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

Sunday, 4 May 2025

[Fanzine Focus XXXVIII] Scout Magazine #II

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

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

Scout Magazine is a fanzine that comes packed with content that the Game Master can add to her Old School Essentials or change how it is played. This is no matter whether she uses the basic rules of Old School Essentials Classic Fantasy or the advanced options of Old School Essentials: Advanced Fantasy. Although specially written for use with Old School Essentials, it is easily adapted to the retroclone of Game Master’s choice or even added to Dolmenwood, the setting and retroclone also published by Necrotic Gnome.

Scout Magazine #II was published in January, 2024 by PBenardo. Like Scout Magazine #I before it, it includes four new Classes, a host of new magical items, monsters, and articles that add new rules and mechanics to the play of Old School Essentials. Unlike the previous issue, Scout Magazine #II does not possess anything in the way of a theme.

The new Classes begin with the ‘Transmuter’. This is a variation of the Magic-User, one which specialises in one of the classic Dungeons & Dragons schools of magic, in this case, ‘Transmutation’. Thus, the Class is all about the alteration of matter, including the transformation of objects and creatures. The Class is also supported with a complete spell list of twelve spells per spell level, for a total of seventy-two spells! Some two fifths—twenty pages—of the fanzine are devoted to this spell list. The spells range from the simple Camouflage, which hides the subject of the spell, and Darksteel, which makes a weapon dark, silent, and causes any blood it spills to adhere to it, both at First Level, to Convert Potion, which changes one potion or poison into another and Corrosion Wave, which degrades all items of metal within an area into uselessness, both at Sixth Level. Included in the list are some classic Magic-User spells appropriate to the Transmuter, like Mending or Heat Metal, but these are joined by some interesting and useful spells, such as Lighten Load, a First Level spell that makes the encumbered unencumbered or the Second Level Breathe Noxious Gases. The spell list gives the Class a lot of options and especially, utility, in comparison to the standard Magic-User.

The second of the new Classes is the ‘Mystic’. This is the Monk for Old School Essentials, a Class that was surprisingly omitted from Old School Essentials: Advanced Fantasy. The ‘Shadowborn’ employs the shadows and the magic of the Shadow Realm when he goes adventuring. The Class cannot wear any armour, but gains a bonus to Armour Class when not fighting in daylight or magical light, is better at hiding shadows than the Thief Class, and gains Infravision that increases in range as his Level increases. The ‘Shadowphase’ enables the Class to step into the shadow realm and exit from the shadows at another nearby location, though this requires a Move Silently skill roll. When Hidden in Shadows, the Shadowborn receives a bonus to attack and damage, including against those who can only be hit by magical weapons, and lastly, at Ninth Level, the Shadowborn can build a monastery and summon denizens of the Shadow Realm. The Class is effectively a Fighter, but one that emphasises stealth rather than direct conflict. As does the ‘Stalker’, the fourth Class in Scout Magazine #II. However, the Stalker is also an expert tracker and ambusher, gaining bonuses against favoured enemies—the Backstab ability in particular—and in the terrain it specialises in. Effectively, this is a specialised version of the Ranger.

Bar the Mystic which adds a Class that is not officially in Old School Essentials, the Classes in Scout Magazine #II are all about specialisation. This means that they may not suit all campaigns or settings and their abilities are very much situational, limiting their effectiveness. However, the one Class of the four that is specialised and actually provides wider and more interesting options is the Transmuter as the Class has more options to chose from in terms of spells.

The utility of the Transmuter Class—and all spellcasting Classes—is expanded with ‘Mana-Point Spellcasting’. Instead of spell slots per Level, a caster has Mana Points and it costs one Mana Point per Spell Level to cast a spell. Spell point systems are designed to replace the Vancian system of memorise, cast, and forget, enabling a caster to cast the same or different spells as long as he has the points to power them. This system does that, but with some interesting tweaks. The number of Mana Points is equal to his Intelligence plus Level, but that is the maximum amount and the Player Character does not get all of that back with a full night’s rest. It will take several nights’ rest to fully restore his Mana Points. This means that any caster will still need to husband his Mana Points, but the system gives some flexibility. It is possible to regain Mana Points in play for undertaking certain Class actions. For example, the Druid gains them for entering a new wilderness hex and taking a full night’s rest in the wilderness, whilst the Illusionist gains them for uncovering an illusion and making a Saving Throw versus mind-altering magic. This adds further flexibility, whilst also encouraging Class specific activities. Lastly, repeatedly casting the same spell increases its Mana Point cost, and divine spellcasters such as the Cleric and Paladin are included here as well. The Game Master may want to change the attribute which determines the number of Mana Points they receive from Intelligence to Wisdom. Otherwise, though, this is a very serviceable option.

‘Expanded Potions’ offers up twenty-two new potions, like the Potion Of Alignment Reveal, Potion of Non-Detection, Oil of Quicksand, and Potion of Wraithform. These add to the potions given in the previous issue of the fanzine, but the article handily provides a new table of magic potions which includes its new potions and those from the core rulebook for Old School Essentials. There are rules too for mixing potions. They are quick and dirty, typically disabling the imbiber temporarily. There is scope there for a whole article here exploring the possibility of what happens when specific potions are mixed and consumed, but these guidelines will do in the meantime.

‘Skirmishes’ gives rules for handling combat between small squads of between eleven and twenty combatants. A squad is abstracted down to ‘Hit Value’, ‘Attack Value’, ‘Defence Value’, and ‘Morale Value’, rather than designed like a Player Character or a monster, and rolls are made using a ten-sided die rather than a twenty-sided die. The result is a subsystem that is perfectly playable, but does not mechanically feel like Old School Essentials.

‘Politics’ provides the means for the Player Characters to interact with the community and factions and organisations on a wider scale. It is intended to allow the Player Characters to gain influence and reputation beyond simply dungeon delving and so build towards and beyond the Domain tier style of play as they acquire Ninth and Tenth Level and beyond. The Player Characters gain a ‘Notoriety’ value to represent how well known they are, a ‘Faction Standing’ and ‘Ranks’ with different groups, and ‘Influence’ that can then be expended on ‘Moves’ like pinning a crime on someone, purchasing a property, owning a trading vessel, hiring spies or hitmen, and requesting military aid. All of these moves take time, meaning that the Moves play out over the course of a campaign, even whilst the Player Characters are adventuring, whilst still allowing the action to switch to the consequences of those Moves or scenes within them. This is a great addition if the players and their characters are looking to do more than adventure into dungeons and have a wider influence upon the campaign world.

Lastly, Scout Magazine #II gives nine ‘Monsters’. They include both the ‘Green Hag’ and the ‘Night Hag’, variations upon the crone as the monster; the golden-furred cat that is the ‘Luck Eater’, which charms people and grants both a bonus on all rolls and the worst result on all secret rolls made by the Game Master; and the ‘Saw Beast’, a mechanical monster of spiked circular wheels and sawblades. These are serviceable enough.

Physically, Scout Magazine #II is tidily presented. It is very lightly illustrated.

Scout Magazine #II provides the Game Master and her players with yet more new content. The inclusion of the ‘Transmuter’ Class and the ‘Mana-Point Spellcasting’ are well trod paths for Dungeons & Dragons-style roleplaying games, offering options that are not in the core rules almost as if it was 1978. This does not mean that they are bad, by any means. In fact, the ‘Transmuter’ Class along with its extensive spell list is a decent addition, whilst ‘Mana-Point Spellcasting’ has tweaks enough to make it more than simply turning spellcasters into walking spell batteries. All of this does come at the cost of adding further complexity to Old School Essentials, but there really some good options in Scout Magazine #II for the Game Master who wants to expand her campaign.

Saturday, 3 May 2025

[Fanzine Focus XXXVIII] Legends of Uganda Issue #2

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry and the Dungeon Crawl Classics Roleplaying Game from Goodman Games. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is Legends of Uganda.

Legends of Uganda Issue #2 was published in August 2024 for Gen Con. Published by Sanctum Media, this a collection of lore and legends from the Republic of Uganda following on from Legends of Uganda Issue #1 the previous year. Written by Ugandan game designer Ashraf Braden, it expands upon the content of the first issue with more patrons, magic, and more. The patrons begin with ‘Bihogo, Patron of Cattle’, the Queen of Cattle associated with the fall of Ankole, the second largest of Uganda’s kingdoms. Her adherents are sworn to protect their herds and eat no beef, and when invoking her, her gifts include Horns of the Ankole, which gives an adherent nasty horns that can be used in combat, or the Milk of Bihogo, which the adherent weeps and has healing properties. The second of the Patrons is ‘Musoke, Worm of the Rains’. It is important to the Baganda tribe which favours small gods and spirits, and so Musoke appears as a humble-sized caterpillar who can be called upon at the end of a drought to bring rain. When this happens, he will often appear as a rainbow. His patron effects are all rain related. The description of also includes the Children of Musoke, a ‘Rain Elemental’, and a Third Level Patron Spell, Kaharas Deluge, which transforms the caster’s body into a living rainstorm. The third Patron is ‘Lubowa’, the master of the land and the way in which people live upon, who is so powerful that he is only called upon crimes such as murder, witchcraft, and similar need to be adjudicated and settled. His patron effects enhance investigation, find hidden truths, and so on. Lubowa often manifests as soot, so his ‘Soot Elementals’ embody his swift judgement and consuming wrath.

The ‘Ndyamuhaki’ is the primary monster detailed in the fanzine. It is a trickster spirit, that can be turned by the Cleric, but is primarily known for its ability to shapeshift—including beast, bird, humanoid, mist, and shadow, and its curses. These are nasty. They include ‘Curse of Half-Sight’, which affects several victims, forcing them to pluck one of their eyes out! The other is ‘Curse of the Wandering Fool’, which is not cast by the Ndyamuhaki, but parents or elders upon their wayward children, imposing a penalty to both Luck and all navigation checks until they return home, apologise, and admit the error of their ways.

In comparison to Legends of Uganda Issue #1, there is less content in Legends of Uganda Issue #2. The content is not only decent, but interesting. The backgrounds to all of the entries are very good, but the case of the three Patrons, they do feel as if there should be more to them. Some do have spells and associated monsters, but not all. There is no discussion or development of how the Player Characters might relate to them, or as a Wizard or a Cleric, what spells they take to adhere to the strictures of their patron. This is the core problem with the issue, the lack of game development in terms of application. So, no hooks or adventure seeds, no suggested spell lists, and so on. It means that the content of Legends of Uganda Issue #2 is harder to use.

Physically, Legends of Uganda Issue #2 is a plain, simple affair. The artwork is black and white, consisting of what looks like traditional depictions of the various entities described in its pages.

Like its predecessor, Legends of Uganda Issue #2 really is a fascinating read, an opportunity to read about the monsters and legends of another country and not only that, but have them translated into game terms—and all that by an indigenous author. Yet the content, as interesting as it is, it is not as developed or as supported as it could have been to best help the Judge—who will really have her work cut out to get the best out of Legends of Uganda Issue #2.


[Fanzine Focus XXXVIII] ShadowFolk Issue One

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

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

ShadowFolk Issue One was published by This Is The Weird in April, 2025. It describes itself as an ‘Obscure Folklore Toolbox’ and the first issue is inspired both Ukrainian and Slavic Myth, but has the feel of cosmic horror. It is broken down into three sections, ‘Player Tools’, ‘GM Tools’, and ‘Hex Tools’, but much of the content in ShadowFolk Issue One is actually connected.

The ‘Player Tools’ offers two new Classes. The ‘Kazhennik’ is a member of a species that originated on a strange world of crystallized wood and strange cosmic winds, now lost to them. They have crystalised skin for slightly higher Armour Class, wield a weapon of crystalised wood that inflicts greater damage, and can summon a strange bluish-purple wind that works as a Feather Fall spell. Their strangeness affects others and themselves, such that they avoid civilisation in favour of nature. They give a Close ally a bonus to any roll, but the Kazhennik suffers a penalty when this happens. The other Class is the ‘Netlenne’, a survivalist who can use some nature magic. They have been blessed by nature deities and by teenagers eyes of white orbs and amber colored hair. They loathe reptiles of any kind and at advantage when attacking them, and also have advantage for all nature-related rolls. Their major ability is that they can cast the Shapechange spell to change into any non-reptile creature. They can learn nature-related spells, but not often.

These are odd Classes, outsiders and suitable for campaigns away from urban areas. Mechanically though, what marks them out as different is that they are not Classes that can be taken in addition to an Ancestry. Instead, what they do, much like Basic Dungeons & Dragons did ‘Race as Class’ rather than ‘Race and Class’, is ‘Ancestry as Class’. ShadowFolk Issue One suggests two ways in which this can be done with the Ancestries presented in ShadowDark. One is a hybrid between the Ancestry and the Class in which the Player Characters gains the benefits of another selected every other Level, whilst the other is more of a hodgepodge method that needs some adjustment to the Talent Charts to work with any ease. Both are detailed in ‘Ancestry As Class (AAC)’ in the appendix at the end of the issue.

The ‘GM Tools’ consist of several connected monsters. ‘The Gentleman’ is a dapper demon who who helps forge alliances and agreements between the unlikeliest of groups and deadliest of enemies that always looks so good on paper—and prove to be in the short term. Invariably they go wrong, one side—or both—is betrayed, and so on, so that the chaos of before, is even worse. The Gentleman is always accompanied by two ‘Vyrovik-apes’, undead-like, pony-sized apes that protect their master by being able to teleport between shadows and uttering soul-wrenching howls. They are also unerringly able to track any mortal who gives up his soul to their master. Such souls are transformed into ‘Vyrovik-ki’, short, pig-faced undead chaos fiends that undertake simple tasks because otherwise they can get distracted. Their entry includes a nice table of what they might do when distracted! The other servants of The Gentleman are the ‘Vyrovik-pel’, semi-corporeal winged demons that understand all languages and lurk on rooftops and in allies, collecting all manner of gossip and rumour. What the Game Master has here is suite of demons that can lurk in a city, collect rumours and information that The Gentleman can use to his advantage. The monsters could have done with a few hooks or ideas on how to implement them in a campaign, but these are reasonable tools to start with.

The ‘Hex Tools’ continue the support for the earlier content in the fanzine. ‘Korrine Village’ provides a settlement for the Kazhennik, grown from the forest floor from dead wood turned into a crystalline substance. It is more an overview, but in a page it manages to pack in a quick description of Kazhennik culture, three personalities, and a couple of hooks. There is not a great deal of detail, but it could serve as a rest stop or the home of a Kazhennik Player Character. More attention is paid to the ‘Isle of Mt. Smersh’, the home of The Gentleman from one world to the next. It is heavily mountainous, The Gentleman’s sanctuary, a castle of white obsidian sits atop the island’s highest peak and is marked with endless mazes and tunnels, the whole complex guarded by clockwork machinations and chaos fiends. It is littered with the remains and sometimes devolved descendants of civilisations that The Gentleman has manipulated into their destruction. The remainder of the island consists of thick jungle broken by standing stones, temple of the rain gods, and a silent statue that appears different to everyone who looks upon it. The Game Master will need to develop the specific sites herself to really make full use of them, although the two included monsters—the Mayan Warrior and Child of Zorro—give the island more of a Pulp action Central American feel rather than an ancient island of Chaos.

Physically, ShadowFolk Issue One is a good looking first issue. The very nice artwork contributes towards that appearance, the issue does need an edit.

ShadowFolk Issue One is an ambitious first issue, providing an interesting pair of Classes that do not fit the pattern of traditional Classes in ShadowDark, as well as a setting and a great villain that the Game Master can add to her campaign. However, it is not apparent until quite a way into the fanzine that the various articles are connected and designed to be used together. Perhaps some time could have been spent explaining this at the start? Similarly, ‘The Gentleman’ feels underwritten in terms of actions and motivations and again, more time could have been devoted to developing that for the benefit of the Game Master. Overall, ShadowFolk Issue One does show promise, but the content needs a little more development.

Friday, 2 May 2025

[Fanzine Focus XXXVIII] Book of Misery Vol. 2

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent Old School Renaissance-style roleplaying game that fanzines are being based upon and inspired by is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing.

Book of Misery Vol. 2 is a fanzine for Mörk Borg written and published by Gizmo in February, 2023. It contains a mix of options for both players and the Game Master. This includes new Classes, weapons, monsters, and a dungeon that can be easily brought into play and all done in the artpunk style that Mörk Borg is notorious for. It opens with the first of four Classes. The ‘Wise Zealot’ ardently spreads the word of the two-head basilisks, driven by a key belief such as ‘The End is near. Nothing can stop it. However, it is needed for the vitality of the world.’ or ‘Any written word that doesn’t see the basilisks in a positive light in heresy.’ With him, he carries a holy relic, such as a gem-encrusted drinking cup that turns any liquid placed in it turns into pure drinking water, or a terrible amulet that mocks passersby mercilessly, but lets the ‘Wise Zealot’ cast powers at an advantage. The ‘Witch Hunter’ is a version of the classic Puritan figure, agile and with good reason to hunt witches like, “At the age of ten, a witch named Hela, killed your dog in your ritual. He was your best friend. You took up arms to hunt and kill, her easiest way to find her? Kill every witch.” He is armed with such things as a crossbow or silver stakes and flashpowder or a silver sword, the latter good versus hags and witches.

More monstrous is the ‘Renegade Sanguine’, essentially a vampire for Mörk Borg. The Class has higher Toughness and Presence and also a Renegade Sanguine ability. This includes fangs as natural weapons that inflict a six-sided die’s worth of damage or with ‘Raise Thrall’, which grants the ‘Renegade Sanguine’ the ability to raise a corpse for several hours per day. The oddest of the four Classes is the ‘Reborn Fungus’, a mushroom given human form, perhaps created by a witch in a ritual gone wrong and abandoned or sacrificed by the cult his family belonged to. ‘Reborn Fungus’ might emit an ‘Ominous Glow’ of faint blue light or commit ‘Mind Theft’ by releasing spores to temporarily control others. The four Classes offer a mix of the ordinary and the outré. The weirdness of the ‘Reborn Fungus’ and the creepiness of the ‘Renegade Sanguine’ are in keeping with the styles of Mörk Borg, whilst the ‘Wise Zealot’ and ‘Witch Hunter’ are more direct in how they are likely to be played.

‘Monsters and Beasts’ describes thirteen entries, but gets off to an underwhelming start with the Amphiptere, a simple flying lizard. Fortunately, the other entries are more interesting. The ‘Runner’ has the body of a dog, demon’s claws, and a misshapen human skull for a head, that stalk the land and have to be killed in blow of their screams will summon more! ‘The Flail King’ is arrogance personified, accidently summoned by an egocentric scholar, which then killed him. ‘The Flail King’ always attempts to persuade everyone that they are the evil ones. Besides a flail attack, it also has a disorientating eye beam and a nasty bite. The ‘Lamia’ is a creature of legend that poses as a malformed building and fires magic missiles. Why? This is a question never answered in too many of these monster entries, and so they are only slightly more interesting though and feel like they are monsters simply for being monsters’ sake, with little to them to really warrant the Game Master using them in her game. The collective ‘Creatures of the Woods’, which include the ‘Will-O-The Wisp’, ‘Bark-eating arachnid’, and ‘Scorned Spirit’ are simple and easy to use. More detailed and thus actually more interesting are the ‘Rot Mana Drinker’ is an obese, lich-like creature obsessed with magic to the point that they eat it—and those that carry it, and the ‘Demön Lörd of Törture’ (or is it pain, the entry is not quite clear), who descends upon towns and villages and divides them into cultists who worship him and then torture those who refuse to. Overall, a disappointing selection.

‘Places To Go, People To See’ is more useful. ‘Sheila the Crafter’ is a combined trader and quest giver who will buy all manner of bodily remains and can upgrade black powder weapons and other interesting things. The problem is that the description is all about the sales, but not about the quests. So the Game Master will need to extract them from what she has on sale as best see can, such as goblin blood for the goblin blood poison. ‘Rurik IV’ is a warrior for hire, Kash a ‘Pirate Demon’ who has given up her piratical ways and come travelling inland to look for something, although the description does not say what. Unfortunately, and again, these suffer from being underwritten and will need some development upon the part of the Game Master.

The ’Magic Items’ include the ‘Book of Fungus’, a dangerously compelling book that grants the user the ability to cast a fungal spell each time they read it, but fail to cast the casting once too often and they have to eat the book. The ‘Flail of the Great Devil Lord’ was created and wielded by a forgotten warrior, who defeated a demon and attached its head to a chain. It is incredibly heavy, so harder to hit with, but it can do a lot more damage. These are all decent enough.

Rounding out Book of Misery Vol. 2 is ‘The Slaughter Tunnels of Pumpkin Valley’. It details of band of wildfolk who have devolved after years of being cut off in a dungeon below a pumpkin swamp. The Player Characters wake up to find themselves prisoners and have to escape, so this is an easy one to add to a campaign, even to the point of their waking up first thing to discover themselves in this predicament! Effectively ‘dungeon of the cannibals’, this is a serviceable affair.

Physically, Book of Misery Vol. 2 adheres to the artpunk style of Mörk Borg. For the most part it works, but some of the founts selected do make the titles difficult to read.

Book of Misery Vol. 2 is even more of a mixed bag than Book of Misery Vol. 1. The Classes are decent enough, but rest is too underdeveloped and too underwritten to be of immediate use to the Game Master. If she puts some work into the content, then it might be another matter, but why should she have to?

[Fanzine Focus XXXVIII] Crawling Under A Broken Moon Issue No. 8

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 8 was published in in July, 2015 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe, whilst Crawling Under A Broken Moon Fanzine Issue No. 6 and Crawling Under A Broken Moon Fanzine Issue No. 7 continued that trend with another inspiration, Mad Max, with a look at vehicles of all types. Crawling Under A Broken Moon Fanzine Issue No. 8 marks a radical shift in content and style, but one that will be familiar to the Old School Renaissance.

The setting has, of course, gone on to be
presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 8 contains the first part of an A to Z for the post-apocalyptic setting of Umerica and Urth, the second part appearing in Crawling Under A Broken Moon Fanzine Issue No. 9. There was a phase of producing to A to Z guides, such as The Dungeon Alphabet from Goodman Games and The Wilderness Alphabet: A Collection of Random Charts, Tables, and Ideas for use with various Games of Imagination. In each case, the entries in these supplements were not simple guides or descriptions of their subjects, but as the subtitle of the latter book suggests, were instead tables that the Game Master or Judge could roll on—sometimes more than one—to randomly determine elements of the setting such as the description of a door or an altar, the look of an NPC, the contents of a chest, and so on. These tables can be used in play, at the table, the Game Master rolling on them as needed or she can consult them as part of her preparation. This particular issue runs from ‘A is for Aliens’ to ‘M for Mutants with every table being accompanied by a short description and instructions as to what dice to roll.

The entries begin with the most complex of the tables, ‘A is for Aliens’ and ‘B is for Barter Goods’, requiring more than a single roll in each case, but most require only a single roll. Most entries consist of items and locations that can be found and added in the moment, such as “T-shirts with offensive language, pants with ‘Sassy’ written on the backside, and something called “Capri’s”. It’s no wonder the world ended. Moth-eaten clothes. 1d100 buttons, 2d30 zippers, and 2d24 pieces of cloth.” in ‘G is for Garbage’ or “Hunter’s Stew - An old standby of whatever was caught, captured, foraged, or found thrown into a pot with water, ground grain, and maybe a seasoning or two. Only a 1-in-20 chance of choking on a bit of bone, talon, or button. Value: 4cp per bowl the first day, 2cp per bowl after that.” under ‘E is for Edibles’.

Other tables lend themselves to a longer and greater effect upon a campaign. For example, “When the world fell apart, select government officials retreated into underground bunkers to wait out the cataclysm. With no end in sight, life in the bunker broke down into barbarism. After 1000 years, a new force has emerged from the bunkers. Calling themselves the “Shadow Government”, this faction uses ancient technology and robotic soldiers to subjugate the surrounding communities.” from ‘F is for Factions’ and “A former weapons factory, this lab has been converted into a makeshift ammo factory. There are weird and slightly radioactive powders around the place. There is a 20% chance of moving any of the highly valuable firearm parts that a minor radiation hazard will be stirred up. Make a mutation check after 1d10 hours of checking through this location.” for ‘L is for Laboratories’. There are entries where the authors are having some fun with us, as the “A small mainframe computer that is already running. The screen shows obscure coordinate information and an alert box will pop up requesting “CONFIRM TARGET [YES/NO?]”.” entry for ‘C is for Computers’.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 8 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 8 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 8 is by nature bitty and disparate with its numerous different entries and writeups. It is not an issue to read through from end to end, but to consult from time to time in search of something that will make a Judge’s game just that little bit more interesting and more exciting, which all of its entries have the ability to do. Further, because there really is no specific setting detail given in its various tables, the contents of Crawling Under A Broken Moon Fanzine Issue No. 8 will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Monday, 28 April 2025

Companion Chronicles #14: The Adventure of the Thunder Knight

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for use with Pendragon, Sixth Edition. This can be original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

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What is the Nature of the Quest?

It is a full colour, nine page, 1.32 MB PDF.

The layout is a little untidy and it is not illustrated.

Where is the Quest Set?
The Adventure of the Thunder Knight is suitable to run with any campaign for Pendragon, Sixth Edition. It begins with the Player-knights urgently on their way back to court, the default being Salisbury, but it can be set anywhere to suit the Game Master’s campaign.

Who should go on this Quest?
The Adventure of the Thunder Knight is suitable for knights of all types.

What does the Quest require?
The Adventure of the Thunder Knight requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. If the expanded content is used, then the Pendragon Gamemaster’s Handbook will also be useful, but not essential.

Where will the Quest take the Knights?
The Adventure of the Thunder Knight begins in classic fashion, with the Player-knights being challenged by a knight to joust before he can let any one of them cross a bridge which lies on their route back to court. He explains that he is bound to challenge everyone crossing this bridge until he has atoned for his sins, although he will not explain why he is bound to this task, what his sins were, and what exactly he has to do to achieve atonement.

The second half of the scenario involves discovering the curse that the Thunder Knight is under and how it came to befall him. Unfortunately, the scenario provides the background, an explanation of the cause and the solution to the curse, as well as what might happen if the Player-knights attempt to lift the curse in a nicely atmospheric scene, but what it does not do is provide the means for the Player-knights to get to the point in the scenario where they can discern that background, determine the cause, and discover the solution. Such means are suggested, but the Game Master is expected to create this aspect of the scenario herself.

One of the default suggestions as to why the Player-knights are rushing back to court is that they have come to alert their liege lord that a Saxon raid is imminent and reinforcements are needed. The scenario includes details of this battle, should the Game Master want to run it.

Should the Knights ride out on this Quest?
The Adventure of the Thunder Knight is a short, straightforward adventure, or would be, were it actually complete. The Game Master can detail the scenes that the author omits, but should she really have to? The Adventure of the Thunder Knight is a solid, one-session scenario that is easy to add to a campaign, but essentially, the scenario is rushed and the author skips over the middle and less interesting bits of the scenario, leaving the Game Master with more work to do do than the scenario really should.

Miskatonic Monday #352: Mount Katahdin’s Shadow

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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: Christopher Capone

Setting: Maine’s 100 Mile Wilderness, USA, 1988
Product: Scenario
What You Get: Sixty-eight page, 98.09 MB Full Colour PDF

Elevator Pitch: The horror on the hike
Plot Hook: Terror on the Appalachian Trail, madness in Maine
Plot Support: Staging advice, seven pre-generated Investigators, ten NPCs, eleven handouts, seven map, and three Mythos monsters.
Production Values: Decent

Pros
# Linear set-up funnels the Investigators into an interesting and increasingly tense situation
# Horrifying encounters with wildlife gone wrong
# Playtest notes and background material included
# Scales back to be run as a convention scenario
# Foniasophobia
# Arachnophobia
# Sciurophobia

Cons
# No Investigator backgrounds given their supposed connections
# Needs a light edit

Conclusion
# Blood on the trail leads to terror from beyond!
# Linearity of the scenario funnels the tension and the terror