combat, whilst the others are used throughout the game and play. In particular, the ‘Improvised Weapons Deck’ is a lot of fun to use, the items being depicted potentially doing a lot more than being smashed over the head of another brawler before breaking. They will make the Game Master want to run a classic barroom brawl!
The Dragonbane: Mirth & Mayhem Roleplaying core box is undeniably a great package, but there are perhaps two areas where it might have been improved. One is the aforementioned inclusion of a wider background to help give a bit more context to the Misty Vale location and the accompanying campaign. The other perhaps is its possible use as an introductory roleplaying game. It is not an introductory roleplaying game in the sense that it designed to be played by those new to the hobby, but it has a simplicity in its mechanics which suggest that it could have been. Certainly, that simplicity is why Dragonbane is so very easy to learn to play for anyone with roleplaying experience. So, it is a pity that this opportunity was missed. That said, the simplicity of the rules do make Dragonbane easy to teach, so it can be used to introduce new players that way.
Physically, Dragonbane: Mirth & Mayhem Roleplaying is incredibly well presented. All of the books are clean and tidy, and really easy to read. The cartography is excellent, but the artwork and illustrations are superb. They are done by Johan Egerkrans, who also illustrated Vaesen and possess a grim, if comic book sensibility.
Dragonbane: Mirth & Mayhem Roleplaying is comprehensive, but not complex. In fact, the core box not only gives you everything you need to play a complete campaign, but also makes everything easy to play as well. The rules are so straightforward and so easy to pick up, and thus so easy to teach, that when combined with the familiarity of its classic fantasy, Dragonbane is all but begging itself to brought to the table. Dragonbane: Mirth & Mayhem Roleplaying combines the ‘Old School’ style of play with challenging monsters and adventures with slick, fast-playing rules for exciting game play that absolutely makes classic fantasy roleplaying fun again.
Saturday, 16 November 2024
[Free RPG Day 2024] Dragonbane – The Sinking Tower
Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.
A Player Character has a Kin, which can be human, halfling, dwarf, elf, mallard, or wolfkin. He also has six attributes—Strength, Constitution, Agility, Intelligence, Willpower, and Charisma—which range in value between three and eighteen, as well as a Profession. Both Kin and Profession provide an ability which are unavailable to other Kin and Professions. Various factors are derived from the attributes, notably different damage bonuses for Strength-based weapons and Agility-based weapons, plus Willpower Points. Willpower Points are expended to use magic and abilities derived from both Kin and Profession. A Player Character has sixteen skills, ranging in value from one to fourteen.
If a roll is failed, a player can choose to push the roll and reroll. The result supersedes the original. In pushing a roll, the Player Character acquires a Condition, for example, ‘Dazed’ for Strength or ‘Scared’ for Willpower. The player has to explain how his character acquires the Condition and his character can acquire a total of six—one for each attribute—and the player is expected to roleplay them. Mechanically, a Condition acts as a Bane in play. A Player Character can recover from one or more Conditions by resting.
Combat takes into account weapon length, grip, length, and so on. The effects of a dragon roll, or a critical hit, can include damage being doubled and a dragon roll being needed to parry or dodge this attack, making a second attack, or piercing armour. Damage can be slashing, piercing, or bludgeoning, which determines the effectiveness of armour.
Armour has a rating, which reduces damage taken. Helmets increase Armour Rating, but work as a Bane for certain skills. If a Player Character’s Hit Points are reduced to zero, a death roll is required for him to survive, which can be pushed. Three successful rolls and the Player Character survives, whilst three failures indicate he has died. A Player Character on zero Hit Points can be rallied by another to keep fighting. Dragonbane – The Sinking Tower also includes rules for other forms of damage such as falling and poison, plus darkness and fear. Fear is covered by a Willpower check, and there is a Fear Table for the results.
Three spells and three magical tricks are given in Dragonbane – The Sinking Tower. These are all fire-related, designed for the Wizard Player Character. The magical tricks include Ignite, Heat/Chill, and Puff of Smoke, whilst the full spells are Fireball, Gust of Wind, and Pillar.
Saturday, 26 October 2024
The Other OSR: Dungeons & Death
Dungeons & Death is itself notable for the fact that it contains three scenarios created from fantastic terrain created and painted by the members of the Forbidden Psalm Community. The supplement makes a point of including photographs taken of these three pieces of terrain and each of these is amazing! Not only do the photographs show off the skills of the contributors in terms of sculpting and painting, but they are great handouts should the Game Master want to show them to her players to give them an idea on what they are facing. Otherwise, Dungeons & Death is a short anthology that contains three scenarios and a new set of rules for creating random dungeons that players can take their warbands delving into their depths.
Monday, 9 September 2024
The Other OSR: The Lair of the Vampire King
This is the set-up for The Lair of the Vampire King. This is a mini-adventure for use 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. It consists of four locations outside of the fortress and three inside. Apart from the thrown monsters, who are unsurprisingly irked at having been thrown at the Player Characters, the locations outside are surprisingly benign. Those inside, however, are nasty and deadly. The rooms inside the Fortress are sparsely furnished, but highly detailed, two of them having larva traps that spray deadly gouts of hot liquid rock! There is also a trap that cannot be escaped unless the Player Characters explore the adventure fully. Then, of course, there is Vaevalz, the Vampire King, all head, arms, and legs and ambitious spite. He is a very tough monster with a lot of Hit Points and an attack that can reduce a defender’s Hit Points to one and another that unleashes a hailstorm of lava and blood, damaging everyone in the room. There is the possibility of talking to him, but the Player Characters would have to be very obsequious…
There are some nice touches to the adventure. Notably, the interaction with the monsters. None of them are inimical towards the Player Characters, except when thrown, of course. Some of them are actually friendly—including those in the cage outside the fortress. So the Game Master can have some fun roleplaying them!
So, The Lair of the Vampire King? Just another nasty, dirty, deadly adventure for Mörk Borg? Well, yes and no. What makes The Lair of the Vampire King different is the fact that it actually based on the drawings and ideas of Assar Nohr, the five-year-old son of Johan Nohr, the co-creator of Mörk Borg. These have been made gameable by Assar’s dad and turned in The Lair of the Vampire King. The original drawings themselves have been included in The Lair of the Vampire King and it is clear that the original ideas and visualisation of the dungeon remains intact in being adapted to Mörk Borg.
Physically, The Lair of the Vampire King is well presented. The artwork is scratchy and gloomy and overall, the adventure avoids the Artpunk style traditional to Mörk Borg.
The Lair of the Vampire King is entertaining and inventive and ridiculous all at the same time. It is also incredibly deadly, but that should not be held against the adventure itself. After all, what five-year-old cares about game balance? So, Assar can we have another adventure, now that you are six?
Sunday, 11 August 2024
Mutant Space Zero
Mutant: Year Zero – Ad Astra does something wholly unexpected, and in doing so, opens up a whole new number of worlds and environments to the Player Characters, ones that would ordinarily be beyond their imagination—space! The supplement most obviously provides a campaign whose outcome will decide the future of the Mutant: Year Zero setting, not just the devastated Earth, but habitants and worlds beyond. It also provides an overview of the Solar System, detailing bases, settlements, and habitats specific to the campaign, and gives new rules, equipment, and character options for playing in Zero-G and other hazardous environments. Although the campaign is intended to be run as a continuation of the ‘Path to Eden’ campaign in Mutant: Year Zero – Roleplaying at the End of Days, there are numerous suggestions in Mutant: Year Zero – Ad Astra as to where to place its starting point, including at the end of the most recent supplement, The Gray Death. The other suggestions encompass Mechatron – Rise of the Robots Roleplaying and Mutant: Year Zero – Elysium as well as Mutant: Year Zero – Zone Compendium 1 – Lair of the Saurians and Mutant: Year Zero – Zone Compendium 2 – Dead Blue Sea. Together this gives the Game Master several options to choose from, but whatever supplement the Game Master decides to use as the jumping off point for Mutant: Year Zero – Ad Astra, the Player Characters will find themselves in a rocket, being blasted into space, headed for the unknown, allegedly for their own safety.
Ultimately, the Player Characters will make it to Jupiter and there confront both the future of everyone in the Solar System and on Earth and the architects of the situation on Earth, and then make some choices. The latter may see Jotunheim being repaired, the Ad Astra being repaired and leaving, and even the Ad Astra leaving the Solar System with the Player Characters aboard! What happens next is outside the scope of Mutant: Year Zero – Ad Astra, although if the Player Characters decide to stay in the Solar System, there is enough information in the supplement to start a campaign that focuses on exploring it in the wake of the events of Mutant: Year Zero – Ad Astra.
Mutant: Year Zero – Ad Astra opens up the setting of Mutant: Year Zero and takes it in a wholly unexpected direction. As a sourcebook it lays the groundwork for a post-apocalyptic setting that is not confined to the one world, but found across many and awaiting further development and exploration. As campaign, it places the Player Characters fore and centre as heroes who can either save the day or found a whole new civilisation, and in the process confront the consequences of some of the actions made by the Titan Powers. The campaign itself in Mutant: Year Zero – Ad Astra is the fantastic continuation of the ‘Path to Eden’ campaign found in the pages of Mutant: Year Zero – Roleplaying at the End of Days that the roleplaying game’s fans have long been waiting for, whilst the sourcebook material provides scope to explore rest of the Solar System.