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

Monday, 8 May 2023

Miskatonic Monday #192: Bad Tidings

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Publisher: Chaosium, Inc.
Author: Orlando Moreira

Setting: Portugal, 1937
Product: Scenario
What You Get: Thirty-page, 4.92 MB Full Colour PDF
Elevator Pitch: Innsmouth in Iberia
Plot Hook: A mentor’s revelation exposes murder and terrible Nazi experiments
Plot Support: Staging advice, four pre-generated Investigators, two handouts, three NPCs, five maps and floor plans, and one Mythos monster.
Production Values: Decent.

Pros
# Period one-shot under a different dictator
# Pulp horror style scenario
# Entertainingly staged finale
# Pre-generated Investigators help enforce the background period
# Excellent use of period photographs
# Ichthyophobia
# Thalassophobia
# Batrachophobia
# Iatrophobia
# Naziphobia

Cons
# Needs an edit
# Cartoonish artwork
# Mythos tome mentioned, but never found
# Oddly undermanned Nazi base
# Heavily plotted in places, but Keeper advice gives options

Conclusion
# Strongly plotted scenario supported by decent Keeper suggestions
# Pulp horror one-shot in pre-war Portugal opens up new location for period horror

Sunday, 7 May 2023

Kingdom of Consternation

Vaesen – Mythic Britain & Ireland is sourcebook for Vaesen – Nordic Horror Roleplaying, the Sweden-set roleplaying of folkloric horror set during the nineteenth century published by Free League Publishing. In fact, it is the first sourcebook for the roleplaying game, one that takes the roleplaying game to new territory—though not new territory for roleplaying—and there confront new creatures amidst familiar tensions. Between superstition and modernity. Between industrialisation and rural traditions. These are joined by new, heightened tensions. Between the rich and the poor. Between employers and employees. Between North and South. Between the cities and countryside. The setting is Great Britain and the United Kingdom during the latter half of the reign of Queen Victoria. The British Empire is reaching its heights, trade flows in and out of the county’s ports bringing wealth as well as foreigners not to be trusted, the demand for goods means bosses drive their workers harder and install new and more powerful machines to increase production. Yet across the isles, as in Sweden, the supernatural lurks at the edge of society. In Sweden, it is the Vaesen, the supernatural creatures who helped out on the farms, gave a hand when it came to calving, ensured that lost children would find their way home, and kept everyone alive during the harsh winters of Northern Europe, and in return would receive milk and grain from the farms. In the British Isles, it is the fey or fairies, who make their homes in parallel realms of their own, but slip into ours, their mercurial interactions with mankind often leading to mysterious encounters at best, bloodshed at worst. Fortunately, just as Sweden has the Society—or Order of Artemis—dedicated to investigating supernatural threats and preventing interactions between them and society leading to further bloodshed or exposure, Great Britain and Ireland has the Apollonian Society.

Vaesen – Mythic Britain & Ireland can either be used as an expansion to Vaesen – Nordic Horror Roleplaying or a whole new campaign setting. In other worlds, the Player Characters could travel from Sweden to investigate the mysteries of sceptred isle, or indeed to fey it presents shifted to Scandinavia, but it could also be used as the basis for a Britain-set campaign, with the Player Characters being English, Irish, Scottish, or Welsh rather than Swedish. This is its default, but it has notes and suggestions as to how to involve Swedish Player Characters. That default has its advantages. In particular, the period and setting will be familiar to the English-speaking gaming hobby, as after all, this is the land of Charles Dickens, Sherlock Holmes, the Hound of the Baskervilles, and Jack the Ripper. Similarly, there will a certain familiarity in the fairies it details, such as the Banshee, Pooka, Redcap, or Selkie. However, as much as this familiarity makes it easier to engage with, it loses some of the mystery, which the Swedish default setting of Vaesen – Nordic Horror Roleplaying always maintained because it was unfamiliar. However, the supplement maintains enough mysteries of its own, whether that is the strange locations it describes, the fairie threats it details, and the scenarios it presents.

Funded following a successful Kickstarter campaign,
Vaesen – Mythic Britain & Ireland is written by Graeme Davis, co-author of Warhammer Fantasy Roleplay and The Enemy Within campaign, as well as most notably, GURPS Faerie. Which given the wealth of research and detail that the GURPS line is famous for, means that the author has a certain expertise when writing about the supernatural threat that the Player Characters will face in the United Kingdom. The book includes an overview of Britain and Ireland, a gazetteer of strange places, details of the fae and their realms, the Apollonian Society, new Archetypes, a host of supernatural creatures, and three lengthy mysteries.

Vaesen – Mythic Britain & Ireland opens with an overview of Mythic Britain and Ireland. This is not intended to be a historical treatment of the setting or period, in part because there is insufficient space and in part because the setting is familiar. Instead, it opts for a combination of history and fantasy. This shows in its inclusion of notables of the period, so that alongside figures such as Charles Dickens, Florence Nightingale, and Oscar Wilde, there are also fictional characters like Sir Harry Flashman, A.J. Raffles, and Sherlock Holmes. All are given thumbnail descriptions, as are the important cities of the Ireland, Scotland, and Wales. London is understandably given more attention, covering the city’s important locations, railways, and other institutions. Particular attention is paid to the tensions rife across all four countries, with suggestions as to how include Fenian fairies (and others) agitating for home rule, Social Class, and more in a Vaesen game set in the British Isles. Many locations—in and out of London—are accompanied by a short description of a haunted place, whether that is the Blackley Boggart of Boggart Hole Clough near Manchester or suggestions that spirits haunting Hackney Marshes might be of Roman or older origins. Several Mysterious Places, like the Cerne Abbas Giant and Loch Ness are described too, before the supplement dives in deeper detail about the parallel worlds of the Fairie. This provides solid background for the Game Master to involve her players and their characters in visits to Annwvyn, Tír Na nÓg, fairy glades and rings, and so on.

The equivalent of the Society in Britain, the Apollonian Society, whilst linked to the one in Sweden, has a history all of its own. The Apollonian Society was originally founded by Doctor John Dee, scientist and astrologer to Queen Elizabeth I, together with Sir Francis Walsingham, the Queen’s spymaster, and Edmund Spenser, whose epic poem, The Fairie Queen, would threaten to reveal too much about the Fairie and their realms. Much of its archives are based upon the records and correspondence of William Stukely, noted antiquarian and often regarded as the ‘father of archaeology’. The Apollonian Society even has its own headquarters in the form of Rose House, complete with its own seemingly ageless butler, Hawkins. Options are suggested to who or what Hawkins might be. Overall, there is a nice sense of the historical and the fantastical to the Apollonian Society and of course, Rose House has the same scope for development as Castle Gyllencreutz in Upsala.

Vaesen – Mythic Britain & Ireland includes three new archetypes for Player Characters—the Athlete, the Entertainer, and the Socialite. These are perhaps the easiest of the content in the supplement to transfer back to roleplaying game’s default setting of Sweden, and indeed, any setting of the period. There is a pleasing flexibility to the Athlete, so that the archetype’s main skill and Talent vary according to their sport, for example, for cricket, the main skill is Agility and Talent is Gentleman, whilst for Tennis, the main skill is Force and Talent is Fleet-footed. The illustration for Archetype, a prize fighter, is delightfully suitable. Conversely, it is a pity that the same is not done with the Entertainer archetype, which simply has to rely on the Manipulation skill and Performer Talent. ‘Expanded profession and ‘Life Event’ tables support the inclusion of the three new archetypes in the supplement as well as those in the core rulebook.

One option for Player Character and NPC interaction is the aforementioned rules for Social Class, deference meaning that those of a higher gain a bonus to Empathy tests when dealing with those of a lower social class, whilst conversely, those of a lower social class suffer a penalty with dealing with their social betters. This reflects the nature of social class throughout the Victorian era and beyond, but the rules do paint a broad brush and lack nuance. Ideally, the Game Master should adjudicate their use as necessary on a case-by-case basis.

The highlight, of course, to Vaesen – Mythic Britain & Ireland are its English, Irish, Scottish, and Welsh equivalent of vaesen. Drawing upon a mixture of Celtic myth and local folklore—sometimes very local folklore—the supplements discusses the nature and common features of many of the isles’ fairie creatures, including their invisibility, invulnerability (except of course, for a loophole particular to each type), the nature of fairie challenges, favours, and forfeits, even impossible tasks. Some thirteen fairie are detailed, each given a two-page spread as in the core rules, complete with Apollonian Society notes by William Stukely, the possible ritual necessary to defeat the creature, three example conflicts between the creature and mankind, and variants. The conflicts for the Banshee, the first fairie entry in the supplement, include a Banshee who will not howl, a Banshee who reaches out in dreams, and banshee who wails despite the last of the nearby family line not wanting to die. The variants include the Caoineag, a water-bound version who is almost impossible to interact with and the Bean-nighe, a crone-like creature who washes the clothes of those who are about to die in a stream. The other fairie include the Black Dog, Boggart, Glastig, Hag, Knocker, Nuckelavee, and several others. there are even notes on adapting the vaesen from the core rulebook to Vaesen – Mythic Britain & Ireland setting.

Vaesen – Mythic Britain & Ireland includes three mysteries. All three clearly present their conflicts, countdowns, and catastrophes, the latter occurring if the Player Characters fail to act in time. Clues are given location by location, and each scenario ends in a confrontation, climax, and possible aftermath. All open with a latter to the Apollonian Society which will draw the Player Characters hither and thither, first to rural Gloucestershire where a young man has been arrested for the murder of his sweetheart and the ground about his village has been beset by unusually late and cold frosts, to the north of Wales where a rash of accidents in a slate mine suggest something unchristian, and then back to London to locate a missing brother last seen at an artists’ colony upsetting the middle class propriety of Hampstead Heath. They can of course, be played in any order. Taking up almost half of the supplement, all three scenarios are excellent, highlighting conflicts between tradition and reason, tradition and modernity, the mysterious and the mundane, as well as depicting the social differences and attitudes in all three locations. Although there are notes to adapt the scenarios to the Swedish default setting of Vaesen – Mythic Britain & Ireland is , doing so would lose some of the flavaour and nuance to be found in each scenario.

If there is an issue with Vaesen – Mythic Britain & Ireland, it is that it does skimp on the history and background to its setting. It does have the benefit of familiarity though, so a Game Master and her players can rely on knowledge they may already have, but if not, it does mean that both will need to conduct more research. Thankfully, neither is all that difficult to research, and in addition, there are plenty of books readily available on the folklore of all four countries.

Physically, as you would expect, Vaesen – Mythic Britain & Ireland is a lovely looking book. The cover is ominous, but inside the various fairie and NPCs in the scenarios are brought to vivid life by the artwork of Johan Egerkrans. The book is well written, the handouts are well done—if a plain in places, and the cartography is excellent.

Vaesen – Mythic Britain & Ireland takes the structure and style of Vaesen – Mythic Britain & Ireland and places it in what be the familiar for much the English speaking hobby. That familiarity may lead to clichés, but this is actually not all that much of an issue given the supplement’s mix of the fantastical and the historical, meaning the Player Characters can don deerstalkers and tramp the moors in search of malicious or mischievous wee beasties or hunt for horrors on the fog-bound streets of London and neither would be out of place.
Vaesen – Mythic Britain & Ireland is an excellent supplement, opening up the world of Vaesen to a whole new realm and making the fairie something to fear.

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Free League Publishing will be at UK Games Expo
from Friday 2nd to Sunday 4th, 2023.

Saturday, 6 May 2023

Gods & Sods

One of the innovations of RuneQuest is that it introduced a world in which religion plays an intrinsic role. Glorantha has numerous mythologies, pantheons, deities, cults, heroes, and villains, and they are important to all of the peoples of Glorantha such that everyone belongs to a cult, worships one or more gods, whilst also acknowledging many others. Originally introduced in the ground-breaking Cults of Prax and its companion, Cults of Terror, the cults of Orlanth, Humakt, Ernalda, Yelmalio, Kygor Litor, Zorak Zoran, and many others have even entered the roleplaying lexicon. Each provided beliefs, outlook, and spells, and in play even roleplaying hooks. However, having access to all of these cults has historically been something of an issue, the last complete treatment of Glorantha’s gods and cults being GloranthanClassics Volume III – Cult Compendium, which collates material from Cults of Prax, Cults of Terror, and Trollpak, and more. One of the plans for RuneQuest: Roleplaying in Glorantha was to produce its own similar tome, Cults of Glorantha, initially in a two-volume set—now only to be seen in a limited ashcan edition released at Gen Con. Instead, the Cults of RuneQuest is to be a ten-volume series, each entry dealing with particular pantheons and aspects of Glorantha’s mythologies.

Cults of RuneQuest: The Prosopaedia is the first volume in the series from Chaosium, Inc.. It is essentially an encyclopaedia to the gods and other mythological figures and groups of the fantasy world of Glorantha and contains hundreds of entries. Entries are arranged alphabetically as you would expect. Some entries only receive a single paragraph, for example, Delaeo, Goddess of Fortune, Good Luck, and Wealth, Lanbril, King of Thieves, and Zistor, The God Machine of the Dwarfs. Others, however, are accorded two more paragraphs, such as Babeestor Gor, Avenging daughter and Sacred Guardian, Kyger Litor, Mother of Trolls, and the Seven Mothers, the Recreators of the Red Goddess, the New Gods. Perhaps some of the longest entries are devoted to some of the more well-known figures in Gloranthan mythology—of which Ernalda, Goddess Creation, Goddess of Love, and Orlanth, King of the Gods, Storm God, Chieftain, Warrior, Leader of the Lightbringers, are the best examples. The Cults of RuneQuest: The Prosopaedia is also cross-referenced, so the entry for Orlanth includes references to both Ernalda and the Lightbringers, and when you turn to the Lightbringers entry, there are references to Chalana Arroy, Eurmal, Flesh Man, Ginna Jar, Issaries, Lhankor Mhy, and Orlanth. Not every entry is a god. For example, Gerak Kag is a Dark Troll hero who defeated Praxian nomads and invaded Pavis in the 1230s, Jaldon Goldentooth is the immortal hero of the Praxian tribes who returns again and again to lead them all into battle, and Zzabur is the First Wizard.

Every entry includes a pronunciation guide, its place and role in particular pantheon, and cross-references as needed. Also included is the Rune symbols associated with that particular god, a practice continued from The Red Book of Magic, and particularly useful it is too.

What is not included in Cults of RuneQuest: The Prosopaedia are any game stats or rules mechanics. This it shares with The Glorantha Sourcebook, which framed the conflicts between the differing mythologies in the forthcoming Hero Wars. The lack of stats or mechanics is intentional. Cults of RuneQuest: The Prosopaedia is intended as an overview of the mythologies and gods and other figures of Glorantha, drawing on diverse sources and collating everything for ease of reference. For the player new to RuneQuest: Roleplaying in Glorantha and the setting of Glorantha this is an easy starting point to look up such details, with the core rules providing the mechanics necessary. For the Gloranthaphile, it still provides a good overview, but they will, of course, be left wanting more, but that will come as further entries in the Cults of RuneQuest series are published. Further, it should be pointed out that Cults of RuneQuest: The Prosopaedia is not designed as a standalone product. In being an overview of the gods and mythologies, it is a companion volume to the rest of the titles in the series.

There is one other aspect of Cults of RuneQuest: The Prosopaedia which stands out and that is Katrim Dirim’s artwork. It is gloriously rich and vivid in its colours, capturing the majesty, power, glory, and might of the many deities depicted. It gives them all a naturalistic feel as if painted by their worshippers, yet still unworldly.

As comprehensive as the 
Cults of RuneQuest: The Prosopaedia is, there is one feature which would have increased its utility, and that is perhaps an index by pantheon and thus refer to particular entries in the Cults of RuneQuest series. It is likely that at the end of the series that an index for all ten books will be necessary.

Physically, Cults of RuneQuest: The Prosopaedia is a slim volume. It professionally written and presented, and as already mentioned, is superbly illustrated. That said, in places, the writing will send the reader to a dictionary to look up the definitions of unfamiliar words.

Cults of RuneQuest: The Prosopaedia is beautiful introduction to the pantheons and mythological figures of Glorantha. Superbly comprehensive, it sets up and serves as a companion to the Cults of RuneQuest series and if the rest of the titles are going to look as good and delve deeper into their subjects, then the RuneQuest fan and the Gloranthaphile are going to very pleased with each new volume.

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An unboxing video of Cults of RuneQuest: The Prosopaedia is available to watch on Unboxing in the Nook.

—oOo—


Chaosium, Inc. will be at UK Games Expo
from Friday 2nd to Sunday 4th, 2023.

Maglev Mutant Mystery

Mutant Crawl Classics #14: Mayhem on the Magtrain is the fourteenth release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. Designed for Second Level player characters, what this means is that—just like Mutant Crawl Classics #13: Into The Glowing Depths before it—Mutant Crawl Classics #14: Mayhem on the Magtrain is not a Character Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. By the time the Player Characters in Mutant Crawl Classics #14: Mayhem on the Magtrain have reached Second Level, they will have had numerous adventures, should have understanding as to how both their mutant powers and how at least some of the various weapons, devices, and artefacts of the Ancients they have found work and can use on their future adventures.

Mutant Crawl Classics #14: Mayhem on the Magtrain takes the Player Characters in a totally unexpected direction, quite literally, but not an unprecedented one. The scenario opens with the village elders summoning the Player Characters before the tribal council. A fellow tribe member, agitatedly reports that she and her hut-mate were attacked by several Sk’wik, the notoriously violent worm-folk which turn everything into a charnel heap that they constantly stir. (It is notable that the Sk’wik are very much like the mysterious worm-like race known as the Sathar from Star Frontiers.) The Player Characters are tasked with returning to the site of the attack and burn out the nest before the Sk’wik spread and threaten the village. The Player Characters quickly locate the nest and after killing the horrid worm-things, find themselves in a cavern of the Ancients. Investigating further, they discover a metal door and beyond that a metal tube of the Ancients, and if the Player Characters have played through the scenario, ‘Assault on the Sky-High Tower’, the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic core rule book, then they will have been here before! That scenario involves a journey by tube train, not too dissimilar to the journey they are about to make. The scenario is also just a little like that of Mutant Crawl Classics #6: The Apocalypse Ark being set aboard a moving vehicle.

All of the action of the scenario—and the scenario is very action orientated—takes place aboard a runaway Maglev train, still intent on completing its timetable and reaching its next destination at its best possible speed. Or rather, as it turns out, the worst speed possible! At first, the journey seems to going well, but the virtual Conductor becomes increasingly jittery and uncertain until she explains the other A.I. aboard the Maglev train, the Engineer is following its programming to the letter and refusing all attempts at communication. As the Maglev speeds up, it begins to buck and rock as the repulsor on one of its forward carriages begins to fail. As the Maglev hurtles towards its next destination, the Conductor asks the Player Characters to help save the train and go forward to the ‘bridge’ and deal with the Engineer.

Cue all of the classic train shenanigans—only on a Maglev! Do the Player Characters have to climb onto the roof of the train? Are they shot at whilst atop the train? Do they have to inch their way along the undercarriage of the train? Do they have a fight with the Rail Marshal-Bot? The answer is yes to all of questions and more!

Mutant Crawl Classics #14: Mayhem on the Magtrain is a short adventure. Action-packed, but short. It is designed to provide a means to getting the Player Characters a long way away from their village to somewhere possibly more interesting. In the standard Mutant Crawl Classics set-up, the Player Characters rarely get that far from their base village, going out and back again to deal with issues and threats the tribe faces.
Mutant Crawl Classics #14: Mayhem on the Magtrain gets the Player Characters far away and hopefully somewhere interesting.

In addition to the floorplans of the Maglev, the scenario includes several new artefacts. The most fun of these is
‘Ocean Apes Insta-Pet’, an entertaining update of sea monkeys!

Physically, behind a suitably action-packed cover, complete with a metallic logo, Mutant Crawl Classics #14: Mayhem on the Magtrain is cleanly and tidily laid out, clearly written, and decently illustrated. As already mentioned, the maps are really nicely done.

Mutant Crawl Classics #14: Mayhem on the Magtrain is an action movie of a scenario. It is fun, fast, and furiously thrilling, and both the players and the Judge will enjoy playing this in between longer, more involving scenarios.

—oOo—


Goodman Games will be at UK Games Expo
from Friday 2nd to Sunday 4th, 2023.

Friday, 5 May 2023

Friday Fantasy: OS1 The Eye of Chentoufi

The world of Okkorim was rich and verdant. Then the Empire of Ydrissid rose and fell and so we have the Blighted Lands. The sorcerers of the Empire of Ydrissid commanded great magic and not only established dominion over Okkorim, but also out onto other planes. Key to their power were the ‘eanifisilat’ or ‘dragoncoils’, the focal points where magical power coalesced around slumbering elemental dragons. Yet over time, the power of the ‘eanifisilat’ began to fade, eventually dwindling to nothing and the sorcerer god-kings of the empire sought other means to maintain their arcane power. They could not recreate the ‘eanifisilat’ which had enabled them at their height, to send whole armies across the empire in the blink of an eye, but they could create artifacts imbued with the power of the elemental dragons—air, earth, fire, and water. One of these artefacts is the Occulus of Senrahbah. Like many of its type, it would lost in the years that followed the collapse of the Empire of Ydrissid due to the Wrath which turned its territories into the Blighted Lands and many lesser empires and nations rose and fell. Several factions in the port city of Chentoufi believe they have determined the location of the Occulus of Senrahbah. If there is even the slimmest possibility of holding a sliver of the power of the sorcerer god-kings of the Empire of Ydrissid, then these factions will do their utmost to either obtain it, or prevent it from falling into the wrong hands. Enter the Player Characters…

This is the set-up for OS1 The Eye of Chentoufi, an adventure compatible with Dungeons & Dragons, Fifth Edition that is notable for several things. First and foremost, it is set in ‘Luke Gygax’s World of Okkorim’ and thus co-authored by Luke Gygax, the son of E. Gary Gygax, the co-creator of Dungeons & Dragons and thus the hobby itself. Second, it is the first part of a trilogy, which will continue with OS2 The Heart of Chentoufi and OS3 The Fate of Chentoufi. Third, it can be run as a tournament scenario, in just a single four-hour session, and there are notes and points awards so that the players’ progress can be tracked and scores compared at the end of the tournament. Alternatively, it can played through in two or more sessions with the addition of the scenario’s optional scenes. Fourth, it was written as a special tournament scenario for Gary Con XIII, the convention held each March in Lake Geneva, Wisconsin.

OS1 The Eye of Chentoufi begins en media res. The Player Characters are somewhere in the sands of the Blighted Lands as the ground drops away from them and they find themselves in a giant cavern with many creatures wanting to eat them! They have a chance to get out and then fade to black… Several options are suggested for this, but the players are encouraged to come up with their own solutions. The action switches to the port city of Chentoufi where Pelicos Red approach the heroes to help him find a missing artefact, the Occulus of Senrahbah. If they agree—and if not, then there is no adventure—their investigation leads to the city’s Grand Library where with a bribe or intimidation, they can learn that clues to the artefact’s location lies in the sewers and catacombs below both city and library. Here there is a big set-piece, a puzzle which the Player Characters (or preferably, the players) have to solve before they can move on. They face one of the factions interested in stopping the efforts of the Player Characters and doing so by any means necessary. The fight is made all the more challenging because at this point the Player Characters are weapon-less, having had to hand them over in order to enter library. Improvised weapons can be found, but the spell-casting Classes are at possible advantage here.

The second act begins with the Player Characters discovering a vault under the city and using the clues found there to identify another location in Chentoufi, a tower made of lapis lazuli! Atop the tower is another puzzle, which if solved points to the next location. This leads back under the city, but much deeper this time, encountering several ancient guardians before confronting the Guardian of the Eye and… well… Not actually locating the Occulus of Senrahbah, just more clues. Which of course, leading into OS2 The Heart of Chentoufi.

OS1 The Eye of Chentoufi has some great features. Each of its three acts starts with a summary of the plot for that act; there are suggestions as to what music to play during various scenes (with links to YouTube for the PDF version of the scenario); and the monsters are decently done, with a favourite being the Sussarate Spiders which exist on the Prime Material and Ethereal Planes which grapple their prey and drag them into the Ethereal Plane where they consume them. The two big puzzle scenes in the scenario are really particularly good and like any good tournament scenario do their very best to challenge the players as much, if not more than, the Player Characters.

However, OS1 The Eye of Chentoufi is not a great scenario for a number of reasons. The primary problem is that there is not enough context for the benefit of the players and their characters. There is no background information that is readily presentable to the players, whether on the Blighted Lands or the city of Chentoufi. So, the players will have difficulty getting a feel for the setting as a place, let alone motivation for their Player Characters. This starts with a beginning—en media res, and thus intended to be exciting—in a situation where no attention at all paid to why the Player Characters are there and what they are doing. Some of this could have been alleviated with some pre-generated Player Characters, but there are none. Which makes no sense for a tournament scenario, especially one set in a background which is not vanilla fantasy. The background to Okkorim, the Blighted Lands, and Chentoufi all have an Arabic or Middle Eastern feel, much like Al-Qadim: Land of Fate. Some of this information could have been presented in a set of pre-generated Player Characters, which could also been used to provide motivation for the players and their characters and have been used to showcase what can be played in the ‘Luke Gygax’s World of Okkorim’ and its differences between it and Dungeons & Dragons, Fifth Edition. This is a missed opportunity.

Physically, OS1 The Eye of Chentoufi is hit and miss. The artwork is excellent, as is the cartography, and on the whole, the scenario is a fine-looking book. However, the editing is inconsistent. Further, whilst some of the monsters and NPCs are given clear stats at the end of the book, not all of them are.

OS1 The Eye of Chentoufi is playable as is, but it is underdeveloped in all too many places, especially as far as the players are concerned. They will probably complete the scenario not knowing quite what their characters will have achieved as they only get part ways towards locating the Occulus of Senrahbah and feeling unrewarded for their efforts, although there are some nicely thematic magical treasures to be found. Not enough for a party of six Player Characters though. Where OS1 The Eye of Chentoufi shines is in its big set-piece puzzle encounters, but getting to them and playing them will take some development upon the part of the Dungeon Master, both in preparing pre-generated Player Characters and the background for the players and so ready them for the scenario and help bring it to life.

—oOo—


Luke Gygax will be at UK Games Expo
from Friday 2nd to Sunday 4th, 2023.

Friday Fiction: At the Mountains of Madness Volume II

At the Mountains of Madness
is horror author H.P. Lovecraft’s longest and one of his most famous stories. It takes the form of a series of letters, written by Doctor William Dyer, a geologist from Miskatonic University, who in late 1930 led an expedition to the Antarctic which would end in disaster, madness, and death following the discovery of the remains of prehistoric lifeforms unknown to science, buried in the permafrost and the remains of a cyclopean city behind a mountain range the height of the Himalayas—previously never seen before, the city long abandoned for terrible reasons which are ultimately revealed at the denouement of the story. Specifically, Doctor Dyer’s letters have been written in an effort to prevent a second, and much more important and widely publicised expedition which is being mounted to the Antarctic from following in the same path. The story has a strong sense of atmosphere and environment—the ice and snow, and extreme low temperatures play a major role in the narrative, serving as a starkly frigid backdrop against which its events take place and its equally stark revelations as to the horrid and horrifying events in the past and their dark influences upon the origins of mankind.

Originally serialised in the February, March, and April 1936 issues of Astounding Stories, At the Mountains of Madness has been published many times since and in more recent years adapted into songs, musicals, graphic novels, radio serials, and more. The very latest adaptation is none of these, but an illustrated version of the novel. At the Mountains of Madness is published by Free League Publishing, a publisher best known for roleplaying games such as Mutant: Year Zero – Roleplaying at the End of Days and Forbidden Lands – Raiders & Rogues in a Cursed World, this is not the publisher’s first such title. That would be The Call of Cthulhu, the classic of American horror literature and the short story that is arguably H.P. Lovecraft’s most well-known. As with that classic, the Free League Publishing edition of At the Mountains of Madness is fully illustrated by French artist François Baranger and presented in a large 10½ by 14 inches folio format.

At the Mountains of Madness Volume I only took the protagonists as far as the upper reaches of the Elder Thing city, it closing at the point where the protagonists are preparing to enter the city’s subterranean depths. Baranger’s final illustration was subtly ominous, the stonework of the wall around the entrance to the tunnel below the Elder Thing city casting a skull-like shadow… It is Baranger’s gorgeous artwork that stood out in the first volume and again, his superlative illustrations capture the frigid, shattered, and alien of the Elder Things on the other side of the Mountains of Madness in the second volume, At the Mountains of Madness Volume I. If the first volume was dominated by wide panoramas of the Antarctic wastes, his artwork balances that here with a sense of height that dwarves the explorers, Doctor William Dyer and the student, Danforth. As they delve deeper into the city and Dyer begins to translate the hieroglyphic murals, the art changes to match, illustrating it in time to Lovecraft’s text as both men learn the long history of the city and its strange inhabitants. Thus there is a switch back and forth between the city in ruins and the city as a living place for the Elder Things, sense of stillness in the former and movement in the latter. No more so than in the terrible confrontation between the Elder Things and the Cthulhu Spawn, an eldritch battle over which great Cthulhu looms. In the text, Dyer notes the sense of awe at the alien city and again that is matched by the Baranger from the first page to the last.

The tone changes as the Elder Things devise and develop the terrible protoplasmic intelligences known as Shoggoths. Even their appearance seems to overawe the Elder Things, imbuing the alien creatures with sense of sympathy and even fear on their behalf...! This though turns shock as the two men first discover the remains of the missing Gedney and his dog—whose disappearance was detailed in At the Mountains of Madness Volume I
—and the strange giant albino penguins! Then find out what happened to the Elder Things that were woken in the first half and who were responsible their nemesis—the dread Shoggoth! The final scenes are a rush, as the Shoggoth threaten engulf Dyer and Danforth and the two men make a desperate escape from the city and to their aeroplane. Only in the final scene, do we focus at all upon either of the men, a look of sheer terror upon Danforth’s face as he takes one last terrible look at where he has just come from!

The text for this second volume of At the Mountains of Madness, as with the first, are taken from the standard version of Lovecraft’s story. Although there is no change to the text in terms of content, there is in terms of emphasis, there in places being sentences and paragraphs being placed in a larger font. This is often jarring and does not match Lovecraft’s story, feeling unnecessary given that Branager’s illustrations are there exactly to deliver that emphasis.

If the reader was disappointed to have to wait for
At the Mountains of Madness Volume II is after At the Mountains of Madness Volume I, then that wait has been worth it. At the Mountains of Madness Volume II is a stunning book, but then again, so was At the Mountains of Madness Volume I. François Baranger fantastically depicts and contrasts the present and the past of the city beyond the Mountains of Madness in this second volume, just as the second volume as a whole, contrasts the stark alienness and openness of the Antarctic with the oppressive heights of the ruins of the Elder thing city. Of course, At the Mountains of Madness Volume II is not a standalone book, yet its artwork almost transcends the necessity for the first volume. Together, At the Mountains of Madness Volume I and At the Mountains of Madness Volume II combine to retell H.P. Lovecraft’s At the Mountains of Madness in a glorious fashion that will delight readers who already know the story and readers who are new to his cosmic horror.

Monday, 1 May 2023

Mayday: The Travellers’ Digest #1

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

—oOo—

The Travellers’ Digest #1
was published in 1985. It marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a long running magazine. That magazine was The Travellers’ Digest and it would really begin as a fanzine before developing into a full magazine that together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Traveller’s Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Traveller’s Digest and thus when the campaign begins is 152-1111, the 152nd day of the 1111th years of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, the supplement, The Undersea Environment, and adventure, The Drenslaar Quest, published by Gamelords, Ltd., are both useful for running underwater adventures—though they are really only useful if the Referee develops adventuring content beyond that presented in the issue. Alien Module 4: Zhodani may also be useful. Of course, that was in 1985, and much, if not all, of the rules or background necessary have been updated since.

The set-up for ‘The Grand Tour’ begins with descriptions of the pre-generated Player Characters. There are four. They consist of Akidda Laagiir, the journalist who won the Traveller’s Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created used the means offered in Traveller or MegaTraveller.

The Feature adventure in The Travellers’ Digest #1 ‘Of Xboats and Friends’, its opening fiction, ‘It’s a Small Galaxy!’, setting the scene for the scenario as the four characters meet up on a passenger liner bound for the world of Jode in the Pretoria subsector. The primary motivations are to locate Neric Andor, a fellow Scout and friend of Dur Telemon, and for Doctor Krenstein, to test out a theory he has about the extinct sentient species on Jode. The Player Characters begin by looking for Neric Andor, searching high and low in the bars and casinos on Jode Orbital, but without any success, although they do pick up plenty of rumours—sabotage of a surface processing plant, a missing Vargr starship, and slowed outsystem mail being the least of them. When the Player Characters do find information about their missing friend, that he frequented a casino, they are warned off by a couple of Scouts—or are they? It turns out that they are actually part of a Zhodani spy operation on Jode and AB-101 has the means to detect their origins via their speech patterns.

In the second part of the adventure, the Player Characters manage to get aboard the Express Boat Tender Albany, where Neric is stationed and has just returned to. The Albany is detailed and deck plans are included as the Player Characters quickly discover that the Neric stationed there is an imposter. The plot quickly wraps up and should reveal the extent of Zhodani espionage operations in the system. The Player Characters are well rewarded, including the robot.

The adventure includes some roleplaying notes for each of the Player Characters, both the Referee and the players. It is noticeable that as a journalist, Akidda Laagiir, has an incredible skill of ‘Interview-5’! (The Journalist Career would appear in The Traveller’s Digest #2.) However, the roleplaying notes mix and match the information, so they contain information for both the Referee and the players, so there is information present that the players should not read as well as stuff they should know. Which is a problem which runs throughout the scenario, mixing information the players and their characters should know with information they should not. Consequently, the fairly linear and often direct adventure does need to be pulled apart and quite heavily prepared for the players, especially in terms of handouts.

The world of Jode is described in some detail. This includes its UUP—both past and present, its toxic, chlorine-tainted atmosphere, limited landmasses, and importance as a source of pharmaceuticals and the fact that it was once home to a sentient, land-dwelling species prior to a geological disaster. Options for further adventures are included. The Player Characters can go sea hunting or mining—details of a submersible are provided—and there is the suggestion that the scientist Player Character is interested in the archaeology of Jode.

There is some further library data in The Travellers’ Digest #1, divided into two strands. One covers some nineteen worlds of the Deneb sector, plus of a map of the Xboat routes across the Deneb sector. The other is a more general, covering the Shudusham Accords (by which armaments carried by robots are limited), the Vilani supremacist group known as the Rachele Society and its associated revolt which took place on Pretoria in the Pretoria subsector, and more. All of it is relevant to the main adventure to some degree. The Pretoria subsector is detailed, including both subsector map and the UPPs for all of its worlds.

The last three articles in The Travellers’ Digest #1 all have a technical bent. ‘Robot Design Revisited, Part 1’ expands on the ‘Ref’s Notes’ article, ‘Robots’ which appeared in The Best of the Journal of the Travellers’ Aid Society. The article provides a new seven-step robot design system, from chassis and power plant through to sensors/devices and programming. It includes a fully worked (and costed!) example, which fittingly, is for the Player Character, AB-101. Of course, the article would be superseded the year following the publication of The Travellers’ Digest #1 with the release of Book 8: Robots from Game Designer Workshop. ‘Using Skills Effectively’ provides the Referee with a more consistent set of mechanics than is necessarily found in Traveller at the time, whilst ‘Orbital Complexes’ provides guidance for creating such facilities using Book 5: High Guard. The trio is well thought out and certainly would have been appreciated by the Traveller Referee at the time.

Physically, The Travellers’ Digest #1 is very obviously created using early layout software. However, that layout is surprisingly tidy and if some of the artwork is created using a computer too, it is not actually that bad.

The Travellers’ Digest #1 contains a lot of information that the prospective Traveller Referee would have found useful, whether that is ‘Robot Design Revisited, Part 1’, the ‘Library Data’, or ‘Using Skills Effectively’. However, the scenario in the first issue, ‘Of Xboats and Friends’, is both a highlight and a missed opportunity. Of course, it sets up ‘The Grand Tour’ and it is direct and likely fun to play. However, it needs a lot of work to pull apart and prepare, particularly with handouts and library data and the downside to being direct is that it does direct the players at certain points. The missed opportunity is what else to do on Jode. For example, Doctor Krenstein has a theory that the extinct sentient species on the planet was more advanced than is currently believed, but he never gets to test out that theory. There is not enough information given about this aspect of Jode and if the Referee had wanted to do anything with it because Doctor Krenstein’s player was interested, she would have to develop it herself. (Subsequent supplements have further developed the sentient species, known as Serpents.)

Overall, The Travellers’ Digest #1 is a good first issue, if flawed. Despite it leaving a lot for the Referee to do, The Travellers’ Digest #1 does lay the groundwork for ‘The Grand Tour’, a lost campaign that has disappointingly never been revisited.