First of all, I want to thank Max Moon Games for sending us a review copy of Abyss of Hallucinations – Volume 1. This is a setting compatible with the old-school RPG Mörk Borg.
This work is inspired by and based on the Book of Lies by the English occultist and writer Aleister Crowley; within this text from over a hundred years ago, there are cryptograms, poems, questions, rituals, ambiguous allusions and philosophical instructions. Max Moon has taken inspiration in content and tone, without the pretension of revealing an analytical reading of Crowley’s work. This also allows you to appreciate the manual I’m about to review without ever having read the Book of Lies.
If you are interested in buying Abyss of Hallucinations – Volume 1, keep in mind that it is available in the official store for the price of $25 (currently around €22.70).
The Structure of the Abyss
First, I’ll try to give some context. The Abyss represents Hell, or rather an interpretation of it; an absurd, distorted interpretation of it, full of temptations, desire, fornications, shocking ideas and symbolism. Some say that the greatest sages can even come out of it but, of course, there are no certainties about it.
The manual contains a map of the Abyss. Its hexagons represent the main structure and places of interest, which I report below:
Unicursal Heptagram: centre (and symbol) of the Abyss, anyone who enters it must pass this test (more information later).
City of Pyramids: glass settlement with perennial flames.
The Southern Cross: desolate expanse with a huge inverted cross in black stone in the centre.
Desert of the Slouching Beast: desert where strange rites take place.
V.V.V.V.V.: vvvvv vvvvv vvvvv vvvvv
The Wound of Amfortas: rift created by a huge spear, from which the False God is said to have come.
The Skidoo Inn: no one can enter, but the place is always crowded and leaving is permitted (and welcome).
How to Enter the Abyss
A big doubt that the manual took away from me was: how do you enter this Abyss? For this purpose, we find a short introductory adventure: Unicursal Heptagram.
After some pages of introduction and explanation of the few necessary mechanics, we find a random table that gives us various ways in which the characters can be knocked unconscious; this is the pretext for introducing them to this place (later described room by room).
In this review I will now analyze the plot of Abyss of Hallucinations – Volume 1; as usual, I will do it without spoilers that could affect the gaming experience. The characters wake up in a seven-sided room, with irregular engravings on the floor; in addition to the central structure from which they came out, they notice that on each of the walls, there is a door with a symbol on it. Interacting with a strange figure submerged in filaments and exploring what lies behind the doors, they will be faced with puzzles and esotericism. Combat can be an option in some cases, but it plays a marginal role and above all, it’s not what makes this adventure special. After all the characters will have to figure out just how to get out of this area, and doing so will require acumen.
Reviews of Mechanical Options Proposed by Abyss of Hallucinations – Volume 1
The new options for players are not so many, but they manage to be very thematic.
We find three new classes. The Mountaineer is very robust and used to surviving in difficult territories. The Offspring of Pan is the chosen one of the deities of this setting and embodies its power. Finally, the Seeker of the Left Hand Path is instead a sorcerer who owes their power to a deity.
The other important element that has been introduced in this manual are some specific divinities. These are six new beings with dark and dangerous powers who pour their influence over these lands and their inhabitants. Each of them manages to be unique and fascinating, outlining a bleak aspect of the setting. I really enjoyed The Stag Beetle, the god of midnight and the end; when invoked, he devours corpses and leaves only the skeletons, ready to serve his worshiper. Also very interesting is Our Lady of the Stars, the companion of chaos and infinite space; she grants her worshippers the ability to fly and breathe any atmosphere.
Conclusions of the Review of Abyss of Hallucinations – Volume 1
In addition to these intriguing contents, the 44 pages of this manual also contain black and white illustrations. They are very simple, yet deeply themed; they manage to raise the level of immersion further (thanks also to very high legibility due to a classic layout).
As the title of the protagonist of this review says, Abyss of Hallucinations – Volume 1 suggests that there will be other manuals that will expand the setting; I’m very much in favour of this idea because the material included is already enough to start sessions with strong elements that can easily make an impact, but I’d be very happy to see more variety and depth added. For this purpose, the reference work, the Book of Lies, can be an excellent source of inspiration.
To conclude, I can say with certainty that lovers of esotericism and OSR will love this manual!
If you enjoyed this review of Abyss of Hallucinations – Volume 1, keep following us to discover other manuals compatible with Mörk Borg!
I want to thank Christian Eichhorn for sending us a digital copy of Purgatory in order to write this review. It is a supplement for Mörk Borg including new character options, three adventures and a myriad of possible random encounters.
In case you are considering the purchase, you can find this manual on DriveThruRPG and on Itch.io for the price of $14.95 (currently just over €14).
In order to enjoy Purgatory it is necessary to know the Mörk Borg ruleset, which I analyzed in my review.
Now, however, let us not delay any longer; let’s open the manual and let the damnation begin!
A Journey Full of Unexpected Events
The first 15 pages of the manual are a collection of 100 random encounters. The number is decidedly comfortable: a roll of d100 and the event for your characters is chosen. Given the doom metal and decadent tones that permeate everything designed for Mörk Borg, there is no risk that they will be off topic; it is implicitly clear that these contents are suitable as much for the places described later in this manual, as for any other adventure based on this role-playing game. What I appreciate about this section is the great variety; the author’s fantasy does not seem to run out even to the last one! The challenges offered are often lethal for normal characters but, as we will see later, Purgatory puts the tools in the hands of the players to face them.
A simple ruined building can become a death trap; the characters relive the massacre of its last inhabitants and, if they themselves become victims, they remain imprisoned in an eternal loop of suffering. Alternatively you may encounter a demon kitten looking for souls; who can resist such a cute creature? Some other ideas are much more essential and seem created specifically to make players worry unnecessarily. Adorable.
Review of Purgatory Aesthetics
This first part of the manual has an almost classic layout, structured in two columns. The simple font is clear and legible thanks to the yellow background; only the titles of the encounters and a few other details are characterized by variations in style. The absence of illustrations also helps to make the list easy to consult even during game sessions.
If you think that this aesthetic is not suitable for a product compatible with Mörk Borg, do not despair; as you can see from the images included in this review, the rest of the manual explodes in the inevitable chaos of strange fonts, eccentric layout and effective and macabre illustrations… And it’s beautiful! Fuchsia, green and red also strongly enter the color palette. Some illustrations are reminiscent of classic paintings and fit perfectly into the general context. The artistic evolution in the 65 pages of the manual is noticeable and embellishes the contents.
Purgatory Character Options Review
The next 20 pages are totally dedicated to new options with which to customize the characters.
First of all we find 6 new classes, deliberately and explicitly created to be stronger than the classic ones. Both in the initial random encounters and in the upcoming Purgatory content there are threats that would otherwise easily frustrate “normal” characters. The new classes are:
Fallen God – one of the basilisks has stripped you of your followers and you are left with only a fragment of your old power.
False Saint – it’s very easy to find gullible people to fool with false hopes in this ruined world.
Haunted Scapegrace – always drinks to shut out voices, but sometimes it’s not enough and ghostly entities manifest through him.
Pact Conjurer – has no qualms about giving a piece of his soul in exchange for a demonic ally.
Quack Doctor – expelled from the college for his unconventional methods, now he has all the freedom to continue practicing them.
Unversed Alchemist – they started too early to discover the secrets of the transformation of matter and still suffers the consequences.
Then we can find some Special Skills that are acquired in limited quantities due to their impact. They donate many additional capabilities and are divided into three categories:
Sacred Skills: Blessings, Protections, Meditations… They are what remains of the sacredness in this setting.
Unclean Skills: Bone collecting, macabre candles, acupuncture, and other sinister methods of harnessing unholy energies.
Wordly Skills: Sometimes even mundane abilities such as tanning, crafting, and medical training allow you to survive a few extra days in this world.
The Scenarios of Damnation
The manual contains three locations ready to be played. They aren’t exactly adventures because they don’t have a plot (although this is by no means a priority in an OSR game); rather they are (micro)settings characterized by everything needed to play: descriptions, places, inhabitants and context. Let’s find out!
The Karpyl Bridge crosses a chasm and there is no other way to pass. Above it stands a tower, in which a mad and tormented enchanter is confined. In addition to its statistics, the manual also provides us with the map and description of each floor of the tower.
In a remote monastery in the mountains is The Cult of the Knotted Snake; this sect travels the ruined world in search of adepts. The bravest (or most incautious) follow them and, having returned to their base, undergo tests to be admitted into the ranks. If they pass them, they become followers of the same mysterious being and will obey his will.
The last location is instead the one that gives the name to the entire manual.
The Protagonist of the Manual: Purgatory
Purgatory is undoubtedly the most structured setting. The method of entry is certainly suggestive: death; however, the characters will have a way out of it.
Using a hex-shaped map, they travel through many different and ever-changing environments, each featuring 12 unique and atmospheric encounters. A short bestiary contains 6 typical creatures of these lands, fearsome opponents that I strongly suggest you to face using the classes included in this manual.
However, the chances of dying are very high, also considering the fact that magical cures, potions and sleep do not heal wounds in Purgatory; the bodies are just simple vessels and if they are destroyed the soul is left helpless. A lost soul can attempt to occupy a new body, before being devoured by someone to strengthen itself or captured by hunting angels or demons.
In case the characters are strong enough to resist all this, they can seek out one of the four rulers of this place. These are four very powerful entities, from which the characters can obtain a pass to the world of the living. They are a fallen angel, a demonic flaming dancer, the patron saint of knights, and a mechanical horse; the first three convinced me, while I think the last one is a bit far from the tones that Mörk Borg usually wants to convey. It seems to me more suitable for the context of CY_BORG. In any case, by appeasing these creatures you get a document which, presented to the supreme bureaucrat, allows you to return to your world.
Conclusions of the Purgatory Review
The first two scenarios are much more generic in terms of themes and tones, while the last one deserves to be on the cover of the work. It represents the best way to play all the contents of this manual; for once you can experience a Mörk Borg adventure and feel similar to playing at a high level in more classic RPGs, such as D&D. Here, however, lethality and tension always remain very high.
Since we are talking about what happens after death, one would think that you can use this content after any TPK, not to conclude the narrative arc of those characters. However, it is not that simple. Classical characters would probably be too weak to survive in Purgatory; at the same time, the new classes proposed in this manual would be far too strong to face a classic Mörk Borg adventure while maintaining the same mortality. It’s not an impossible thing to do, but it still requires balancing work for the storyteller.
In any case, I conclude this review by stating that Purgatory is a product of undoubted value, which allows you to experience completely new Mörk Borg adventures. If you thought the worst thing that could happen to your characters was death, this book will change your mind!
If you enjoyed this Purgatory review, stay tuned for more Mörk Borg supplements!
I want first of all to thank Games Omnivorous for sending us a physical review copy of Eat the Rich, a macabre sci-fi horror adventure. The author is Ambika Kirkland, an illustrator who gave her personal and inspired interpretation of the Manifestus Omnivorous, a system-agnostic series of adventures with common rules readable on the back of each manual; other examples we’ve covered in the past are The Feast on Titanhead, Bring Me Her Bones, and Mouth Brood.
In case you are interested, this manual is available for purchase in physical copy on the official store at the price of 15 euros; the digital version is included in the purchase, but not obtainable separately.
But now let’s start the climb to the lair of the “gods”!
The Hunger, the Gods and the Godspire
We must first understand the context in which this adventure takes place. Honestly, this is the aspect that I appreciated the most, both for the quality of the ideas and how they can make people think about important matters; we will talk about this aspect of Eat the Rich, later.
We are on Earth, in the not too distant future, precisely in 2177.
A disease, known as the Hunger, has spread and devastated society, causing it to implode. People began to devour each other and those who didn’t fall victim to it began to seek salvation in small communities. In a situation similar to that of a zombie apocalypse (but without undeath), humanity seems to have no longer any chance of salvation.
Meanwhile, the rich, also known as “the Gods”, have taken refuge and isolated themselves on a levitating rock known as the Godspire, where they enjoy the pleasures of life regardless of the situation. Technologically very advanced, many of them also have grafts or cybernetic improvements.
How to Manage the Protagonists of the Adventure
The protagonists are people who have resisted the Hunger. A Cult has revealed to them that they are like the “chosen ones”; should they manage to scale the Godspire and bring back one of its opulent inhabitants, then they could give hope to their loved ones suffering from the disease. This mysterious group of people can also lead the protagonists to the base of the levitating rock.
Through random tables, the manual allows you to quickly give the main traits to the characters. It’s nothing too specific: background, motivations and starting equipment donated by the Cult; if you’re short on time or out of ideas, there are also four pre-generated characters. However, the thorough creation of features depends, of course, on the chosen game system. I personally would recommend an OSR with macabre tones, like Mörk Borg or CY_BORG.
The manual then explores three crucial aspects for convenient event management:
Hunger: all stages of the disease and guidelines on how to manage them, with related consequences, are present.
The Godspire: this section contains general information about where the adventure will take place, such as the reason it levitates.
The Illusions: many elements in the Godspire may not be as they appear; so the manual explains what originates these illusions and how to unmask them.
Inside the Godspire
Eat the Rich then presents the interior of the Godspire and in this review I will try to make you understand the air you breathe in this macabre setting. First of all, there are two tables that are useful for inserting curious and themed content; both random encounters and artifacts (with their malfunctions) can give interesting narrativecues and create subplots; after all who wouldn’t want to implant dark glass spheres in place of her eyes? There is also a section that explains how the Gods evolved in their confinement but, to avoid spoilers, I won’t add any more details about it; suffice it to say that this completely turns the exploration of the place. All these elements also involve the Technology Priests, the worshipers of the Gods, with their Energy Weapons.
The manual then goes on to describe the entrance and the eight levels that make up this vertical structure, including the links between them. I loved how the author indulged in characterizing the locations with a few expert guidelines, leaving great freedom to the narrator who will bring them to life. Don’t expect long-winded descriptions or detailed situations; each of the nine explorable areas is characterized by details on the Illusions and the Technology Priests present, as well as obviously the rooms and their features of greatest interest. The complex has iconic elements of futuristic imagery, such as rooms with engines and machinery, hangars, stairs and elevators. By putting together what is found in them, the characters can understand what possibilities it offers; they will then be able to try to achieve what they are looking for and, if they are lucky enough, exit the place.
Eat the Rich Aesthetics Review
As in the other products of the Manifestus Omnivorous series, also this manual features the map of the places that can be visited on the inside cover. The latter can easily be separated from the rest of the manual by removing an elastic, but it is less useful than in other cases. In fact, the various areas are not represented in detail, but there is only a general outline.
In any case, the materials and design are treated in detail, offering a practical and resistant product. It comes in a format slightly larger than an A5 and contains 24 pages. The layout is tidy and on a single column, the font simple and easy to read, so as to make the manual even more practical.
As you can see from the images in this review, Eat the Rich comes from the combination of only two colors: burgundy and silver gray. This pairing is nice, but probably less impactful than other Manifestus Omnivorous works. The illustrations are minimal, but certainly very evocative and suitable for this kind of work.
Conclusions of the Eat the Rich Review
This adventure certainly has style and character, as well as strong themes and at least one interesting twist. One aspect I want to underline, however, is the fact that it is a dystopian (but not too much) representation of the civilization in which we live. The conflict between rich and poor and the support of technology are central themes that can also give rise to interesting thoughts.
To conclude this review, given all the reasons listed above, I recommend Eat the Rich. Grab your favorite gaming system and spend an evening or two chasing the Gods!
If you liked this Eat the Rich review, keep following us to discover new adventures!
I want to thank Legendary Games for sending us a review copy of Aegis of Empires. It is an Adventure Path (AP), a fantasy campaign for PF2 which, in more than 550 pages, takes 4/6 characters from the second to the seventeenth level.
In case you are interested in purchasing, you can find this manual in a physical hardcover version on the official Legendary Games store at a price of $ 89.99 (currently around 85 euros). If you prefer the digital version, you can buy it for $49.99 (about 45 euros); the bundle that includes both costs $ 99.99 (about 95 euros). I also point out that, at the same price, this product is also available for PF1 andD&D5e. Don’t forget to use code NDU10 to get 10% off!
In order to start the adventure, it is necessary to have the PF2Core Rulebook; in case you need more information, I suggest you read my review about it.
Before discovering the intrigues among the empires involved in this campaign, let’s find out how it was born!
A Long Genesis
The author of Aegis of Empires (or rather the creator and in this review you will understand the reasons) is Greg A. Vaughan. For years he had the idea of this huge adventure in mind (which was even born with Greyhawk), but he had not yet had the opportunity to publish it. When Frog God Games acquired Necromancer Games, he was involved in the project; these circumstances allowed him to give shape to his ideas, leaning on an already solid foundation.
Frog God Games owns the Lost Lands setting and Greg set the story based right here. This detail is important because, as I will explain in more detail later in this review, Aegis of Empires is not intended as a “complete” campaign. Some levels of character progression are not covered in this manual; the narrator can freely insert other short adventures to connect the narrative arcs. Having an already established setting definitely helps for this purpose. Greg in fact, within this manual, recommends various short adventures already written to be played in the Lost Lands. However, I must point out that the recommended adventures are not designed for PF2 (but often for PF1) and therefore require a conversion work.
On the other hand, however, it must be said that it is not absolutely necessary to set the campaign in those lands. Facts can be transposed effortlessly elsewhere, be it homebrew or ready-made settings. A very valid alternative can also be Golarion, the world presented in the official PF2 manuals. After all, two key elements of the narrative are an ancient lost empire and a famous explorer and on Golarion there are the Azlanti and the Pathfinders…
Once you’ve chosen the right setting for your players, you need to introduce them to this adventure with the right tools.
How to Prepare the Campaign
As we will see in this review, Aegis of Empires has a very similar structure to a classic Pathfinder AP; for this reason it is provided with a useful Players Guide. This is a separate manual that explains the context as far as players need to know it, so they can create a party that fits the story.
Unlike Paizo‘s official products, this Players Guide is not free (although it is reasonably priced). It can be purchased on the official store for $5 (just over €4.50) in its digital version. If you want the physical copy, then you’ll need to spend $15. It must also be said, however, that it has about fifty pages and has a much greater level of detail as regards the lore. There are accurate descriptions of the most important places, of the timeline with the historical events that led to the current context and of the worshipped deities (including mechanics for PF2, PF1 and D&D5e). Although this campaign gives players great freedom of choice, I would have liked specific backgrounds with which to introduce the characters and a summary table of recommended classes, ancestries and alignments.
For the narrator, on the other hand, there is the GM’s Guide, a free manual in digital format which, in its 7 pages, explores the connections between the various modules of Aegis of Empires. In particular, it focuses on providing advice on filler adventures to complete the campaign which can be found directly on the Legendary Games store.
The main themes are political intrigues among kingdoms, urban mysteries to investigate, wild lands to explore and powerful artifacts to fear; I find this campaign very balanced in terms of themes and the Lovecraftian touch that distinguishes it is a valuable added value.
The characters meet a knight on the road to redemption, but intrigue soon begins to intertwine this narrative arc with a much larger macro-plot. A famous explorer, with a precious tome, sets out in search of a remarkable source of power. An ancient empire, a dangerous wizard and many other elements that will attract the attention of ever more powerful personalities will be introduced.
In my opinion, the plot manages to be both classic and charming, without ever falling into banality. I really appreciated the fact that some elements become recurring and in doing so they manage to amaze the players. The characters are very well defined and it is easy for players to get interested about their stories, turning them into an important plot engine.
Considering all this, I thought about having to insert filler adventures in some points of the plot. Honestly, using milestones instead of experience points, in my opinion this need is not essential. PF2 has excellent mechanics which, in Downtime Mode, allow you to pass the time between two modules without necessarily having to play those moments; the important thing will obviously be to justify the change of location. This does not mean that inserting additional adventures is a bad thing, on the contrary; but my approach seems to me an excellent alternative to keep attention high on the specific facts narrated in this manual.
To facilitate preparation, each module offers a general introduction with a summary of the events, a map, the timeline, any unique mechanics and possible conclusions.
The Subdivision into Modules
Like many official campaigns for PF2, Aegis of Empires is divided into 6 modules; they are written by different authors who have followed the guidelines of Greg A. Vaughan, but they do not cover all levels from 1 to 17. Now I will tell you more about them in detail, always trying to avoid spoilers.
The first module is The Book in the Old House, written by Alistair Rigg for level 2 characters; it is a great introduction to the storyline of the campaign and places them alongside a knight who wants to redeem his family name by facing the forbidden and heretical knowledge of a wizard.
Then follows Ebon Soul, by Jeffrey Swank, designed for the fifth level; in this narrative arc the characters are first summoned by a noblewoman, and then they have to go to a temple in search of news concerning a powerful artifact.
In When the Moon Comes (by Matthew Goodall) the scene moves to a monastery closely related to the moon and its influence on the world, and begins with eighth-level characters.
The fourth module is Legend of the Burning Star, an adventure by Steven T. Helt that begins at level 10 and sees a tome and the indications it contains as central elements of the plot to achieve something very precious .
The AP continues with Race for Shataakh-Uulm, by Tom Knauss; level 12 characters, among wild nature and betrayals, reach the expedition they were looking for but a sinister threat has already started its plans.
The last module is Knightfall in Old Curgantium (by Anthony Pryor) and here level 15 characters will have to stop an ancient evil.
The Appendices of the Manual
This massive tome also offers us three appendices, very useful to enrich the game sessions.
Appendix A is a rich bestiary containing the creatures that can be encountered during the campaign. They are very varied and interesting, so as to entice them to be used in other adventures as well. The stats are balanced quite well, but I ran into a few issues. Compared to the official bestiaries, there are many creatures that don’t specialize in any Skills, making them difficult to be used without some tweaking. A slime or giant untrained in Athletics will never be able to grab or hold a target, even the weakest. The solution is simple: give each creature that doesn’t have it the Skills it is good at. Another fault that can be easily fixed is, for some entries in the bestiary, the lack of size; size matters!
Appendix B instead contains new equipment and new spells, obviously linked to the themes proposed in the previous modules. The items are many and both magical (worn, held, grimoires and artifacts) and not (alchemical consumables, special materials and weapons). There is a weapon classified as “exotic”, although this term is no longer used in PF2; it will be sufficient to consider it Uncommon and the problem will be solved. The spells are much less: we find three normal and three rituals. They are in line with those of the official manuals; I just noticed a small flaw: a spell that deals damage doesn’t scale with higher level slots, risking making it obsolete at high levels.
Finally, Appendix C is the shortest and contains four deities featured in the campaign events. If you use a different setting, you can obviously and easily replace them with others that can play a similar role within their pantheon.
Aegis of Empires Aesthetic Review
The contents of this manual are really many, but thanks to the classic index and an alternative one dedicated exclusively to maps, it is simple and fast to navigate.
The layout of the text is in two columns, the classic font is on a parchment-coloured background; excellent features to make it even easier to browse. The parts to be read to the players are in italics and green; the explanations are instead enclosed in elegant boxes and the notes are at the bottom of the relevant pages. Overall, the layout recalls the one used by Paizo over the years, resulting very spot on.
The hard cover frames Aegis of Empires, while remarkable images abound inside, as you can see from the examples shown in this review. The style is classic and genre-appropriate, accompanying the text perfectly. Also the maps are nice although some of them are slightly dark.
Conclusions of the Aegis of Empires Review
This AP was not born for PF2 and this could have been a problem; the product that I had the pleasure of trying, on the other hand, is by no means a soulless transposition, but shows how a good story can also be experienced through a different game system. The balancing of the encounters is done expertly; moreover the new mechanics made available by PF2 fit very well with the plot. There are some technical flaws, but they don’t affect the fun and emotions offered. The experience of Legendary Games is noticeable and the result is truly remarkable.
To conclude this review, I would recommend Aegis of Empires to anyone who wants to experience a varied, balanced, classic adventure full of memorable moments and characters. I can’t wait for more legendary adventures!
If you enjoyed this Aegis of Empires review, stay tuned for more Legendary Games products!
Before implanting the knowledge of CY_BORG, I would like to thank Free League Publishing who sent us a review copy of the manual. It is a tabletop RPG derived from the award-winning Mörk Borg, but which abandons the dark fantasy setting in favor of a cyberpunk one. This product was born thanks to the ruleset created by Christian Sahlen, the design curated by Johan Nohr, and Stockholm Kartell.
In case you are interested, know that the manual is available on the official Free League store at a price of around 40 euros; in addition, you can also decide to integrate the purchase with the approximately 35 euros of the Asset Pack, which I will tell you about later since I am pleased to have this available too.
It is important to specify that, although it derives from it, it is not absolutely necessary to know or possess Mörk Borg; in any case, if you want to fill this serious lack, I’ll leave you my review of that TTRPG as well.
CY_BORG fully embodies the genre to which it belongs and, as we are about to see in this review, proves to be cyberpunk to the core.
The Setting and Context
The world is in ruins, this time devoured by its own inhabitants: humanity. Capitalism and the exploitation of the environment have dragged the world towards an ever more extreme drift, a non-return of unlivability as the end of everything gets closer. The most powerful and least scrupulous industries have caused nuclear disasters, pandemics and every other form of pollution and poisoning; feeding on the carcass of the world, they have evolved to become true corporations.
Those who belong to these ruthless realities live in areas called Hills, as if to reaffirm their superiority; the others, those who are crushed and exploited by the system, are confined to the Slums. But all together they constitute the city of Y!̸͆̅̌”̶͌̉#̸͇̞̻̌̚”̶̨̻̘̇̉̊͆̈́͒̌̆̓̕͜#̶̖̣̘̻͖̥͕̙̀̃̈́́̄̕̕͜͠2̶̧̻̺̝̥̮̣̒͒̂͐͐̍́́͘̕̕4̴̿̌’̷̛̙͍̠̙̿ (known as CY), the rich setting of the game. Many specific places and inhabitants (some of which are direct references to Mörk Borg) are described across the pages of the CY_BORG manual, and while they are extremely well characterized, I will not list them in this review.
In this context, however, there is no choice; in a hacked city that is based on the repetitiveness of exploitation, the protagonists can do nothing but fight against the system, even though they are aware that the effort cannot really put an end to decay.
After all, they live in a system corrupted by lies, where the media is in the hands of the powerful. Every night the narrator rolls a die (which can vary from d4 to d100) and, in case of a result of 1, a Miserable Headline occurs; in other words, news of a heinous act that alters the narrative spreads, only to be belittled and passed off as a meme or fake news. After 6 similar occurrences, it is announced that the world is just a simulation… And actually it resets.
Review of the CY_BORG Aesthetics
And what better way to make the most of such strong themes than the absurd and sublime style of Johan Nohr? If the art and layout of Mörk Borg already seemed crazy to you, don’t worry… It’s much more weird here!
CY_BORG‘s illustrations, as you can see from the images included in this review, perfectly convey the sensations of this corrupt, sick and tremendously interesting cyberpunk world. The style that distinguishes them varies a lot, but the common thread is made up of extreme subjects, depicted with a stroke full of the despair that permeates the setting. Moreover the dominant colors are many and never banal; the ones we find most frequently are yellow, fuchsia, red, blue, black and white. To show how corrupt the game world is, many pages contain distortions typical of the classic representation of hacking. An antivirus is recommended before reading.
Even the lettering sometimes has the same kind of distortions (so no, the way I spelled the long name of CY wasn’t a mistake); the font varies from page to page, without ever being trivial or repetitive. Luckily I’ve never found it difficult to read; kudos to Johan for averting the major risk of using such a bizarre style.
Of course, the layout is also totally out of the ordinary. The approximately 150 pages that make up this manual do not follow a precise approach, but still manage to create a solid underlying consistency. Of course, lovers of a classic and uncluttered style may not like it, but CY_BORG wants to shake off any kind of convention, at any cost.
The Protagonists of the Game
With such a delirious aesthetic, could the characters be ordinary? Absolutely not.
Their capabilities revolve around five characteristics. To carry out any test, the player must roll 1d20, add the relative characteristic (and any modifiers) and obtain at least a result of 12. This Difficulty Class (DC) could vary according to the tests to be faced; moreover, a 1 is always a Fumble, while a 20 is a Crit. Here are the characteristics:
Agility: dodging, driving, sneaking, and using autofire.
Knowledge: science, use of technology and Apps.
Presence: Shoot, snipe, use Nano, and persuade.
Strength: Melee strike, grapple, lift, and throw.
Toughness: Resist falls, poisons, and the elements.
These values are obtained by throwing 3d6 each and comparing the result with a table, assigning then a score from -3 to 3. Thanks to the Self-Improvement (the level up established by the master, based on the events), the characteristics can vary from -3 to 6; and I say “vary”, not “improve”, because change is fickle and ruthless, just like CY. Aside from a few small resource finds, the only other benefit of Self-Improvement is the chance to increase one’s Hit Points. Spoiler: they won’t be enough to save your life anyway.
The outcome of the tests can be altered by Glitches, which cover the same functions as the Omen of Mörk Borg. They make tests easier, allow for rerolling, undo catastrophic failures, or more; however, they are recharged only after having used them all (and after a rest), thus pushing to use them without fear.
To give even more dynamism to the narrative, each character randomly determines a debt he owes to someone powerful. That’s a simple table that can easily become a great game engine.
Review of “Magic” in CY_BORG
If in Mörk Borg the characters could draw magical power from mysterious scrolls, in this review I am now talking about the technological equivalent present in CY_BORG.
First of all, those who have the appropriate equipment can use the Apps; they are literally plug-in cassettes that impart specific interactions with the technology. Some examples are taking control of turrets, opening an electronic lock or activating a tracking system. Using an app requires a DC 12 Knowledge check and increases the chance of a Fumble when using it; this leads to a Backlash, such as catching a virus or suffering a shock.
The other method is the Nano-Powers, a parasitic menace that grants unique abilities; it is said that they are an alien threat arrived via nanorobots, but there is no certainty about it. For example, they allow you to repair tissues or consume matter and, if it is a corpse, you can acquire its last memories. Activation requires a Presence check with difficulty 12 and failing to use it deals damage to you; a Fumble (increasingly probable with multiple uses) instead leads to a Infestation (with one immediate and one permanent effect). Another way to take an Infestation is to take massive damage.
It is therefore clear how dangerous these skills are and how easy it is to get hurt. So bad. For this reason the characters can (obviously for a fee) install prostheses. The bravest ones can also decide to install Cybertechnology, enhanced grafts that replace parts of the body. The benefit is great, but the risk of falling into Cy-Rage also increases; it occurs when the grafts have the upper hand on the owner’s psyche at the extreme end and induce him to an uncontrollable state of increased strength and speed, however causing him to completely lose control.
An Extra Level of Customization
There are also two additional options to give more depth to the characters without losing the immediacy of the game.
The first consists in using the six proposed Classes. They do not make the protagonists stronger, but only more diversified; they raise some characteristics and lower others. Above all, however, they grant unique items or abilities and further increase the style in a game in which it already abounds. Who wouldn’t want to be a nanomancer altered by alien substances with a second mouth instead of a navel? Or maybe a hacker totally consumed by his ability to tamper with people’s cyber parts and make them live waking nightmares is better?
The second additional customization option affects the mechanics less, but can have a big impact on their characterization. Other random tables (very present in the CY_BORG manual due to its OSR nature) allow you to outline the style, features, desires, foibles and obsessions; few words and already the character is much easier to visualize.
The usefulness of this tool is especially noticeable when you have to generate and insert characters into the narrative on the fly (which, given the mortality rate, is not uncommon at all). In this regard, there is also a very useful site for the random generation of characters; just one click and you have a sheet complete of mechanics and characterization!
Review of the CY_BORG‘s Tools of War
In the previous paragraphs of this review I have deliberately left out one last element in the CY_BORG characters creation: the equipment. Through tables and random dice rolls, weapons, armor and miscellaneous items are given. Armor, as you can imagine, decreases the damage taken. Weapons, on the other hand, are characterized by damage and secondary effects. The abundance and variety of the latter amazed me; in fact they manage to make the war tools original and different, not a simple reskin for which the only change is the size of the damage die. The other items can grant mechanical or narrative advantages, but always be careful which ones are considered illegal.
Each character then has a RDC (Retical Com Device), an optical device that is used to interface with any technology and with the data network. It also allows you to send messages and multimedia content but, like everything else, it can be hacked.
There are also alternative tools to exploit in combat (but not only). Some characters have the good fortune (or credits) to own vehicles; they range from simple motorcycles to military armored exoskeletons. Other punks instead have drones of various kinds at their service; after all if someone’s going to explode it better be them, right?
Also because the enemies to face are decidedly deadly. Through the streets of CY we will find other punks, agents of the corporations, enhanced beasts, androids and nanite-infected creatures.
The Art of Guerilla
The combat mechanics build on the solid foundation of Mörk Borg and expand upon it. Time is divided into rounds and the initiative can be launched as a group or individually, with a simple d6. You don’t need a combat grid: during your turn you can move one area and perform an action. When a character attacks or defends, they roll 1d20 and add the related characteristic: Strength for melee, Presence for ranged weapons, Agility for autofire and Defense. A Fumble on offense damages the weapon, while on defense doubles the injury taken and damages the armor. A Crit instead doubles the damage when attacking and grants a counterattack when defending. As it is therefore easy to understand, the enemies almost never make dice rolls.
CY_BORG, as you may have already noticed from the previous paragraphs of this review, proves to be a more articulated role-playing game than Mörk Borg. If players prefer a more technical approach, the fight can in fact be expanded thanks to some optional rules. They occupy a single page of the manual, but introduce cover, aiming, ranges and suppressive fire mechanically.
After each fight there will be many wounded and you can take a breather to recover some Hit Points. When it is not sufficient, a longer rest can be used, but without food it results in a malus.
If any character reaches 0 Hit Points, he must roll a die and find out if they will recover, be overwhelmed by Cy-Rage, crippled, or die in slow agony. If their Hit Points are negative, they die instantly, unless they have the credits to receive emergency assistance.
Telling a Story in CY_BORG
Now I want to spend a few lines in this review for the CY_BORG material dedicated to the narrator. Considering the style of this TTRPG, mechanically not much else is needed. On the contrary, I recommend deepening the lore, the backbone of the sessions (together with the style)!
The most useful tool is, in my opinion, the Mission Generator. Starting from the randomly generated debt during character creation, a series of tables guides us towards the construction of an entire quest. With the roll of the dice, the principal, the reward, the job, the place, the opponents and the complications are established. A very useful tool because, just by creating a story for each character, you can give life to an adventure full of twists.
Then follow other random generators built in the same way; this time they are dedicated to corporations, cults and events.
The last pages of the manual are instead dedicated to Lucky Flight Takedown, a pre-made and introductory adventure. The plot is simple: a businessman named Charlie hires the characters to solve the problems that a casino causes in his neighborhood; he doesn’t know much else, except that the debt record is held in an offline database in the building and needs to be cleaned out. It’s a very simple and short adventure, but excellent for testing the game and calibrating the next adventures; I found it very interesting that it presents the various attractions of the casino, both when the business is closed and when it is operational; the setting is intriguing and stimulates exploration.
I also advise you to keep an eye on the official website to have access to free material; moreover, there are also the legal terms if you want to publish material compatible with this roleplaying game.
Review of the CY_BORG Asset Pack
In addition to the CY_BORG manual, I also thank Free League Publishing for additional material to include in this review: the Asset Pack. It includes two bundles of sheets and two posters useful for playing this RPG. As with the basic manual, the quality is superb here too.
The Location Pad contains 34 places in which to set up your sessions; they are printed three times in order to be able to use it directly in session. Each place has a dedicated map and lots of useful information, such as its function, who occupies it, what secrets it contains and what can be found of interest; each of these aspects has multiple options, so you can adjust it to various circumstances.
The second bundle of sheets, on the other hand, is a collection of beautiful colored character sheets. With these maybe I will be able to overcome my obsession with not using the purchased material to write on it. Perhaps.
The first poster is a huge high resolution map of CY; being much larger than that of the basic manual, it also contains more names, especially of districts. On the back we find instead a roundup of corporations with their mottos.
The second poster is instead another short but enthralling adventure. On one side we find a beautiful illustration in pixel art; on the back instead all the information necessary to play Reaper Repo. In a large building some wrestlers are participating in a party that has been going on for days. However, one of them has mechanical legs whose design was stolen from Doc Joy; the doctor does not accept it and hires the characters to recover them!
Conclusions of the CY_BORG Review
Like every other Free League Publishing manual, the protagonist of this review, CY_BORG, does not disappoint either. Also considering the very high quality materials, the manual is aesthetically and structurally almost perfect. I noticed only one flaw: the lack of both an index and the bookmark cords; at least one of these two elements would have greatly helped the consultation of a deliberately (and rightly so) eccentric manual.
Born as a hack of Mörk Borg (pun intended), it pays homage to its basic mechanics but expands from many points of view. Despite this, however, it manages to maintain its immediacy, if you want; in the alternative case, optional rules can be introduced and the combat acquires a decidedly more tactical connotation.
In my opinion it performs best when used for short adventures, given the very high mortality. But nothing prevents you from using it even for longer campaigns; after all, the last Miserable Headline of disinformation does not permanently kill the world, but resets it and gives very interesting narrative cues.
The topics covered can very easily be deeper than those of Mörk Borg; the cornerstones of the cyberpunk genre alone make one reflect on environmental damage and human ambition. Then if you just want to take up guns and chainsaws and exterminate corporations you will have fun too!
For all these reasons, I recommend trying CY_BORG; unleash the punk in you!
If you enjoyed this CY_BORG review, keep following us to discover new tabletop RPGs!
First of all I want to thank Jon Brazer Enterprises for sending us a review copy ofBook of Beasts: Monsters of the Forbidden Woods, a bestiary for Pathfinder Second Edition. This manual belongs to a collection (precisely the Book of Beasts) which contains the typical creatures of specific places.
The low cost is justified by the fact that the number of pages is not abundant too: 17.
After an introductory page with credits and reference manuals, we immediately start with the real protagonists of the work: the monsters!
They are grouped into categories and for each of them we have 3 to 6 creatures available. There is a description of each category, but not of the single elements that compose it; in any case, I didn’t perceive this lack much, since the general indications already give a very precise context to the creature. Moreover, the manual also offers us other very interesting information. In fact, we can read interesting tips to manage the behavior of monsters, especially their tactics in battle. But what intrigued me the most are the narrative hooks; in a few lines the author recommends some situations in which it is easy to insert the creatures. Sometimes this also happens in first person, through the words of some NPC; in this case we can also find nice nicknames with which people define the beast. And let’s not forget the specific and themed loot!
Book of Beasts: Monsters of the Forbidden Woods then concludes with the cover, previously included in this review. Honestly, I would have liked the presence of an index, even better if in multiple versions (in order of page number, alphabetical and creature level). The manual is not difficult to navigate, but filling this gap would have further benefited from this point of view.
Review of the Monsters Included in Book of Beasts: Monsters of the Forbidden Woods
As already mentioned at the beginning of this review, Monsters of the Forbidden Woods is part of the Book of Beasts series of manuals and as such focuses on the typical monsters of a given location; I’m referring to the Forbidden Woods, not belonging to the official PF2 setting but teeming with truly peculiar flora and fauna.
This bestiary contains 22 creatures, grouped into 5 categories. The variety is great and originality abounds. Moreover these are creatures that can be easily inserted into a multitude of adventures. Their level ranges from -1 to 10 and therefore, also thanks to the Weak and Elite templates, they are proper enemies for characters up to about level 14; unfortunately there are no monsters suitable for higher levels, but they tend to be less played too.
Addanc: a strange marsh cross between a beaver and a fiendish crocodile, presented from the youngest to the more mature and deadly specimens.
Druidic Guardians: Protectors of the wilds sometimes guard their natural home with stone sentinels, water hounds, animate vines, and more.
Giant Animals: nature can decide to create animals of disproportionate size (and strength) for the purpose of self-preservation. An owl as tall as a human is a prime example of this.
Knaerk: the worst enemies of dwarves and anyone living underground. These gruesome crosses between a spider, a goblin and a stone specialize in collapsing tunnels and burying those who live inside.
Spiderbears: There’s not much more to add: what can terrify more than a creature as violent as a bear and as creepy as a spider?
All monsters precisely follow the PF2 creation tables, resulting perfectly balanced; at the same time they don’t fail to be original too, without ever giving the feeling of reskin of classic creatures.
Review of the Aesthetics of Book of Beasts: Monsters of the Forbidden Woods
The layout differs slightly from that of the official PF2 bestiaries. Instead of being organized with a single column and extra notes in the margins, Book of Beasts: Monsters of the Forbidden Woods has two columns where all content, including stat blocks, is arranged. The fonts, on the other hand, are very similar to the official ones and share their simplicity and clarity in reading.
The cover does not have a template or a frame, but only presents a beautiful full-page color image. What better way to present the manual than with a very nice Spiderbear intent on hunting unfortunate adventurers?
The internal illustrations are very basic, but effective. In fact they are sketches on parchment backgrounds, an approach that on other types of manuals could have been too minimal, but in a bestiary it makes sense; after all, the feeling is that of observing the diary of an adventurer who takes not of the creatures he encounters.
Last Thoughts
Book of Beasts: Monsters of the Forbidden Woods sets itself a very specific goal and, as can be seen from this review, it fully achieves it. At a very affordable cost, it provides interesting elements to be included in any story that takes adventurers into mysterious forests; this aspect certainly also benefits its reusability. Furthermore, the presence of extra information for each creature makes it a perfect manual even for novice masters.
If you want to expand the list of creatures to throw at your adventurers, I suggest you consider this product. And remember: for every party, there’s always a Spiderbear lurking!
If you enjoyed this review of Book of Beasts: Monsters of the Forbidden Woods, keep following us to discover more manuals for PF2!
Before starting this review, I want to thank 1985 Games for sending us two types of BattleMap: City and Hell. These are laminated maps perfect for any tabletop RPG that can give a visual representation of exploration and battles.
In case you want to bring these accessories to your gaming table, you can find them on the official 1985 Games store at the cost of $16.99 (about €15.70) each. A third type of map is also available for the same price: Ocean. If you use the code NoDiceUnrolled15 at checkout, you will receive a 15% discount on your order!
BattleMap Technical Features Review
Each map is laminated and sturdy, giving it a really important merit for this kind of product: durability. The first feeling you get when you hold it in your hand is that of a quality product; the care for the materials is evident and remarkable.
Even the dimensions do not go unnoticed; I’m not sure if the images included in this review show it properly, but each BattleMapis a good 24″x33″ (approximately 60 x 84cm). Their size ensures that they can be used in any game situation, without having to run the risk of having to place separate sheets side by side, with the result of penalizing stability. In case it turns out to be too big for a given scene, it can always be left folded in half.
Here, however, the only (small) flaw emerges. Being very sturdy and large, it obviously has to be folded; when you unfold it the first few times, it doesn’t stay perfectly adherent to the table, but it has some creases. Fortunately, the problem is easily solved by stretching it for a while under a weight (or bending it in the opposite direction).
Going into more detail, the BattleMapgrid boxes are 1″ on the side (about 2.5 cm), which is the standard size for these products.
Usage and Related Products
As you can see in the images included in this review, both sides of each BattleMap are usable and keep the same theme; those received present one with the pavement of the streets of a city and the other with lava, both in two different versions. Valuable designs manage to give the right context to the play, without ever becoming invasive; in fact, they do not have any type of element other than the basic motif and this is excellent for customizing them at will.
To do this you can use other 1985 Games products, among which I recommend Dungeon Craft and Counterspell Miniatures. Both respecting the standard dimensions for this type of product, they fit perfectly in size. The real difference is whether you want to stay on 2D or if you want to switch to 3D. Alternatively you can also choose to use two-dimensionality for the environment and three-dimensionality for the creatures and the result will be just as fantastic.
If you are not interested in these two solutions, keep in mind that an alternative solution (in addition to simple markers on the map, of course) is to use erasable markers. In fact, the quality materials allow a comfortable and quick cancellation, which does not damage the product in the slightest.
Conclusions of the BattleMap Review
One last detail that denotes the care taken in packaging this product can be found on the transparent film that contains it when new. A small QR code allows us to access some free content that we can include in our role-playing sessions; in my case I found homebrew material for D&D5e.
To conclude this review, I can certainly say that 1985 Games has not betrayed our expectations with BattleMap; their products are always synonymous with quality, practicality and beauty!
If you enjoyed this BattleMap review, stay tuned for more 1985 Games products!
We thank Games Omnivorous for sending us a review copy of Mouth Brood, a horror sci-fi and investigative adventure. The author Amanda Lee Franck has perfectly followed the guidelines of this series of manuals called Manifestus Omnivorous (of which we have already talked about other products such as The Feast on Titanhead and Bring Me Her Bones); adventures without a reference game system, minimal, twisted, merciless and full of style.
This manual in particular can be purchased in physical copy on the official store at a price of 15 euros; the digital version is included in the purchase, but cannot be selected separately.
Let’s not delay any longer, let’s take our backpack and get ready to explore this weird place lost in the ice!
The Context of Narration
We are on Earth. A huge Biosphere, a bizarre structure made of a glass-like material has been found in the Canadian mountains, specifically at the Kaskawulsh glacier. Through its hexagonal surface you can only see algae, condensation and, at night, small flashes.
The characters are explorers who have come to this place to explore it. They have a contract and, to carry it out, they must study the flora and fauna contained in this structure. Their research has minimal required results, but each bonus species will bring them extra income. As long as they can get home.
Although I have no intention of including spoilers in this review, I can tell you that there will be many surprises in the Biosphere “protagonist” of Mouth Brood. This gigantic terrarium contains many forms of life, even dating back to the Paleozoic era. And in all these millennia they somehow had to learn to survive…
Mouth Brood Mechanics Review
As mentioned at the beginning of this review, Mouth Broodis not based on any game system. Instead, it presents generic rules for exploration, which aim to maximize the sense of tension and discovery of the unknown.
First of all, the explorers belong to one of the four archetypes presented and this guarantees them specific exploratory advantages. A simple and effective way to ensure contextualized characterization.
The characters enter the Biosphere and the adventure begins. The interior is a jungle of twisted vegetation that makes it almost impossible to walk and see normally; here the atmosphere is humid and much warmer than the outside. The structure is set on three floors, each 9 meters (30 feet) high: Undergrowth, Canopy and Emergent. Each of these layers is divided into seven hexagonal areas, each of which has its own evocative description. I really appreciated the style and originality of these areas; certainly, a lot of descriptive freedom is left to the narrator, but the guidelines are very solid. The only downside is that these areas aren’t randomly generated; this certainly makes them more specific, but at the same time decreases the replayability of the product.
Each area then presents the possible encounters, happening according to its content or the method of exploration adopted by the characters. The creatures are really beautiful and perfectly embody the science fiction genre of the work. They are summarized in a page with the main characteristics: appearance, behavior, reactions in case it is disturbed and other details. I love their alien, monstrous and crazy nature. I liked the sketchy statistics less; I understand the intent to give ideas to the narrator, but in my opinion they are incomprehensible for a novice and useless for those who have already chosen a game system to use.
The Glacial Aesthetics of the Manual
Most of the 35 pages of this manual are dedicated to the Bestiary. The remaining 10 contain the presentation of the game environment, the mechanics, the tables to record and classify the species encountered and advice on how to manage the manual at the table. In fact, it can be separated into two parts and the cover becomes the game map. This idea, inherited from other products of the Manifestus Omnivorous, is elegant and functional.
A part from this aspect, this manual has a very classic layout, on a single column, and uses an equally classic and well-readable font.
The illustrations, as you can see from the images included in this review, are an added value of Mouth Brood. This is also because the author herself took care of it, giving shape to the horrors described in the text. The main subjects are the bizarre creatures, but there are also the distressing places where the adventure takes place. The style is simple but extremely effective; I really appreciated the consistency and style, which make the manual even more captivating. The main colors are white and teal, with the addition of black for details and outlines; another very apt choice and suitable for recreating sci-fi atmospheres.
Conclusions of the Mouth Brood Review
An intriguing idea, a simple and clear realization, an impactful aesthetic. Mouth Brood does it simple, but does it very well!
I find that the adventure is easily adaptable to any game system and, if you prefer, to other settings as well. It takes very little to go from the modern era to something more futuristic or even medieval. Also for this reason, if the proposed topics have caught your attention, I recommend this manual!
If you enjoyed this Mouth Brood review, keep following us for more weird Games Omnivorous adventures!
First of all I want to thank Legendary Games for sending us a review copy of Treasury of the Pharaohs. This is a Pathfinder Second Edition supplement filled with new magic items, all Egyptian themed. Or rather, themed Osirion, the region of the world of Golarion inspired by ancient Egypt. The authors have defined this manual an “Adventure Path plug-in”, that is a precious tool to enrich the experience offered by the official Paizo campaign entitled Mummy’s Mask; It is also true, however, that it can be used in any campaign that wants to take players to the desert sands or to ancient pyramids.
In case this product piques your curiosity, know that it is available on the official store at a price of $ 4.99 (about 5 euros) in the digital version, $ 10.99 (about 11 euros) in the physical version and 11,99 $ (about 12 euros) in the bundle which includes both. On the store it is also possible to find the D&D5e version. If you use the code NDU10 at checkout, you will get a 10% discount on your order!
But now let’s start exploring the manual as if it were the ancient tomb of a pharaoh!
Treasury of the Pharaohs Content Review
In Treasury of the Pharaohsthere are 33 magic items, divided among the various categories and belonging to levels between 4 and 20. For pure personal taste I would have also liked something for the first three levels, but I understand that it is my whim. To be precise, we find: Weapons, Shields, Armors, Staves, Worn Items, Held Items, Intelligent Items, Artifacts, Consumables and more.
These items are very varied and original. No one seems to have been created as a filler and all are full of interesting ideas. There is really everything; you can find rod to command the slaves during the construction of buildings (also made useful in other contexts), a whip created with the chitin of scarabs and even a real funerary pyramid. My absolute favorites, however, are three jars dedicated to the feline divinity; each has a specific effect: guarding an area, appeasing enemies, and allowing for extra (but balanced) daily preparations.
Precisely about this I wanted to say a few words; the balance of the contents is excellent, allowing a perfect insertion in the official PF2 material. It was not easy to combine imaginative and not trivial ideas with solid mechanics, able to enrich the gaming experience without causing imbalances; good job Legendary Games, you did it!
The Aesthetics of the Manual
This manual consists of a soft cover and 15 pages of actual content, all characterized by an excellent quality of materials. The layout is on a double column, the classic role-playing format. Also the font is simple and functional, making it perfectly legible considering the background.
The latter is very reminiscent of the texture of a papyrus, with adequate decorations; a very pleasant and impactful choice given the theme of the manual. It also turns out to be an excellent choice to highlight the images, further embellishing the artistic side; as you can see from those included in this review, the illustrations of Treasury of the Pharaohsare very thematic and very well done. In addition, about half of the items are depicted; not bad!
Conclusions of the Treasury of the Pharaohs Review
I want to propose a reflection. You don’t often see printed manuals despite such a small number of pages; the authors could only have created the digital version, but they worked hard to provide a nice manual that you could add to your library and take to the game table. Another merit is that of offering it at a very fair price. Professionalism never fails with Legendary Games!
Per concludere questa recensione di Treasury of the Pharaohs, ci tengo a specificare un’ovvietà: è un manuale ben realizzato, ma ovviamente lo consiglio solamente a chi voglia portare un tocco esotico ed egiziano nelle proprie campagne di PF2.
To conclude this review of Treasury of the Pharaohs, I want to specify an obvious fact: it is a well-made manual, but obviously I only recommend it to those who want to bring an exotic and Egyptian touch to their PF2 campaigns.
If you enjoyed this review of Treasury of the Pharaohs, keep following us to discover new manuals for PF2!
For our Roleplaying Locals passion, in this review I want to introduce you to Valhalla Pub Steakhouse, a very special place to eat, drink, listen to live music and, of course, role-play.
But let’s start from the most important information; first of all a geographical reference: the restaurant is located in via Sempione 48, in Borgo Ticino, in northern Italy between Piedmont and Lombardy. Also keep in mind that it is open from Wednesday to Sunday; from Monday to Saturday in these hours, 12.00-15.00 and 18.00-1.00 (although on Friday and Saturday the closing time is 2.00), while on Sunday you can go there any time between 12.00 and 1.00, given the continued schedule . In any case, we strongly advise you to book, given the considerable turnout. To do this, the telephone number is +39 370 334 0574 (it is also possible to text via WhatsApp).
The Theme of the Valhalla Pub Steakhouse
As can be easily understood from the name and from all the photos included in this review, Valhalla Pub Steakhouse communicates a deep passion for everything related to Norse mythology. We find references on the menu, in the aesthetics of the placemats, in the paintings on the walls and, in general, in all the furnishings. The visual impact is simply stunning, but not historical. Do not imagine that the beer is served inside a drinking horn: the comforts are modern, but contextualized with the mood it wants to recreate.
Another very important aspect of this place is its nerdy soul. Inside you can admire many goodies belonging to the universe of video games, board games and role-playing games. You can find action figures, collectibles, board games and RPG manuals displayed throughout the venue. Among them I can mention for example all the first original editions of D&D, but this is only the tip of the iceberg. Whenever I cross the threshold of Valhalla (pun intended), I enjoy discovering the new additions or what I missed the time before.
The third cornerstone of this pub is music, especially the many variations of metal and rock. A good background music never fails, whether live or not. This is possible thanks to an area used as a stage, around which various instruments are also exhibited. And there are also some drinks dedicated famous bands!
Everything I have mentioned so far in this review is about the interior of the Valhalla Pub Steakhouse. However, be aware that many tables are also available outside; this solution is perfect for smokers, but in my opinion it makes you lose some of the experience, not allowing you to always be immersed in the wonderful decor.
The Proposed Activities
If the place already has enormous charm, the same can be expected from the proposed activities. In addition to some extraordinary and specific events, we can find the following.
As already mentioned in this review, the Valhalla Pub Steakhouse hosts interesting live music nights. All the artists I found here proved to be very skilled and many of the performances were quality rock / metal covers. In these evenings the place becomes more chaotic, disadvantaging other activities (a part from eating and drinking).
What interests us most, however, is the possibility of playing roleplaying games. The place does not provide the necessary material (manuals, dice and all the rest), but it welcomes any gaming group. There is no dedicated room, but the venue is large and playing immersed in such nerdy wonders is a pleasure! Whenever possible, I do not recommend this activity in the most crowded moments, that is during the evenings on weekends and in the presence of live music; definitely preferable are the evenings during the week or Sunday afternoon. In any case, I recommend booking a dedicated table.
I also point out that there is also a D&D themed video arcade and a pinball. On my last visit, the first one was out of order, but I hope it will work again as soon as possible; in the past I happened to spend an evening there with friends and it was a amazing.
Valhalla Pub Steakhouse Menu Review
We can’t write a review of a place without mentioning the food it offers and Valhalla Pub Steakhouse excels for this too. The quality of the ingredients is very high, the doses are abundant, the care in the preparation impeccable and the results are visible. In addition, many dishes are tributes to Norse mythology and you know, this aspect makes everything even more epic!
The dishes offered are varied and none have ever disappointed me. Among the appetizers I loved the platters, abundant and delicious. The first and second courses are typical of northern Italian cuisine, such as gnocchi, polenta and grilled meat. In case you prefer something “simpler”, the pub also has a large selection of burgers; we range from 200 to 1200 grams of selected meat, embellished with creams of cheeses, vegetables and a myriad of other possible ingredients. In the unlikely event that you are not yet full, know that even the desserts deserve to be tried. My favorite is a mead and eggnog cream with dark chocolate flakes and crumbled biscuits; after finishing the last spoon it is said that you can see the Valkyries ready to transport you among the heroes!
Like any good pub, drinks abound and are also original. The beers vary according to availability, since some are artisanal; even among those that are not, sometimes it happens to find something special, like the official ones of Iron Maiden or Metallica. There are also some home-grown beers and, as with all those proposed, you will hardly be disappointed. You can also find a wide selection of wines and spirits, but there are three drinks that have a special place in my heart: mead, hippocras and cider.
Conclusions of the Valhalla Pub Steakhouse Review
Moreover the prices are very fair for the products offered, so you can easily understand my love for this place. Even those who work there always demonstrate professionalism, disposability and care for a clean and welcoming place.
To conclude this review, I recommend you to visit the Valhalla Pub Steakhouse; I promise you won’t be disappointed.
And one last tip: if you want to take a souvenir home with you, try asking for the themed t-shirts and sweatshirts. If you have crossed the threshold of this place as mere mortals, you will come out like real Vikings!
If you enjoyed this review of the Valhalla Pub Steakhouse, stay tuned for more places to role-play!
First of all, I want to thank Legendary Games for sending us a copy of Latin American Monsters for Pathfinder Second Edition in order to write this review.
This bestiary contains around 120 creatures, all from Central and South America. Some of them are real animals, all the others are monsters belonging to the folklore of those territories; in particular they come from Argentina, Bahamas, Bolivia, Brazil, Chile, Colombia, Costa Rica, Cuba, El Salvador, Guatemala, Haiti, Honduras, Mexico, Nicaragua, Paraguay, Peru, Puerto Rico and Venezuela. What I really appreciated is the involvement of various authors and artists from those lands; a choice that guarantees authenticity and a large number of interesting details for each proposed creature.
In case you are interested in buying it, keep in mind that Latin American Monsters for PF2 is available on the Legendary Games store at a cost of $ 20 (about € 20) in the digital format, $ 27 (about € 27) in the physical version and $ 30 ( about € 30) to have both. I want you to know that the manual is also available for PF1 and D&D5e. If you use the code NDU10 at checkout, you will get a 10% discount on your order!
But now let’s not delay any further, let’s dive into the content and really start this Latin American Monsters review!
The Structure and Contents of the Manual
The bestiary is organized in a simple and functional way; everything inside is arranged in a rational and easy-to-consult manner.
First of all, the manual indicates which contents of PF2 were used to create it and which ones are suitable to be themed with what is proposed by Latin American Monsters.
I really liked the presence of a traditional index and classifications of creatures based on different criteria (origin, type and level).
The most substantial part of the manual, however, is obviously dedicated to creatures. Each of them has a detailed introduction with the lore, a complete and original statblock and a dedicated illustration. No monster gives the impression of “already seen” (perhaps except some animals, but it is inevitable); on the contrary, each of them reveals all the passion and competence of the authors, guaranteeing a final result of complete authenticity. As anticipated at the beginning of the review, the creatures proposed by Latin American Monsters are really a lot; some of the ones that have most impressed me are colorful winged snakes, fearsome two-headed llamas, electrified rainbow anteaters and colossal skeletons bringing calamities to entire regions.
Given the origins of the monsters, I find that some of them are perfect for expanding the possibilities offered by Boricubos: The Lost Isles, a very interesting Caribbean-themed manual from Legendary Games that I have reviewed too.
Latin American Monsters concludes with two appendices; the first contains two new spells, while the second explains how to pronounce the exotic names present in the book.
Latin American Monsters Aesthetic Review
The visual impact of Latin American Monsters, as can be seen from the images included in this review, is not identical to that of the official PF2 manuals but is still very pleasant. Each page has a background made with a watercolor-like style that varies between green and yellow; it isn’t invasive and makes leafing through the manual more pleasant.
There are many beautiful illustrations, one for each monster. Some are slightly more inspired than others, but all are suitable for the content. The feeling that they transmitted to me was of relevance to the relative folklore. The cover is very pleasant too; it is not rigid, but with a manual of just over 100 pages it is enough.
The layout is simple and functional; the text is divided into two columns, the font is clear and legible. Sometimes simplicity pays off.
Conclusions of the Latin American Monsters Review
To conclude this review, I can say that Latin American Monsters has a very specific goal and achieves it very well. By purchasing it you will immediately have access to many creatures of South and Central American folklore, perfect both for dedicated adventures and to be included in more classic campaigns.
If these elements tickle your imagination, I absolutely recommend this manual!
If you enjoyed this Latin American Monsters review, keep following us to discover new Legendary Games products!
Before starting this review of Boricubos: The Lost Isles, we want to thank Legendary Games for sending us a copy of the manual; it is a setting manual for Pathfinder Second Edition that introduces Caribbean and Puerto Rican folklore and myths. Inside there are various types of content: many new options for the characters, a deep and detailed lore, new equipment, new spells and three introductory adventures.
In case this manual catches your attention, please note that it is available on the official store at a cost of $ 19.99 (about € 18.50) for the digital copy, $ 39.99 (about € 37) for the physical one and $ 44.99 (about € 41.50) ) for a bundle that includes both. If you use the code NDU10 at checkout, you will get a 10% discount on your order!
The author of this work is Miguel Colon, a native of the places of inspiration for these contents. I really appreciated this detail, because, starting from the introduction, it communicates a great passion (and therefore care) for what he wrote. And usually it is from passion that quality is born. Without hesitating further, let’s open Boricubos: The Lost Isles and let’s start this review!
The Setting: the Boricubos Archipelago
All the new elements introduced by this manual belong to a specific territory: the archipelago of Boricubos; a map shows us its islands and the ocean that laps the coasts of each of them. These territories are large enough to constitute a separate game world; in the same way, thanks to its rich heterogeneity, it can easily be inserted in any PF2e setting.
The archipelago includes various tropical landscapes; in fact you can find jungles, volcanoes, bays, tribal encampments and sacred places. As it is easy to guess, most of the interesting places are made up of natural elements. However, each main island is characterized in such a way as to make it interesting and different from the others. There are also more detailed descriptions for the Game Master of the various locations (known and secret), including the names of the main NPCs and useful details to give depth to each adventure set in these places, but to avoid spoilers I will not say more.
The threats that generate action and break the tranquility of this place are also (mostly) natural. A Plague is affecting the nature of these lands. Local fauna is dangerous, both on land and in the ocean. The inhabitants, in addition to being in conflict, must know how to defend themselves from these threats (and any external colonizers), or worship the specific divinities of these places to obtain protection and support. The gods of Boricubos are strongly linked to the natural forces that have always influenced the life of peoples: the ocean, the volcano, the storms, the moon and more. However, they are active entities and, with their conflicts, they condition the life of the inhabitants.
And the typical peoples of this setting are a fundamental element of its uniqueness!
The Protagonists: the New Ancestries
The Anabaguas are small and ancient anthropomorphic plants created by the gods in order to spread life on these lands; they have retained abilities reminiscent of their power over life, including that of absorbing the life energy of other creatures. There are various types: aquatic, ancient, similar to carnivorous plants or even affected by the Plague.
The Baracúdens are amphibious humanoids with fish-like features, proud and powerful; they live in underwater cities and try to protect their people and other inhabitants of the archipelago from threats that come from the depths. Their variants derive mainly from how close or far from the mainland they live, consequently changing some physical characteristics. Many of the feats they can acquire make them dangerous hunters at ease in the waves.
The Coquíans are small humanoids with some traits in common with frogs; the variants and their abilities are closely related to these animals. They often act as guides for the spirits of the dead, for whom they create fetishes called Zemi.
The Hurákans are the most recent inhabitants of the archipelago; they are elementals born from the divinities of the oceans and the storms, of which they retain their characteristics and from which their specific feats arise.
The Iguacas are proud anthropomorphic tropical birds, naturally gifted in military strategies and magical studies. Their plumage distinguish some of their characteristics and they have wings which, once developed, allow them to fly.
The Taínems are the native humans of the archipelago, as well as the most widespread population; they know how to adapt very well to where they live, thus developing useful skills.
The Wolákans are elemental beings of earth and fire, that embody the destructive power of volcanoes and the building skills of craftsmen; these aspects influence their nature.
Review of New Character Options for Boricubos: The Lost Isles
And the inhabitants of the archipelago are some of the new options for the characters; in Boricubos: The Lost Isles there are in fact 7 new Ancestries, each with a huge variety of specific Heritages and Ancestry Feats; moreover they are also characterized with description, history, society, relations with other peoples, habits, names, narrative cues, faith and typical alignment.
There are also new options and new paths for the Classes available on the official PF2e manuals; and I am referring both to those of the basic manual, that of the Player’s Guide, and those contained in Secrets of Magic. An example of the quality of these additions is the new material for the Barbarian; this character derives his strength from a certain type of marine horror and thanks to them develops abilities related to underwater combat. They are all very themed; I recommend trying them, but they don’t necessarily replace the basic manual options.
There is also a totally new Class: the Shaman. She is a very particular trained spellcaster, expert dealing with spirits, whether natural or dead. Her specializations are intriguing (Animism, Conduit and Medium), but what I appreciated most is the possibility to choose between two different but equally themed magical traditions: Occult and Primal; along with Witch, Sorcerer and Summoner, she is part of that wonderful group of classes that adapt their powers according to the source. The concept around which the Class revolves is Trance; the character momentarily loses the ability to cast her spells in order to use those provided by the spirits associated with her.
Finally we find new themed Archetypes, usable (prerequisites permitting) by any character.
Review of the New GM Tools for Boricubos: The Lost Isles
The narrators can also find a lot of useful material in this manual. First of all, many new spells for all four traditions are added, as well as some Focus spells. Protective Breeze, Aspect of the Frog, Ancestral Wrath and many others: we always remain very close to the tropical setting.
The new additions to the equipment are very rich and, in my opinion, incredibly useful for recreating the right atmosphere. Who would sell plate armor for gold coins on a tropical island? For this reason the currency changes: here we are talking about Red Shells. Spending them will give you access to original weapons and armor that cover the mechanical needs to better appreciate the PF2e system, while contextualizing the contents to the Boricubos archipelago. We therefore find palm wood armors, hardened bone armors, coral shields and much more. Magic items (Consumables, Weapons, Armor, Held Items, Worn Items, Staves and Runes) are more classic, but no less interesting; now all my characters want a magical boggard mask with an extendable tongue!
The manual then proposes a bestiary and a gallery of important NPCs that can be used in any adventure in the archipelago. The creatures are not many (we are talking about thirty in general) but all of them add something precious to the setting.
I also appreciated a some other details that denote the passion put into this work; in fact, there is a list of place names that can be used to stay on topic with the rest of the material and an appendix that explains how to pronounce the words that derive from the language of origin of this folklore. We are not talking about mechanics, but they are elements that can greatly favor immersion.
Ready to Set Sail for Adventure?
Boricubos: The Lost Isles also offers three ready-made introductory adventures and I’m going to review them too. Each adventure occupies between 6 and 8 pages and this shows how they are designed to be played in a few sessions; after all, their main purpose is to present the setting and the new material, and they do it in an excellent way. I also appreciated that they are designed for different levels; they are designed for level 4, 3 and 16 characters respectively. Here are the topics covered in each of them, obviously always avoiding spoilers:
Prophet of Perdition: the characters must escort refugees that live on a small and dangerous island to the safety; before leaving, however, one of them goes mad and risks endangering everyone.
Six Days Til Sacrifice: the characters must rescue some inhabitants kidnapped by religious fanatics and in doing so they will realize that in some areas people are starting to disappear.
Ancient Bones: the characters must first find and then secure the skeleton of an ancient dragon that is attracting the attention of far too many people, generating a climate of tension in the archipelago.
Review of the Boricubos: The Lost Isles Aesthetic
This is certainly the less valuable aspect of Boricubos: The Lost Isles and in this section of my review I will try to shed some light on it.
Let’s start with the positive aspects: the illustrations are well done and perfectly express the atmosphere that this setting wants to recreate. Whether they are creatures, places, maps, items or whatever, I have always found them interesting, an added value to the text.
Now let’s move on to the less pleasant aspects. This manual has more than 200 pages full of contents, but unfortunately the readability and layout are not always pleasant. The work differs from the style of the official PF2e manuals and this is a flaw for me. The font of the text is too large, that of the titles in certain situations is not very legible. Moreover the background color has shades that can be annoying after reading a lot of pages. There are some text boxes, but they are too faded and sometimes the text inside them is not centered, overlapping with the edges; the index also suffers from a similar problem, but personally I believe that the problem is, as mentioned above, the font chosen for the titles. I would also have found it more convenient to number the chapters, so that I could explore them more easily.
These flaws do not compromise the quality of the content, but it is a real shame to see them. A style more similar to the official manuals of PF2e (or even just to other works by Legendary Games) would have better embellished the passion that reigns in each content. A hard cover would have also been a valuable addition to such a manual; I would pay a higher price, as long as these aspects were fixed.
Conclusions of the Boricubos: The Lost Isles Review
Excluding what I said in the last paragraph of this review, Boricubos: The Lost Isles is a great product, introducing a lot of great new material for PF2e. Although it can be inserted in any context (even in the official Golarion setting), I believe that the best way to enjoy this content is to play it without mixing it with other influences. In this way you can breathe deeply an incredibly fascinating and far too little exploited folklore.
At the base of these feelings, there is a huge passion transmitted by the author. From each page it is clear how much his intent is to share something intimate and wonderful with anyone who reads the manual; I am delighted to be able to say that he has fully succeeded in this intent. You will not find yourself in front of a list of notions and mechanics, but in an archipelago alive and full of charm. And a part from this romantic side, you will also find a deep knowledge and masterful use of the PF2e game system.
For these reasons I definitely recommend Boricubos: The Lost Isles to anyone who wants to take advantage of the PF2e system to experience tropical adventures different from the classic fantasy style, having all the precious material you need in a single manual.
If you enjoyed this review of Boricubos: The Lost Isles, keep following us for more products for PF2e!
Before starting this review, I want to thank MS Edizioni for sending us a copy of the Root, the roleplaying game. We have to thank them for the Italian localization; this manual was originally written in English by Brendan Conway and Mark Diaz Truman and produced by Magpie Games. But the first inspiration is the award-winning board game of the same name, created by Cole Wehrle and distributed by Leder Games.
In short, this RPG has a light system that allows you to experience the adventures of adorable anthropomorphic animals involved in clashes between factions in a large forest. Just keep in mind that I’m reviewing the Italian version of this product, so some terms could be different from the original.
The RPG Root, the protagonist of this review,is available on the MS Edizioni store in physical copy at a price of € 44.90; but if before paying you enter the code NoDiceUnrolled10, you will receive a 10% discount! In case you are undecided, keep in mind that on the same page you can download an interesting Quickstart for free.
The Setting: the Woods
All the adventures that can be experienced thanks to this manual are linked to the Woods. The past of these places is very uncertain, some say that once the vegetation was not so abundant and that ancient civilizations lived here; given the total absence of humans, I like to imagine that these ancient populations were (also) human. Over time the creatures of the Woods (which we will discuss later in the review) have decided to make their home safer, making the setting of Root what it still is.
These little animals then created clearings and with the felled trees they built their homes. In this way they also managed to keep wild beasts (such as bears and deer) at bay; these creatures continue to occupy the woods and can occasionally represent a threat even on the paths, that is the connections created to facilitate the transit between clearings. Some dangerous places of interest remain the caves, although the real mysteries lie elsewhere. In fact, there are various remains of past civilizations, ancient ruins full of meaning for this world.
The manual, by choice, leaves a lot of freedom to the players; in this way nothing prevents you from adding significant elements or modifying parts of this setting.
The Protagonists: the Factions
As anticipated, unlike many other RPGs, Root does not feature humans. The manual explains how the animals, divided into factions, have tried to fit into a situation made more manageable by the geological changes in the area. So the appearance of paths and clearings made the woods more accessible; the resources that could be obtained from them were coveted by many.
At first the Dynasty of the Eagles reigned, since they were already used to watching everyone from above. Then, following internal conflicts, there was a period of instability, in which public opinion was torn between the greater freedom and less security caused by the situation. The Marquise de Gattis and her Marquisate entered this scenario, invading the Woods and, thanks to the technology imported from the Sacred Feline Empire, carved out a position of power, with dynamics similar to those of the Dynasty of Eagles. These two forces are still in conflict for control of the Woods, but a third faction has decided to raise its head; the dissatisfied inhabitants have gathered under the name of the Alliance of the Woods and are fighting so that there is no longer any tyranny. Then there are the Inhabitants, those who only try to survive at best in this difficult situation.
There are also figures who do not clearly belong to any faction; They call themselves Vagabonds and are intrepid travelers who offer to take on dangerous assignments. These are the characters chosen by the players. The consideration that the Factions have of the Vagabonds depends on the deeds of the characters; I appreciated this dynamic system which represents well how the decisions change the relationship between them all.
Review of the Character Building in Root
As in most RPGs, also in Root you have to create a character and with this review I will explain how to proceed.
The first step is to choose a Playbook, that is an archetype that identifies its general characteristics; there are nine available: Adventurer, Rogue, Charlatan, Judge, Thief, Master, Marauder, Ranger and Ronin. Each of them contains everything you need to easily create well-characterized characters. However, the manual allows a lot of freedom in this process and leaves open the possibility (even in the character progression phase), to get out of these tracks.
They you choose (freely or among the options proposed) various aspects of the character: Name, Species, Pronoun, Aesthetic details, information on the past, origin, drives, friends, Weapons Skills (particular fighting techniques), Roguish Feat (fields of specialization) and relationship with some Factions. The values of the initial characteristics (Cunning, Charm, Finesse, Luck and Might) are also specified on each Playbook; they can vary from -1 to 2 and one can be increased by 1 during creation, but without ever exceeding the value of 2.
To buy Equipment you have a value to spend; there are some items with predefined values, but others can be created totally customized, attributing a cost to them based on the features selected. This can grant them special abilities as well, but we’ll cover that in the next paragraph of this Root review.
The last really relevant element of each character are her Moves. You can choose three options from the six proposals and each of them allows you to characterize more characters who otherwise would have risked lacking variety; they are excellent elements to make the ruleset more playful.
The Main Mechanics: the Moves
The tests in Root are very simple to carry out: you roll two six-sided dice and apply the modifier of the proper characteristic. A result of 6 or less indicates failure, which brings with it complications. Instead a roll of 7 or higher is a success, although there are two types; a partial success (from 7 to 9) still includes complications, while a full success (from 10 upwards) does not present any.
To this basic mechanic are added the Moves, or rules with specific consequences. There are various types, each with particular implications.
Basic Moves can be used by all characters and are the most common. The situations in which they can be used are very varied; you can help or hinder other characters, try to read a situation, convince an NPC to fulfill your request or, when there are no other solutions, you can rely on fate.
The Weapon Moves, on the other hand, obviously concern combat. Some are basic and any Vagabond can undertake them (such as attacking an enemy or fighting); others are Special Skills for which you need to have specific training and a suitable weapon. Keep in mind that each character has three tracks that represent his resources: Injury, Exhaustion and Depletion; bring them to zero never leads to anything good.
Reputation Moves can affect members of various Factions, but require a minimum Prestige or Notoriety to be used. Two examples are requesting an important meeting or precious resources.
Travel Moves regulate movement within the forest or on trails.
The End Session Moves, on the other hand, allow you to advance the characters and possibly modify them based on the evolution of events.
The Tools for the GM
At the end of each session, the deeds of the characters do not give them the classic “experience points”, but Advancements. Each session up to two can be obtained, one for each Drive respected. They can be immediately spent to increase stats, create new bonds, learn new Moves or Weapon Skills, or expand your tracks. A quick calculation reveals that if the two Advances were almost always achieved, a character can reach maximum development after about 12 sessions.
In addition to this task, the narrator brings the rest of the Woods to life. The manual also specifies some Principles common to many role-playing games, but always important to remember; it is specified that the GM must cheer on the Vagabonds, placing them at the center of a lively and interesting world in which each character has their own motivations. In this review of Root I have brought only a few examples, but know that the manual analyzes them one by one, making it also useful for all those who are not familiar with the role of the narrator.
It also explains how to deal with the complications of Vagabond Moves, as well as how to create NPCs and manage their actions. All this collects the decisions (and failures) of the protagonists, transforming them into ideas to make the story even more interesting.
Of the tools for the GM, however, the one I liked the most is the Woods creation system. Using random tables and dice rolls, an area with interconnected clearings and paths can be generated; thanks to other similar tools, it is then possible to determine which Factions dominate in each part of the map. This is a great way to quickly generate a realistic game world.
Gelilah’s Grove
In case you prefer to start mastering something pre-made, in this review I will now tell you about the scenario included in the manual of Root, entitled Gelilah’s Grove.
The place described is a clearing inhabited mainly by foxes, expert builders of bows and arrows. Goats also live near their community, specializing in the production of a particular liqueur, the wincorn. Foxes inadvertently flooded a river, causing problems for everyone. The dominion of the eagles over the area is weak and the Marquisate tries to take advantage of it to gain power.
As anticipated, it is only a scenario, therefore precise plots are not proposed; however, the most interesting conflicts of the area are presented. The arrival of the Marquisate is not appreciated by everyone, after all their double-dealing is evident. Someone in the Alliance does not see well the production of wincorn, which seems to distract the inhabitants of the clearing. There are also internal conflicts and, as if that were not enough, disappearances. Perhaps a well-defined plot would have helped a novice narrator more, but I admit that this scenario is very lively and full of ideas.
I also appreciated the presence of the stat blocks of all the main NPCs and the description of the most important places.
Review of the Aesthetics of Root
As can be seen from the images included in this review, the Root manual is aesthetically excellent. We are talking about a work consisting of more than 250 pages paginated in a single column and always clearly legible. The fonts are simple but functional and stand out against a very delicate parchment background. There are also some nice decorations on the underside of the pages.
The illustrations are no exception and, indeed, further embellish the work. They have a simple and cartoonish style, characterized by warm and lively colors. The characters are very expressive and funny, arousing tenderness every time you look at them.
Conclusions of the Root Review
The Root manual is full of content, very dense! Don’t be fooled by the cute little animals; the game has light mechanics, it’s true, but details abound and help create a lively and interesting world. The fights certainly play an important role, but I found the management of the relationship with the various factions even more fascinating. Even the relationships between the PCs are highlighted, with bonds that allow for unique interactions!
The attention to detail is also noticeable from other elements. In fact, the manual introduces the concept of x-card to protect players from issues that are too heavy for them. Another precaution, in my opinion, is the presence of a final glossary which, instead of explaining the terms, refers to all the pages in the which ones have been treated. I admit that I would have preferred to also see a complete character sheet, since only the Playbooks are present; in any case it is easy to overcome this problem, since on the official website of MS Edizioni there are various free contents to download, including the character sheets; scrolling down the dedicated page, it is also possible to find the clearing sheet, the Woods sheet and some precious color maps.
If you enjoyed the board game, know that the game world is the same and the references between the two products abound. I therefore conclude this review by saying that the RPG Root allows you to live (or discover) that world in a totally new and exciting way; therefore I recommend this game to anyone who wants to experience nice (but certainly not trivial) adventures in the woods, playing the role of animals with very human conflicts!
If you enjoyed this review of Root, I suggest you to keep following us to discover new manuals!
I want to thank Game Omnivorous for sending us a copy of Putrescence Regnant in order to be able to write this review. This product was born from the collaboration with Exalted Funeral, Stockholm Kartell, Ockult Örtmästare Games and other creatives; it is a vinyl with everything you need to embark on an adventure compatible with Mörk Borg.
What you will find, in short, is a vinyl, a master screen, a map, random tables and mechanics specific to this swampy setting, twenty minor locations and three conflicting factions. In the next few paragraphs of this review we will analyze all these parts of Putrescence Regnant!
The Cover of Putrescence Regnant: The Master’s Screen
The first element we can appreciate is the cover, beautifully illustrated and cleverly usable as the master’s screen. Its bright yellow color and its aesthetic style are a first sign that the work fully embodies the spirit of Mörk Borg.
The external side, the one seen by the players, has two illustrations, the logos of the authors, the tracks on the vinyl and the artists who worked on it. Simple and valuable, given its dual function.
The inner side instead contains useful elements to the narrator. We find the map of the swamp of Targ-Dungel, the statistics of a very common creature and random tables of various types; one for encounters in each swamp region (The Royal Swamps, Killer’s Moor and The Rotlands), one for drowning and one for capsizing. All this content is complete and easy to consult, considerably speeding up session management.
An Interesting Booklet
Inserted in one of the two halves of the cover, we find an 8-page booklet full of interesting information on the marshes. This is not just an adventure in the classical sense, but rather a detailed set of ideas that can constitute a complete mini-setting; in detail we have:
The lore of the area, with the most recent relevant events and some explanations on how the area has become so corrupt. A missing king appears to be lost in this desolation.
Three factions present in the swamps and in conflict: cruel nobles, rotting fanatics and alligator-headed undead. Each of them is linked to a place that no sane person would ever want to visit.
Another twenty minor locations, scattered throughout the three sections of the swamp. The explanations are essential, but more than enough to create suggestive and disturbing scenes.
The graphic style of this booklet (and of all Putrescence Regnant) fully reflects that of Mörk Borg. Dark colors alternate with a very bright yellow, giving life to extreme and fascinating illustrations. Moreover the font and layout also vary, falling within the free expression of the art of this product.
The Putrescence Regnant Vinyl Case
The other half of the cover contains the vinyl case, which is the material to be provided to the players to introduce them to the adventure. I found this idea very clever, as it is a very compact solution to insert everything they need.
On one side we can find a new class, the Gilded Wolf, with all the statistics and tables to define its abilities. It is to all intents and purposes an unscrupulous killer of nobles, a predator always on the hunt for new prey.
The other side contains a cryptic copy of the map, with uncertain notes and deliberately rough (but still high quality) graphic style. It can be a great element to give to players so they don’t feel lost and can build their own action plan.
Review of the Vinyl and the Tracks
Yellow, transparent, “smudged” with black and decidedly eccentric. This is how the Putrescence Regnant vinyl that we will show you now in this review looks like. Already a first glance shows the sake for originality.
The tracks contained have been designed to accompany the sessions created with the material we have seen previously. The genre is close to metal, but has many experimental elements. Moreover the songs have been specially designed not to be intrusive, but giving life to a dark and evocative atmosphere. Each note will be a step towards the deadly secrets of the Targ-Dungel swamp.
Here are some examples:
Conclusions of the Review of Putrescence Regnant
I also really appreciated the fact that, by purchasing the product, you automatically have the digital version of all content, including an MP3 version of the tracks. This is so useful, as it offers completely new ways to experience this role-playing experience. With the physical material, a record player, a few candles and dice, you can create an unforgettable evening; if, on the other hand, you do not have a device to read vinyls or if we want to play online, then digital content will be your salvation.
The proposed setting is also wide enough to be added to other campaigns or explored in different circumstances; this increases the replayability of the work.
To conclude this review, I would therefore like to recommend Putrescence Regnant to all lovers of Mörk Borg, metal and original experiences.
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First of all, I would like to thank Petersen Games for sending us a copy of Sandy Petersen’s Cthulhu Mythos for Pathfinder Second Edition in order to be able to write this review.
The stories of H. P. Lovecraft are now part of the common imagination of most role players. Cosmic horrors have already made their appearance in many RPGs, having also some completely dedicated to them. The reasons are many; these stories have been able to revolutionize the concept of horror, influencing works in many fields (movies, TV series, video games, gamebooks and, indeed, role-playing games). If the real protagonists of the Lovecraftian imaginary usually have a mysterious and almost indescribable aspect, in this review we will see how Sandy Petersen’s Cthulhu Mythos was able to give them a shape (and stats).
For greater clarity, I specify that this manual is a supplement and you also need at least the PF2 core rulebook.
For those interested, this manual is available on the Petersen Games official store at a price of $ 19.99 (about € 18) in its digital version; the physical one, instead, can be purchased for $ 59.99 (about € 58). Keep in mind that it is also available for other game systems; specifically, it was also created for D&D5e and Dark Eye.
This volume, however, does is not a simple transposition of the other versions; so let’s find out in this review the new content within the PF2 edition of Sandy Petersen’s Cthulhu Mythos!
There Is no Horror without the Right Atmosphere…
The manual starts with an interesting analysis of the horror genre; it explains its essential characteristics and how to avoid turning a scary adventure into a hunt for the “big ugly monster”. Obviously being an adventurer changes the starting point; one cannot think of having the same sense of bewilderment as an ordinary citizen who is thrown among the tentacles of the Great Old Ones. In any case this doesn’t preclude the possibility of finding the right mood.
For this purpose, I found three rules (contextualized by the author of this manual and originally written at the beginning of the twentieth century by M. R. James) very useful:
Don’t interrupt the narrative; the technical terms must be thought of, not made explicit. Describing an effect by communicating only the outcome that interests the player is much more effective than explaining the rule openly.
Make opponents creepy and deep. The enemies must not be simple reserves of hit points to be extinguished, but entities with very specific (and often destabilizing) motivations and instincts. Even after having met a creature of the Myth (and maybe made it even friendly), players must always have the suspicion that it may be hiding something or that a deviated aspect of its nature may have the upper hand.
Use a setting familiar to the players and they will be able to experience the narrated events in a deeper way. A monstrous danger within walking distance of a safe place is creepier than an enemy lost in a wasteland on the other side of the kingdom.
Personally, I will use these tips in any horror adventure that I have the opportunity to narrate. I also anticipate that among the pages of the manual there are many other useful tips related to disparate topics.
… And the Right Atmosphere Is Supported by a Deep Lore
150 pages of the manual are dedicated to analyze the revered entities and the cults of the Myth. These are clear and detailed descriptions, full of content in order to give more depth to the narrative. These elements are very faithful to the novels from which they are taken and they manage to evoke strong emotions.
The description of the various cults does not have a common scheme, but presents (in thematically divided paragraphs) the main characteristics of the faith; they can include fields of expertise, physical manifestations, unique abilities and more. The only paragraph that is never missing is the one dedicated to treasures, which is what those particular cultists might possess. The cults are really many and among them there are for example those dedicated to Cthulhu and the Yellow Sign.
There is also a useful presentation of the specific cultures of the setting. Each master will find it extremely useful to know how the Deep One, Tcho-Tcho and others live; it also shows the links between the myths and the most common ancestries of the PF2 core rulebook (elves, dwarves, goblins, gnomes…).
But the following is my favorite part of the setting proposed in Sandy Petersen’s Cthulhu Mythos. First of all, the different categories of alien creatures that can easily act as deities are explained (the Great Old Ones, the Outer Gods,…). Then we move on to what can really constitute an unforgettable event in a campaign: the manifestation of one of these entities. They know how to project a part of themselves among mortals, generating reactions among whoever is present; in general these are powerful and devastating effects, but their cultists may have some nice surprises.
Review of the New Mechanics Included in Sandy Petersen’s Cthulhu Mythos
It would be a real shame if this intriguing atmosphere remained “only” the canvas on which to give life to the sessions; luckily the author of the manual managed to transform every useful element into a mechanic, enriching the game system with specific and effective elements.
Two pillars of Sandy Petersen’s Cthulhu Mythos are Supernatural Dread and Madness. The first one represents the mental traumas that happen when the characters face the entities of the myth, occult powers or similar events. It is measured with a value that the higher it will be, the more the character will lose control; in its lightest form it makes you restless, in the most serious stages it can cause you to flee or paralyze. In some cases it can even lead to the aforementioned second threat: Madness. Mechanically, this represents something very similar to a magical disease; in fact, it has stages that can improve or worsen and produces long-term effects on the character’s psyche (such as obsessions, paranoia and even homicidal instincts).
A particular mention should be made for the Dreamlands, a plane of existence that represents the dream world. This aspect is treated with particular care; you can find the modalities to access it, the mechanics related to the permanence, its inhabitants and what happens in case of death inside it. Here is another confirmation of the fact that the author did not want to give only a “manual with Cthulhu flavor”, but a complete work to experience this narrative universe in a profound and immersive way.
Review of Other Game Master Material in Sandy Petersen’s Cthulhu Mythos
In addition to the entities discussed in the previous paragraphs of this review, Sandy Petersen’s Cthulhu Mythos also contains a bestiary; the creatures contained make the encounters more thematic and different from those of classic fantasy. There is a lot of variety; in fact there are 150 pages full of disturbing, balanced and well-structured monsters. They present many unique abilities, which make perfect use of the mechanics explained inside this manual; I have never had the feeling of discovering creatures that seem the reskin of other ones. A note of merit should be made to the management of their languages.
Other interesting additions are various themed items, magical and not. To be precise, the manual introduces alchemical items, alien technology, artifacts, grafts, materials, traps and myth texts. Personally I find them all useful and interesting, but I particularly appreciated the alien technology (which perfectly represents cultures outside the classic game world), the grafts (which allow you to modify an organism in a macabre and bizarre way) and the texts of the myth (which can help introduce specific elements of the setting, as well as provide excellent plot hooks).
The last chapter of the manual is dedicated to Silence from Sommerisk, an introductory adventure designed for first level characters, but adaptable to any other level thanks to the instructions contained. Obviously (and rightly) it was born as a pretext to be able to show how to correctly use the amount of material introduced; in any case it does not end up taking on excessively didactic tones, remaining an intriguing adventure to be played. As usual I don’t want to make spoilers, but I appreciated the plot; it begins as a simple search for missing persons, but soon it takes on much darker and more dangerous tones.
Review of Character Options in Sandy Petersen’s Cthulhu Mythos
Se finora in questa recensione vi ho parlato principalmente degli elementi utili al Game Master, ora voglio appagare anche la curiosità degli altri giocatori. Le sorprese iniziano già in fase di creazione del personaggio!
The manual introduces new playable Ancestries: Ghoul, Gnor, Zoog and the Dreamlands Cat. Yes, you read that right: you can play a cat with supernatural powers; I know that it’s so cool that the review could end here, but I’m showing you the rest of the manual anyway. Each Ancestry has various specific Heritages and a large number of Ancestry Feats available, making them highly customizable at any level. There are also three Versatile Heritages: Deep One Hybrid, Leng Folk and Tcho-Tcho, obviously usable with any Ancestry. Finally you can find also various Backgrounds themed with the setting.
There are no new Classes, but each of those present in the PF2 core rulebook receives more options; for example, you can play Barbarians with the Delirium Instinct or Bards with the Muse of the Alien Symbolism, all with a myriad of dedicated Class Feats. There are Archetypes reserved for characters with certain Ancestries, such as the Ulthar Hunter or the Psychophage. There are also numerous Skill and Generic Feats, freely accessible to any PC who meets the requirements. Finally, I really enjoyed the introduction of special Familiars and Animal Companions; who doesn’t want a brain in a glass cylinder as a friend?
Finally, there are also many new Spells, divided between the four Magical Traditions. Among them we also find Focus Spells (divided by Class) and Rituals; the latter are the ones that I found most interesting, also because a very particular variant is introduced: the Cosmic Rituals.
Review of Aesthetics and Art of Sandy Petersen’s Cthulhu Mythos
This manual is huge. We are talking about about 570 pages with a double column layout and classic fonts. The style in general is also very traditional, but in a positive way. The pages have a light parchment color, which goes perfectly with the other dominant color: a dark green that immediately recalls the great Cthulhu. Also the decorations on the edge of the page are very pleasant; both for the chromatic choice that oscillates between brown and gray with green inserts, and for the inserted subjects; stylized versions of eyes, tentacles, skulls and of Cthulhu itself give a truly remarkable glance.
“Remarkable” is not, however, an adjective sufficient for the art of this manual. As you may have already seen from the images included in this review, Sandy Petersen’s Cthulhu Mythos illustrations are beautiful and evocative. And they are really a lot (with some additions compared to the other editions of the manual). The quality is very high and each of them is perfectly themed with the pages in which it is inserted; I never had the impression that they were fillers, but precious embellishments for a work that does not want to have any flaws.
Conclusions of Sandy Petersen’s Cthulhu Mythos Review
Actually, nothing has disappointed me in this manual. Obviously my love for Pathfinder Second Edition and Lovecraftian novels played a big part in this evaluation; but also remaining as objective as possible, I feel I have a true masterpiece in my hands. Perhaps also because in each of his pages I perceived the same love and passion; and when a job is based on these principles, then it starts off on the right foot. The incredible success achieved by the other versions of this manual is a confirmation.
If you are wondering what knowledge of Lovecraft’s works is necessary to appreciate this manual, keep in mind that it is suitable for everyone. If you want to know that mythology in depth, or if you already know and want to experience an adventure that takes full advantage of it, then this manual is perfect. And if you want you can also use only some of its elements to insert them in other campaigns; after all, even the mechanics contained are very valid.
Per concludere questa recensione posso solo dire che, se vi piacciono i miti di Cthulhu e PF2, Sandy Petersen’s Cthulhu Mythos è un manuale che non si può non avere.
To conclude this review I can only say that, if you like the myths of Cthulhu and PF2, Sandy Petersen’s Cthulhu Mythos is a manual that you cannot miss.
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First of all I want to thank 1d10+5 for providing us with a copy of Sölitary Defilement – Expanded Edition in order to be able to write this review. In case you want the product, know that it can be purchased in digital format on DriveThruRPG for € 12.00; physical copies are also sometimes available on Etsy for € 36.65, but availability is limited and for this reason we recommend you to check from time to time.
Sölitary Defilement is, as we will see in detail in this review, an unofficial supplement for playing Mörk Borg solo. For this reason it is necessary to have the core rulebook. The ideal would be to also have Feretory, an amazing official supplement, available; otherwise, however, many of its contents can be downloaded for free from the Mörk Borg official website.
The Engine of Change: Fiction and Moves
We would like to point out that 1d10+5 was inspired by (and thanked on the first page of the manual) Ironsworn, another solo RPG. From this product he took his two base mechanics: Fiction and Moves.
Fiction is primarily the recommended approach to the gaming experience. The player is in fact invited to narrate the events and the reactions of the characters as if she were also playing the role of narrator. It may seem like an unimportant detail, but in my opinion it significantly affects the gaming experience; immersion will benefit.
Moves are the interactions of the characters with the narrative. To make the experience fulfilling and make up for the lack of an external narrator, success and failure are not the only outcomes. Each test (except the combat) has the usual threshold to overcome, but 2d20 are required; this can lead to three different situations.
Two are classic; if both dice exceed the challenge rating, there is a Strong Hit (ie a full success in the action that has been undertaken), while if both d20s do not reach the threshold there is a Fail. The real novelty occurs when a single die exceeds the difficulty threshold; in this case there is a Weak Hit, or a partial success that also includes unexpected events capable of feeding the story with unexpected results. It is certainly not an absolute novelty in role-playing games, but here it is very functional and satisfying. 1d10+5 spares us the calculations: on average this eventuality will cover 48% of cases and this confirms its importance. The unexpected remains in the hands of the test taker, but this is obvious in a solo game.
Review of the Other Mechanics of Sölitary Defilement – Expanded Edition
In addition to this macro-rule, we can find a large number of small adaptations that change the Mörk Borg‘s experience in order to playing solo; keep in mind that in this review I’m going to give you just an idea of these changes made by Sölitary Defilement. In any case, most of them start from the foundations laid by the Moves.
When you rest, sleep is not guaranteed, you risk being ambushed before you have been able to recover resources. Looking for useful items in an environment can bring great wealth, but also great misfortune. You can escape fighting, but the risk of getting hit when you turn your back is high.
The generation of eventual elements of success and various misfortunes is helped by Oracles; this term indicates the many random tables present in the manual and able to give shape, color and emotion to the otherwise schematic architecture of the system. So we find tables of creatures to face and treasures to conquer; goods to buy, but also misfortunes to suffer. Some tables also contain building blocks of encounters, but we’ll talk about this shortly.
How to Structure an Adventure with Sölitary Defilement – Expanded Edition
At the moment this review has introduced you to the contents, but in practice, how do you play Sölitary Defilement? The necessary premises have been made, so now I’m going to show you the necessary steps.
You choose the number of milestones, the key points you want to achieve; in other words, this choice outlines the duration of the adventure.
The adventure takes shape through a mix of Moves and Oracles. On the map you check how many days of travel are needed and each of them is defined by the climate, the choice to move or resupply, the encounters, the management of the camp and the roll for the fulfillment of the prophecies that will lead to the end of the world. Keep in mind that Sölitary Defilement focuses on dungeons, while the additional supplement Alone in the Crowd (also included in the bundle) shifts the spotlight on towns. The combined use of these two volumes gives an excellent variety.
When you reach a milestone you can “level up”, although we remind you that Get Better is not always positive.
Concluded all the milestones it is time for another Move, which can represent the epilogue of this narrative arc or the onset of complications that lengthen it.
Explaining this isn’t as simple as trying it out, so don’t worry that after a couple of rolls of the dice it’ll all be smooth. Indeed, I also really appreciated the presence of an example of a game in the manual; following it step by step will remove any doubt.
The Premade Adventures
So far in this review I have told you about how to build an adventure, but as it comes naturally to expect (and hope), Sölitary Defilement – Expanded Edition also contains pre-made adventures. Three are separate booklets, while the fourth is included in Alone in the Crowd. As usual I will not make any spoiler, but I will try to give you an idea of their contents.
Shadowclink: you have been secluded (unfairly, but nobody cares) in the dungeon beneath the Shadow King’s palace. The guards have stripped you of all possessions and thrown into the Hall of Sorrows. Here there are two passages and you have to try to get out of this prison.
Aqua Mortis: you find yourself in the Shadow King’s sewers, that extend from beneath his palace to remote places, such as the catacombs of Graven-Tosk. The tunnels are illuminated by eerie blue lights and contain filthy creatures that you can’t wait to escape from.
Park Pale: a greedy man and his assistant have taken possession of a mansion in the middle of a park, which has now become their hunting ground. The two have found a scroll seems to be able to summon an army of demons capable of dominating this ruined world.
Chalice of Ruin: as the end of time approaches, various heretical cults flourish; one in particular worries the church of the Two-Headed Basilisks. A high priest orders you to retrieve an ancient cursed chalice and to have the leader of that cult, who otherwise appears immortal, drink in it.
Obviously after a few plays you will need to create something of your own, but at least you won’t be unprepared. On the contrary, I felt accompanied in learning, and then the strong desire to try to create my own adventure from scratch.
Conclusions of the Review of Sölitary Defilement – Expanded Edition
As you may have noticed, this review lacks an analysis of the artistic side of Sölitary Defilement. This choice is not accidental, since it is probably the most anonymous aspect of the product. The particular fonts and bright colors (especially yellow and fuchsia) typical of Mörk Borg‘s basic manual remain, but the rest is laid out in a very classic way; white background, simple and black font dominate in almost all parts of the manuals. The illustrations are very few, although always very themed; I personally found the maps particularly pleasant. It is not an artistic masterpiece, but it fulfills his task perfectly, that is a regulatory adaptation.
In fact, I recommend it to anyone who wants to try the experience of Mörk Borg even alone. Obviously, these are different sensations than the base game, but certainly not unpleasant. The deadly old school doom metal-themed flavor remains; played with the right background music, perhaps during a rainy day and in front of a lit fireplace (ready to host the deceased characters), can really give you a lot of satisfaction.
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Before actually starting this review, I want to thank the author Gavriel Quiroga for sending us a copy of Warpland; we could call it a “primeval science fantasy RPG inspired in Heavy Metal comics and psychedelia“. This is the definition that the author himself attributes to it and one could hardly find a more appropriate one. It may not be so immediate to understand, but this product is not meant to be “user-friendly”. It contains deliriums, madness, confusion, exaggeration and style, you are forewarned.
But let’s start from the beginning; the manual was born thanks to a Kickstarter campaign successfully conducted at the beginning of 2021. Now the product is available on DriveThruRPG in digital format at a price of $ 8.50, about € 7.60.
Warpland Setting Review
A war, the only war ever fought, devastated the world. The wise and advanced Eloi used their technology to try to defeat the furious Morlocks army. This confrontation devastated the world until it was unrecognizable. Until powerful crystals were shattered and their power began to stain all that existed. Until an disturbing mealstorm engulfed the sky. Reality changed profoundly, in the very essence of things. Neither side dared to claim victory; the former were tortured by an illness of the soul while the latter took refuge in dark caves underground. The Void spread. A new age of men began.
This is the introduction provided by the manual; this is the cataclysm that created the world we are going to experience playing Warpland.
In such a place, everything that surrounds us should not be considered as “simple reality”, but as a physical manifestation of the will of those who are sufficiently determined. People are evaluated on the basis of how much they manage to impose themselves, consequently excluding any other type of discrimination.
And so the lands of the Eloi have become desolate expanses, full of dangers and ruins where the bravest go in search of forgotten technological wonders. A grim swamp devours anyone who ventures into it, often becoming the grave of exiled slaves. A cold and dark rift from which no soul has ever returned. All around a yellow and sulphurous sea leads nowhere, if not adrift. Some settlements still exist, but they are not always so safe; inhabited places and strange structures are the refuge of all sorts of souls.
Customs and Traditions
The game world is enriched with specific characteristics that distinguish it; some aspects that are taken for granted in other role-playing games are characterized here in order to convey unique sensations.
There are strong references to an era called the Iron Age. Great importance is given to the materials available through manual work (stone, bone, raw metals) and to their processing by hammer and sweat. The goods are traded around the world through a common copper currency, that has different aesthetic decorations depending on where it was minted; other precious objects are also accepted (mainly gold jewelry of various types or pieces of jade), but usually only concern the most expensive transactions.
As you will understand in this part of the review, religion plays a central role in Warpland. The reason is very simple: it is a dark age, of ignorance and loss of values; people need to blindly believe in something in order not to fully understand what delirium they are in. And so faiths and cults with the most absurd dictates proliferate. Red-hooded fanatics travel the world burning the knowledge and symbols of the ancients so as not to make the same mistakes. An order opposes and tries to cancel the dictates of the Eloi, considering their dark practices a mean to approach the Void. Whisperers of secrets entangled in politics to the point of controlling the society in which they live. An army of feared mercenaries united by the rot resulting from a plague. Technocrats in search of forbidden secrets buried in the past.
The Collapse of the Light
Before the beginning of the end, actually, there was another force: the True Light. The Eloi tried to control it through fragments of magical crystals but, becoming unstable, it mutated into the Warp. Its influence on living beings is dangerous and unpredictable, so much that it can even generate Mutations in them. These Mutations can take place both during the character creation phase and the game sessions; They can be simple unusual features (eyes that can see in the dark or webbed hands, for example) or complete changes in the organism (such as an aspect similar to insects or reptiles). This uncertain nature, however, has a price, or a peculiar weakness (selectable with a roll on a table).
The sky (which takes the name of Aether) is a concentrate of Warp and has an inexorable influence on anyone who walks these devastated lands. The Warpland manual includes a considerable number of pages dedicated to the different aspects of the Aether (light precipitation and storms), giving each also mechanical implications. Therefor the sky can be so bizarre that it could cause anyone to laugh out loud; it can make metallic objects magnetic, it can amplify sounds or more. Each possibility has a background that chromatically recalls that particular case.
The energy of the Warp is also contained in other very important elements of the game. These are the Artifacts dating back to the Eloi era, a complicated technology to understand but very powerful. Then there are the Crystal Shards, which are used to store Warp.
Perdition in Your Personal Oblivion
In a world without a “salvation from above” men can decide to look within themselves; however, they will hardly remain impassive to what they will find. Powerful entities known as Demons inhabit this Void and affect the nature of living beings. Those who turn to them, however, shouldn’t be considered “wicked” in a classical way; the moral compass is now out of control and the distinction between “good” and “evil” is only an insipid legacy of past times. Now you have to survive, regardless of everything else.
To do this, some characters can rely on the Magick given by the Void, the Dark Arts. By jeopardizing their physical and mental integrity, they can resort to great powers; they allow, for example, to drain life energy, confuse minds, speak with the dead and summon servants.
Some minor demons, in order to have access to reality, accept to assume a definite and permanent form and to offer their services to the unwary. Therefore, sentient, disturbing and never completely understandable objects are born; often the results are not those hoped for by the living being involved.
Review of the Remaining Warpland Material
Before the end, the manual still reserves some interesting surprises.
First of all we find five pages of Bestiary; there are many creatures of classic fantasy imagery, revisited to be themed with this setting. You will begin to tremble when you hear a Masticore or a Golem equipped with an ancient Artifact approaching.
A page of advice for the master follows. We can read the guidelines that explain what is the generic task of the narrator in a role-playing session; we will also find tips on how to manage a group well. At least no one will say that too many pages have to be read to assume this role at the table!
Moving on, there are three simple introductory adventures. In the first one the characters, close to the Society of Technocrats, will have to retrieve an Artifact for a contact. In the second one the protagonists are part of a cult dedicated to a Demon; during a ritual, this being tells them that they must retrieve a his lesser demon. In the last one, members of a tribe of wild mutants are sent by the village healer to retrieve roots: these ingredients are used to save their people from a terrible fever.
The manual ends with the character sheet. There are multiple versions; one is empty, the others contain pre-made characters.
The Creation of the Character
Speaking of the character sheet just mentioned in this review, we have yet to understand how a character is structured in Warpland. To create one, the manual indicates the following steps:
Choose a concept, a physical appearance and a name.
Randomly draw a Personality Flaw and a Proverb (or choose it), which is a phrase representative of the character’s philosophy.
Distribute 8 points among the four basic Attributes (Agility, Lore, Might, Wits), which start at 5.
Choose a Skill for each Lore point above 5 and write the related equipment, also based on the concept.
Randomly roll a Background and add any Mutations.
The base Wealth will be 1d6x10 copper pieces.
All the other features we will need can be obtained from what we have chosen so far. Hit Points are equal to our Might score, which also represents our ability to damage enemies in melee. Agility, on the other hand, indicates how good we will be with ranged weapons and dodging. Willpower is equal to half Lore and serves to resist magical effects and defects; alternatively, it can also be used to retry tests.
Warpland Mechanics Review
Tests are made by rolling 2d6 and trying to stay below your Attribute relative to that check (possibly altered by a circumstance modifier). If you succeed, but the sum of the dice rolled is 8 or higher, you will have a Critical Success. Other special rolls happen with a double 1 or a double 6; in these cases there will be respectively a small success or a terrible failure, in both cases with a Complication (decided by the master).
Keep in mind that in this RPG only the players perform tests; the enemies have characteristics but the characters have to contend with their own Attributes. And the same is true in combat; the characters will have to try to hit the opponents and try to dodge or parry their blows. The damage will depend on fixed values set by weapons and armor; however, it will vary according to the difference between the result of the roll and the threshold to be reached. In case of a Critical Success there will be additional effects based on the type of weapon.
Then there are some specific rules, such as strikes aimed at certain parts of the body and complications due to the use of Artifacts and Magick.
As you have seen by reading this review, the Warpland rules system starts with a very simple basis but manages to give variety thanks to many details. This allows you to learn the system quickly, without getting bored after becoming familiar with it. It is not be a revolutionary system, but it does its job very well.
I also point out that the author opens up the possibility of exploiting the setting using other regulations; I personally, however, wouldn’t change this one, because it was born in order to enhance the setting.
Review of the Art of Warpland
Warpland‘s art style, as you can see from the illustrations included in this review, is original and at the very least bizarre. It seems that the author was inspired by the very concept of Warp and wanted to replicate it also in this aspect of the manual.
The layout does not aim too much at readability. The style often varies, both in terms of the font (size and type) and the number of columns. It is perfectly in line with the concept of the game and re-proposes the psychedelic essence of some elements of the setting; in any case this isn’t for sure the most readable manual that I have ever read.
To emphasize it, I have also noticed that the images do not (voluntarily) have a coherent style. In any case, the quality of most of them is very appreciable. I admit that not all of them satisfy my tastes, but it is normal given their heterogeneity. Many have a delicious old-school flavor, heavily inspired by classic “heavy metal” comics like Conan the Barbarian. With the right dose of psychedelia, which is always good.
Conclusions of the Warpland Review
I have to admit it wasn’t easy writing this Warpland review; the game is created with a great passion, is full of interesting concepts and multiple levels of reading and is intentionally bizarre in every part.
Let’s start with outlining the fulcrum of this product. A powerful and suggestive lore emerges; it doesn’t want only to be spectacular, but also wants to make us reflect. A paragraph in the last pages of the manual highlights how role-playing games can represent some elements of reality, even exaggerating them, in order to open the eyes of the players to various issues. The most easily identifiable are the sleep of reason due to the fear of a difficult age, the refuge in “false gods” and the exploitation of what should be positive for totally distorted purposes; and digging deeper I am sure that many others can emerge. Warpland is not reality, but many elements can make us think; this for me can only be a great merit.
The game system is simple, but has more technical appendices that I have sometimes wondered if they were necessary or not (such as calculating the speed of movement of the characters); after careful consideration, however, I must admit that I also appreciated this aspect. The mechanics were created to emphasize the lore and they do it pretty well.
While the introductory adventures contain interesting insights, I think the most exciting aspect of Warpland is the setting. To this we also add the presence of many old-school random tables (random encounters in each specific place, detailed NPCs for each area, system of creation of random settlements, local and global events,…); for this reason I believe that the best way to enjoy this RPG is a pure sandbox.
In poche parole: da provare!
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The Kickstarter campaign of One More Quest is about to finish and, curious about the project, we decided to interview the authors.
Over the past few weeks, we’ve also taken a look at the quickstart (you can find our first impressions here), but it wasn’t enough for us.
Horrible Guild’s team was extremely kind in revealing so many new details and we decided to share them with you. Here are all the news!
Some fans have asked us if there will be a future version in Italian; you can say something about it?
We cannot announce anything for sure yet, but we are in negotiations for the localization of One More Quest in several languages, obviously including Italian. However, these are long and complicated matters, so for the Kickstarter campaign we have chosen to focus on the English version; having only one language makes everything easier both from a production and logistical point of view.
Dungeon Fighter (one of your board games) is already a few years old. Have you thought about One More Quest for a while or the idea suddenly popped up after all this time?
True, Dungeon Fighter originally came out in 2011… so it’s been over ten years already! Regarding One More Quest, the idea of making an RPG out of it came to Lorenzo Silva when designing the second edition of Dungeon Fighter for the Kickstarter campaign that we successfully concluded in late 2020. In fact, the very first version of One More Quest (which at the time was called “Monstronomicon”) was revealed mid-campaign as a “surprise add-on” for the Dungeon Fighter campaign.
At first the idea was to do something simpler; a kind of “monster manual” with basic rules on how to fight monsters using the mechanics of Dungeon Fighter and how to create characters based on those of the board game. But having a long history as role players, things quickly got out of hand. “Monstronomicon” got bigger and more ambitious… until we realized it was a shame to relegate it to a “simple” Dungeon Fighter add-on; the project deserved (and required) a much greater investment of time than we had initially budgeted.
Hence the decision to cancel “Monstronomicon”, reimburse the brave backers who had supported it during the Dungeon Fighter campaign, and begin planning a dedicated Kickstarter campaign. With the decision to also give the project a new name, One More Quest was finally born!
What is the hardest roll in your experience? And, since you can also create impromptu launch modes based on the situation, which is the strangest situation you remember?
Since the release of Dungeon Fighter, we’ve learned that the question “which is the hardest shot” has no answer. A shot that is impossible for one person may be as easy for another, and vice versa. The other great lesson learned over the years is that with a little practice any roll is possible! Of course, if we talk about combinations between different rolls, things get a lot more complicated…
However, playing One More Quest can generate some really absurd situations… in a positive way! For example, during a game one of us played a batrachian character (a race of “frogmen” that we created specifically for the game world, Middlewhere). He was armed with a dazzling magic knife called “Dazzling Dagger”, with which he created a strobe light effect in the room. In the meantime the bard of the group played a musical accompaniment with a “unz unz unz” kind of melody. At that point the wizard entered the room dancing like a god, striding in front of the overlords of the dungeon with this groovy background of lights and sounds… which obviously left them disoriented for a moment, allowing the last member of the party to take advantage of the moment of distraction and steal the artifact we needed.
Which differences have you noticed most in your experience between creating a board game and a roleplaying game?
Tough question; as we said before, we have always been avid RPGs players, so we probably already had a certain mental attitude to understand the RPG game design, at least on a subconscious level.
Nonetheless, it was an incredible challenge! The game design of an RPG is very different from the one of a board game; the boundaries of the rules are much more blurred and the center remains, especially in a comic game, the scene that takes place at the table. It is necessary to find a continuous compromise between the narrative part and the mechanical component (the ruleset), continuing to suggest narrative ideas that help the players to immerse themselves and that make the narration flow.
Furthermore, our system comes from Dungeon Fighter, a game of dexterity, which features a fairly high number of failed tests. This has a relative impact on the board game experience, but a much larger impact on the role-playing game. One of the first changes, therefore, was figuring out how to adapt mechanical failure to a narrative game in which the simple “you miss the roll, nothing happens” is a result that does not lead to any consequences and is not fun at all.
We used the philosophy of Fail Forward and we adapted it to the comic direction of One More Quest. Despite the failures, we suggest the narrator to carry the story forward in funny, grotesque or absurd directions. Perhaps, despite a failed roll, your bard still managed to charm the Orc General with whom you wanted to sign a peace treaty… but that also made his Orc wife fall in love with you… and the peace may be in doubt again soon!
There has also been a lot of world-building work compared to an average board game; Middlewhere is a world with more than 20 kingdoms, 40 types of monsters, a millennium of history, many cultures in contrast or in harmony with each other … all always in a comic key. But it is something we love to do; we had already tested ourselves with The King’s Dilemma, so it was less difficult than expected… but equally challenging.
Considering that this way of rolling the dice generates humor and the difficulty of the types of rolls is not balanced from person to person, have you ever tried to play One More Quest with serious tones?
Honestly, no… it’s just impossible! 😀
Thanks again to the authors of One More Quest for what they revealed in this interview; now we just have to wait for this role-playing game to be officially completed and released!
If you found this One More Quest interview interesting, stay tuned for more RPG insights!
I want to thank the author Christian Eichhorn for sending us a copy of Galgenbeck Sacrifice, an adventure compatible with Mörk Borg‘s ruleset, granting us the possibility to write this review.
The sun vanished behind a black disk months or years ago, who could tell. Now, a comet plows across the sky, leaving behind a trail of bloody pieces. The Galgenbecker people are confused, incited, whipped into a frenzy. So many innocent dangle from the trees. The stank lures in the ravens and worse.
Half of Galgenbeck’s population is gone. Most have fallen to Josilfa’s scythe. The city seems eerily empty, but nobody notices the citizens’ absence. Galgenbeck was always half empty. All is as it should be.
Galgenbeck is one of the most populous cities in Mörk Borg‘s setting, or rather it was.
Josilfa Migola is the eternal and merciless high priestess of the Cathedral of the Two-Headed Basilisks dedicated to the god Nechrubel, “the shadow that covers all”.
The comet symbolizes the advent of a herald of the god, ready to claim victims and tear the memories about them apart.
The characters are introduced into this scenario thanks to two smart narrative hooks, but nothing prevents you from creating your own. They will then be able to experience the difficult atmosphere of Galgenbeck, seeking their path within the city of death and amnesia. Mortal and otherworldly dangers may lurk around every corner, but also the possibility of lifting this curse.
As you can see from this review, Galgenbeck Sacrifice is characterized by a macro-plot within which players have ample freedom of exploration. The events are intriguing and the pressure of impending death manages to keep the tension high.
Galgenbeck Sacrifice Content Review
I would like to specify that this manual is really full of contents, a sign of great passion in its writing.
First of all the adventure: it takes up most of the manual, but I’ve already talked about this aspect. I only add that it is not a one-shot; it will take a few sessions to complete.
What fascinates me most, however, are probably all the extra contents that make the adventure deeper and more “alive”. There are bizarre and disturbing characters, descriptions of districts and important places (both known and hidden), specific maps, recurring enemies that populate Galgenbeck, rumors, a table with 100 specific random encounters and even some words of the specific dialect of the city.
I don’t want to go any further, but before moving on to the next point of this review I would like to underline the quality of these contents of Galgenbeck Sacrifice. Even taken individually, they can also help create your own adventures in this city, making it easily deeper.
The Structure of the Manual
The manual is only available in digital format and has 64 pages; not bad for a simple ruleset like Mörk Borg! In part this is confirmation of the richness of content; on the other hand, however, the eccentric and unmistakable aesthetic style of the works typical of this role-playing game spreads the words on a greater number of pages in order to leave the right space for art.
The images in Galgenbeck Sacrifice (as you can see from the ones included in this review) are mostly perfectly in the style of Mörk Borg. Quirky, weird and damn inspired. Honestly, I didn’t really appreciate a couple of more realistic ones, as I perceived them a bit out of place compared to the rest of the work. And to be precise, by “more realistic” I mean almost considerable vintage photos. Let me be clear, this does not spoil the beauty of the manual; simply, for personal taste, I would have preferred something else instead.
It is therefore not possible to identify a standard layout, because each page is different. Text adapts to images thanks to variable orientation and font. It is not a style for everyone, but personally I find it extremely fascinating.
Conclusions of the Review of Galgenbeck Sacrifice
I had not yet seen many long adventures for Mörk Borg and this work has been able to make up for this lack. This is not a campaign to run for years, but it does allow for some exciting and engaging sessions.
Furthermore, as mentioned earlier in this review, Galgenbeck Sacrifice has a considerable advantage over other adventures; the additional content related to the city makes it very useful for any other plot set there.
The price is higher than that of other products of this type, but the quality and the possibility of reusing it fully justify it.
For all these reasons, I can say that I am very satisfied with this manual and I recommend it to anyone who wants to experience the mysteries of Galgenback in a beautiful adventure designed for Mörk Borg!
If you liked this review of Galgenbeck Sacrifice, keep following us to discover more products for Mörk Borg!
First of all I would like to thank Games Omnivorous for sending us a copy of Death Robot Jungle in order to write this review. We usually deal with standard RPG manuals and accessories, but this time the item in question is a bit different. In fact I will present you a vinyl, but the proposed experience will not be just sound.
This product can easily be considered an RPG accessory as, in its simplicity, it offers a complete experience. The vinyl packaging becomes a game master’s screen; on the back there is a map and directions to read it. The vinyl instead constitutes, of course, the soundtrack.
In case you are interested in purchasing the product presented in this review, you can find Death Robot Jungleon the official store of Games Omnivorous at the price of 30 €.
The Setting Included in Death Robot Jungle
Let’s try to understand what experience Death Robot Jungle offers.
The inside of the vinyl cover, as anticipated, can be opened and become a game master’s screen (thanks also to the quality of the materials). On one side there is a wonderful map of an island, drawn in a schematic and detailed way. It reminded me of a map from an old JRPG video game or a chapter of The Legend of Zelda saga, but modernized and made original and relevant to the work. On the other side there are some guidelines that characterize the setting. Here the map (in stylized version) is divided into macro-areas and each of them is described with a few but very effective words. In addition, there are also lists dedicated to the flora, fauna and special events that characterize the setting.
The dominant colors are green and red, with white/gray details; the only other main color is the blue of the sea surrounding the island on the map. These colors are reflected in the various parts of the product. Moreover the style adopted is really particular and, in its eccentricity, it knows how to amaze and immediately catch the eye.
The Songs on the Vinyl
The musical genre of the songs contained in the vinyl is also very particular. I would struggle to give another definition, so I rely on what the authors said: tropical sci-fi. Some tracks are similar to electronic music, some others to jazz and some others are not comparable to anything. In any case, it manages to be perfectly in tune with the proposed setting, deeply enriching it. The authors themselves, in fact, recommend using this soundtrack as the backbone of the narration; each track conveys unique emotions and sensations, very significant for those who want to live an unusual role-playing experience.
From an aesthetic point of view, the Death Robot Jungle vinyl presented in this review is a classic 33 rpm with Side A and Side B. The tracks contained are 10, with the addition of 4 interludes. The total duration is therefore not exaggeratedly extended but, being instrumental and alternative pieces, the repeated listening caused me neither boredom nor annoyance.
Since it is really difficult to express in words the feelings transmitted by these songs, I prefer to leave you a couple of examples:
Conclusions of the Death Robot Jungle Review
This product belongs to the “Random Psych Weirdness” category of the Games Omnivorous website and the reason is clear.
It’s not a conventional experience, but sometimes it’s good to try something new. In this case we have a setting and its deeply linked soundtrack. The two elements were created for each other and for this reason they form a perfect combination.Scrolling through the song titles and the minimalist presentation of the island, we find a tropical island with swamps, giant insects and a volcano, which is invaded by strange robots. Kudos to the brilliant minds of Andre Novoa and Manuel Pinheiro!
Keep in mind that there is no plot of any kind; the world is that, but the narrator and the players will have to create a story around it. Obviously this comes after choosing a suitable game system, since there are no recommended ones. Personally I would suggest something as minimal as Mörk Borg, so as not to lose the immediacy of the sensations proposed.
The product is very extravagant, but does not forget about practicality; in fact, a printable version of the map and the soundtrack in MP3 format are included.
To conclude this review, I can tell you that in my opinion Death Robot Jungle is not a product for everyone, but it can give everyone something special and alternative. Especially recommended for lovers of oddities. And psychedelic robots.
If you enjoyed this Death Robot Jungle review, keep checking us out for more original Omnivorous Games products!
I would like to thank Oddfish Games for sending us a copy of How to RPG with Your Cat in order to be able to write this review. In short, this manual transports our feline friends into our role play sessions.
This manual was born thanks to a successful Kickstarter campaign, which raised the required funds in just 48 hours.
What to Expect from This Review of How to RPG with Your Cat
Let’s try to frame How to RPG with Your Cat in a few words: in this review I will make you understand how our real cats can become the protagonists (or at least the participants) of our RPGs. I found the introduction of this manual very romantic; this product was born with an idea: roleplaying with a cat nearby means arousing its curiosity and attracting it. This manual wants to give meaning to its interest, making it part of the plot. It could be a character in its own right (if not the only character), the animal companion or familiar of an existing PC, or even a fearsome enemy to face. In any case, its way of behaving in real life corresponds to actions in the game world; this manual is the key to “translating” its language.
I also found other delicious introductory elements.
First of all there is a necessary warning: the indications included in the manual are generic, but you must be careful that they do not create problems for your pet due to some of its pathologies (also inviting you to consult your veterinarian in case you have any doubt); it may seem a silly detail, but it’s nice to see that the manual doesn’t aim to “exploit” the cat for the laughter of the players, but tries to give both of them a good time.
Then there is a nice note dedicated to “feline readers”, in which it is ironically explained to them how to distinguish the onset of “RPG disease” (in a positive sense) in their humans.
Instructions for the Game Meowster: the Narration
The manual then continues with a section dedicated to the management of the story. First of all, the subject is dealt with in a very detailed way, resulting almost a reading on “how to be the narrator in an RPG“. I personally found this section very useful, not a filler; given the type of product, it could be a good way to bring new people (to read “the cat lovers”) to the world of role-playing games. With this in mind, it’s convenient to think that you can buy a manual and find everything you need inside it.
At the same time, however, the authors have not overlooked that a large number of role players already belong to the category of the cat lovers; at the end of the How to RPG with Your Cat manual there are in fact some tables to apply the mechanics included here (which we will discuss in the next paragraphs of this review) also to other famous role-playing games (D&D5e, Pathfinder Second Edition, Pathfinder, World of Darkness, Savage Worlds, Fate, Call of Cthulhu, Mouse Guard and CATaclysm).
There are many ideas in the manual, but an introductory adventure is missing. It is true that it can also be used with other systems, but I admit that I would have preferred to read a (albeit short) adventure to try the content without needing other resources (or having to create one).
Instructions for the Players: the ChAracTers
It is strange to write a review of a manual that does not explain to readers how to create their own characters, but How to RPG with Your Cat is also that; the PCs to be created are in fact the role-playing alter egos of the cats.
As in many classic RPGs, all the information must be taken on a dedicated character sheet that, in this case, has a feline theme (the various sections literally form the muzzle of a cat). Write down the Name and immediately move on to the more technical aspects.
The Race of the character will not necessarily be a feline. Our pet can also play a classic character from the game world; would you still scold the tender Biscuit when it impersonates a two meters tall orc?
The Background simply represents its past and what led it to be what it is now.
The Class is exactly what you might expect from a fantasy RPG (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard). Since it gives an automatic success in a certain skill, it is recommended to choose a class that well represents your cat. For this purpose, each of them is presented through some indicative sentences and an illustration.
Permanent Effects are a set of advantageous and disadvantageous traits (in equal number) that distinguish it. They can be spells to be used once per day or passive abilities.
Finally there are the Temporary Effects (such as altered statuses), Hit Points, and Equipment. These elements are obviously more variable and depend on the game system.
Review of the Game Mechanics of How to RPG with Your Cat
The heart of the mechanics of How to RPG with Your Cat (that we are going to analyze in this review) is only one: the use of Prompts. The manual itself recommends keeping these tools within reach before you start playing, so you don’t have to interrupt the session. Some of most common are: a string, a bottlecap, a laser pen (or a flashlight), a book, a brush, a mirror, a feather, some food, an electronic device, a dice and much more. The reason is very simple: when the cat has to perform a test, he must interact with the appropriate Prompt; based on his behavior we will understand the behavior of its character.
The manual contains a substantial list of tests that the character may have to carry out (attacks, saving throws, skills,…); for each of them it offers an explanation, a Prompt to use, a table to interpret the result, an example and a nice illustration. This section takes up most of the manual and represents, in fact, the idea behind the whole project.
For all other generic tests, the solution is simple: an Alternative Check! A ten-sided die is placed, the cat “rolls” it and the result is compared with a easy-to-read table.
How to RPG with Your Cat Manual Review
The manual consists of 123 pages with a soft cover.
The font is classic and very readable although, in my opinion, too large. A similar criticism can also be made against the single-column layout. Given the size of the font, it is not unbearable, but certainly a bit raw. Large white pages, with excessively spaced black text (resulting in empty spaces) and very basic tables; it’s all functional, but it would have been nice to see something slightly fancier.
Fortunately, some funny and cute illustrations (of which you can find various examples in this review) come to the reader’s aid, making the reading of How to RPG with Your Cat much more pleasant and simple. Don’t get me wrong, these are also very simple; in this case, however, simplicity is a quality that enhances the light tone that this product wants to have. The illustrations inside the manual are in black and white, while the cover is in color. The only thing I didn’t like about the illustrations is the repetition of some of them.
Final Considerations of the Review of How to RPG with Your Cat
Now is the time to take stock of this How to RPG with Your Cat review.
This manual is not essential for any role-playing game, but it is an added value in case you love cats and want to make the playing experience completely new. You no longer want to scream at the cats that make your miniatures fall off the edge of the table? Simple, make those actions of theirs acquire meaning. This obviously makes it fully usable only in live games; seeing the deeds of the cats through a webcam is not the same thing.
The aesthetic appearance of the work tends towards the amateur, but this does not mean a lack of quality at all. The simplicity of the manual makes it pleasant and light to deal with, especially as it is supported by funny images and a very ironic tone of writing. Personally I loved the latter aspect, which allowed me to read the whole manual in a very short time.
Ultimately, if you love cats and want to have some adventures alongside them (or with them as protagonists), do not hesitate: How to RPG with Your Cat is for you!
If you enjoyed this review of How to RPG with Your Cat, keep following us to discover more and more RPGs!
First of all, I would like to thank LEN Polygon for sending us one of their dUltimate, i.e., a “multi-die die”, in order to be able to write this review. Before starting I just want to point out that this project was born thanks to a successful Kickstarter campaign.
I am sure the name ‘dUltimate’ immediately evokes a lot of curiosity, so I will show you the possibilities it offers. In short, dUltimate is a single die that “contains” (or rather, performs the function of) every other die used in a classic RPG set (d4, d6, d8, d10, d12, d20).
For other information, I also suggest you to visit the official website.
Review of the Use of dUltimate
For me, the biggest doubts related to dUltimate concerned precisely how to use it, and I want to start this review by clarifying that.
First you have to decide which specific die is being rolled (d4, d6, etc.). Then, you roll the die and wait for it to stop.
One of its faces (or rather, a set of faces) remains at the top, the one to be read. You must always look to the top-most circle and triangle (read with the numbers oriented in the correct way and not upside down). The important thing then is to understand which results correspond to which die:
d4: in the triangle, the number of little triangles on the right indicates the result.
d6: in the circle, the number of dots indicates the result.
d8: in the triangle, the number on the left indicates the result.
d10: in the triangle, the number at the bottom indicates the result.
d12: in the circle, the number indicates the result.
d20: in the triangle, the top number indicates the result.
Also some triangles may not have results but arrows; this indicates that the result for that die must be found in the triangle indicated by the arrow. The reason for this method is that it allows each number on the ‘die’ to have the same probability of coming up.
Here are two examples of use. The results of the dUltimate rolls are referenced to the images immediately below in this review:
d4: 4
d6: 6
d8: 8
d10: 8(0)
d12: 6
d20: 18
d4: 1
d6: 6
d8: 8
d10: 10(0)
d12: 6
d20: 10
The Speed of Use of dUltimate
The fact that dUltimate is so original and brilliant an idea is already very clear, but we must understand how much this makes it functional.
First of all you have to keep in mind that it is a die with many faces and therefore very prone to roll a lot before stopping. If you don’t have a lot of patience (or just want to limit this property), I highly recommend rolling it in a dice tray.
The time saved can be used (at least initially) to understand the result shown. This die has been designed with a lot of care and ingenuity, but it certainlycan’t be read as easily as a traditional one. The results corresponding to the various types of dice cannot be arranged in a rational way in order not to alter the probabilities. It would have been convenient to have, for example, the dice in ascending clockwise (or counterclockwise) order, but that isn’t possible. This certainly isn’t the fault of the creator, but the fact that the initial uses require a little more effort and attention must be taken into account.
There is a ‘learning curve’.
On Multiple Rolls
As for reading, the more attentive will have already noticed a lack: one of the two d10s. Ten-sided dice are usually two in a set so hobbyists can also throw them as percentile dice. This product therefore needs to be launched twice to achieve this: once for the ‘ones’ and once again for the ‘tens’.
Speaking of multiple rolls, if you have to roll a certain number of the same type of dice (yes 8d6 Fireball, I’m talking about you), there is no other solution than to roll dUltimate several times. This certainly isn’t as straightforward as rolling a handful of traditional dice. On the other hand, if you have to roll different dice combinations (for example 1d6 + 1d4) then things are better and you have the real advantage of rolling a single die and having all the necessary results immediately.
The possibility of having the results of several types of dice with a single roll also guarantees an additional advantage to the Game Master in the fact that players have no way of knowing what kind of roll it was, adding an extra level of mystery.
Materials and Aesthetics
dUltimate is about the size of a table tennis ball (diameter of 4 centimeters) and a variable weight according to the models. The one we received is in plastic and weighs about 30 grams, while the metal version comes in at around 150 grams. The plastic of our dice is robust and pleasant to the touch; it is a pleasure to play with it while listening to the narrator!
The design of the dUltimate shown in this review is very simple: white base and black lettering. It has no other decoration, but is good for reading. The original idea and the bizarre shape already make it interesting. However, I would like to point out that, in addition to the metallic version, some variants have been unlocked through the stretch goals (black with yellow writing and phosphorescent with black writing).
Final Considerations of the dUltimate Review
The first thing that emerges is that it hardly admits neutral opinions; it is the type of product that tends to be loved or hated, leaving few anywhere in between.
In my opinion, the situation must still be brought to a different level of reading, before giving a final opinion. This die is probably one of the few that is much less suitable for novices. An experienced role player already knows the basic function of the dice and can afford to “level up”, appreciating a less-than-immediate reading. Why should this be done? Simple, because it is genuinely fun. Anyone who loves riddles, futuristic designs, and originality will also appreciate this die.
Last advice, but certainly not least: it should not be seen as a substitute for the classic set of dice. Waging war within such a wonderful hobby would be silly indeed! As can be seen from this review, I enjoyed dUltimate and see it very well as an alternate die, a die to add to the odd dice collection or use as a travel die. For my personal taste, its originality was the aspect that I appreciated the most!
If you enjoyed this review, keep following us to discover particular dice like dUltimate!
First of all I want to thank Giochi Uniti for sending us a copy of Lost Omens: Gods and Magic for PF2in order to be able to write this review. In case you want to buy the manual, you can find it in physical or digital copy on the Paizo official store.
We also remind you that this manual is a supplement for Pathfinder Second Edition and for this reason it is also necessary to have the core rulebook (of which I have also written a review containing the necessary links to purchase it).
To summarize what you will find in the review and in Lost Omens: Gods and Magic for PF2, the manual contains a myriad of information on the main faiths of Golarion, on who professes them and how, on the proper tools and there are also new options for the characters.
Every Flavour Gods
After a general introduction on the concept of faith within the game world, the manual starts by presenting the gods of the Inner Sea. These figures have always fascinated me because, although not all of them are original, they know how to evoke the sensations that are sought from a divinity in a fantasy world, without missing a few touches of color. We can thus find Iomedae, the Inheritor, a mortal leader who ascended to the divine rank following a sacred crusade; but also Cayden, who became a god during a night of revelry. Obviously there are also dangerous figures such as Asmodeus, the Prince of Darkness, first of the Archdevils. The game takes the divinities of PF1 and makes them evolve with the events of the world, giving continuity to the setting.
Each major divine being has an accurate table; we can find their names, epithets, realms, allies, enemies, temples, worshipers, sacred animal and colors, divine characteristic, alternative domains, aphorisms, divine intercessions (benefits and curses) and a broad and comprehensive description. At the end of the reading I did not feel the lack of any information.
As you will notice from this review of Lost Omens: Gods and Magic for PF2, the variety is so much. The manual then continues with other divine beings of various kinds; there are demigods and lower Inner Sea deities (including, for example, the Lovecraftian pantheon and the demon lords), philosophical currents and spiritual movements (such as the Green Faith, the Shoanti Animism and culture-specific pantheons such as that elven and dwarven ones). To avoid going too far, I am not going to list them all, but you should know that the “summary table” at the end of the manual takes up ten pages.
Review of Other Content for PF2 of Lost Omens: Gods and Magic
If we have analyzed the first 100 pages of Lost Omens: Gods and Magic for PF2, now let’s move the spotlight of this review to the last 125. This section of the manual puts more emphasis on the options for the characters; in fact we will find many new ways to characterize (even mechanically) our PCs.
First of all, there is a new background suitable for characters raised in religious orders or monasteries.
We then find two pages containing about fifteen new generic and skill feats; they are aimed at giving some influence of divine power to anyone, even those who are not a cleric and a champion. You can bless objects, make battle prayers, invoke the protection of a god, or more.
A chapter devoted entirely to new spells follows. These pages are instead for anyone who receives from the deities (or from divine beings in general) the ability to use magical arts.
We find below the description of 18 new domains, or fields of competence of the gods; when explored, they provide new focus spells to the character. Control of time, of souls, of glyphs – all of this can greatly benefit the original character concepts.
Finally, there are many items and weapons related to faith. There are various ceremonial magical items, such as the merchant god’s perfect balance or thurible and miter to be used in divine functions; but there are also sacred weapons, such as the bladed scarf, the meteor hammer, the anvil of the dwarven god of the forge and the dagger of eternal sleep. Each element is described in detail, with simple and original mechanics.
I really enjoyed these additions; all these options enrich the customization of the sacred characters, but not only theirs.
Art and Layout
As you can see from the images included in this review, the art of Lost Omens: Gods and Magic for PF2 is of a very high standard. The style is the same as the core rulebook. The illustrations are very detailed and wonderful. In particular the smaller ones are clear and useful representations of the sacred symbols of the gods, new items and more. The larger ones could easily be paintings; bright colors and epic figures that also portray scenes from the history of Golarion. A note of merit goes to the cover of the manual which, in my opinion, has a really intriguing and themed aesthetic.
As for the structure of Lost Omens: Gods and Magic, we find a lot of consistency with the core rulebook of PF2 and this certainly helps to make this review even more positive. Double column layout, classic font for Paizo products, always very clear traits system; this manual also confirms the ease of use of Pathfinder Second Edition.
Final Thoughts of the Lost Omens Review: Gods and Magic for PF2
We have reached the end of this review of Lost Omens: Gods and Magic and I must admit that its contents expand the possibilities offered by PF2 in a useful and interesting way.
The manual can be very useful. On the one hand for the setting: reading some cults makes you want to create thematic adventures; on the other hand for the mechanics, since it reinforces one of the strengths of the system: the customization options. At the same time it is precious both for sacred characters (clerics and champions in primis), and for others.
In conclusion, I can only recommend this manual: it will be a blessing for your sessions!
If you enjoyed this review of Lost Omens: Gods and Magic, stay tuned for more PF2 related content!
As a good Italian I love good food, as a roleplayer I love those who support my passion and for these reasons I decided to write a review of a place very dear to me: the Emporium Infernalis.
The last year has been very particular and roleplaying has suffered it as well. Some groups meet at the home of a player and certainly in some aspects this is convenient; on the other hand, however, it also presupposes that the owner of the home takes care of many aspects, such as the preparation of the game environment and foodstuffs which, as we all know, are indispensable during the sessions. For this reason I decided to start a column in which I introduce you to the places that offer to host our adventures and I decided to do it by choosing one run by dear friends.
How and Where to Find It
The Emporium Infernalis is located in Italy (Piedmont), in Turin, precisely in Via Edoardo Calvo 3. The area is quiet, not located in the center and so finding parking is never a problem. Its outside is presented in a simple and elegant way; a large sign above the entrance door and an outdoor area to be used in the warmer months. Note the fact that the latter is not located on a main road and is not annoying as regards the passage of vehicles.
The restaurant is open from Tuesday to Saturday, from 19.00 to 01.30. If you want to organize an event with a large number of people (birthday, graduation party,…) it is also possible to request a Sunday opening. In any case it is preferable to book, to avoid not finding a place, and this is possible by calling the phone number +39 011 668 9152 or by writing to the managers through the Facebook page (also through the private contacts of Drago Bianco and Daniela Billone) or the Instagram profile. For more information I also recommend you take a tour on their official website.
This restaurant is structured on two floors; the ground floor of the Emporium Infernalis hosts usual customers, while the basement is mainly reserved for special events (as well as containing a pleasant surprise, which I will reveal later in this review).
Review of the Secret Floor of the Emporium Infernalis
The hidden floor, the secret room, the hall of wonders. Call it what you want, but this large space is intended for events (cultural meetings, photo shoots and more) and, luckily for us, for roleplaying evenings. The organization is very simple: you contact the Emporium Infernalis, reserve a table and go to the place at the agreed time. No problems regarding the food to be prepared, the table to be set up, the beers to put in the fridge or any other roleplaying needs.
The convenience of being able to fully enjoy a session without having to think about good food (which I’ll talk about later) is priceless. I just want to point out that in any case, except for special evenings, it is necessary to bring all the roleplaying necessary (manuals, cards, pencils, dice,…). The room, however, is reserved and very enjoyable. In short, don’t worry about disturbing someone; your session can be as calm and spontaneous as if you were at home. You won’t just have to think about rearranging everything when you’re done! The only request is (rightly) to buy at least a drink.
There are also already organized events, such as the Codex Venator and many other initiatives by Sesso Droga e D&D; in short, there are a lot of opportunities to play!
Given the availability and the very informal way of doing the owners, it seems only right to mention the possibility of relying on paid game masters. I know, it’s a taboo subject, but I honestly don’t care. What’s wrong with going to a club with friends, perhaps as RPG novices, and finding yourself with the table set and a narrator ready to take you to fantastic worlds? Like any other service, it can be paid for. It is not mandatory, but for those who wish, it is one more possibility.
The Main Room
To continue the tour (and the review) of the Emporium Infernalis, I inform you that in the middle of the stairs leading to the ground floor, there is a really cramped room. Or rather a cell. To be precise, it is the “Cell of the Lovers” and is an intimate room (literally a cell) in which to enjoy a romantic candlelit dinner. And no, I know you are wondering, but you can’t lock the annoying players in!
The ground floor is probably the most characteristic room of the whole place. Here the definition of “Medieval Tavern” takes shape in the truest and most fascinating way. Armours displayed with pride, weapons hung on the walls, shields shown like banners; heavy wooden tables, benches and always themed music. I can assure you that the first time you cross that threshold it will be difficult to forget. If we add to this the kindness of the staff, always on a theme with the rest of the restaurant, then the picture is complete.
Other events also take place here, among which I would like to mention the Dinners & Crime. As you can easily guess, these are fixed-price dinners in which, between one course and another, you have to try to find the killer in a story told by the owner. Each of these events has a dedicated theme (Vikings, pirates,…) and, in its simplicity, manages to combine the pleasure of good food with the emotions of a light LARP (live roleplaying game).
Review of the Dishes of Emporium Infernalis
By the way, I still have to present one fundamental element: the food! Here too, consistency in style is to be rewarded. Most of the dishes come from authentic medieval recipes and the same can be said for drinks.
So get ready to taste very tender pork shanks, grilled meat, spelled soups, focaccia, strips of chicken with honey and much more; a note of merit should be made for the cutting boards: huge, full of assorted delights (I swear I would eat fondue even in mid-August) and always satisfying. Alongside this kind of food, there are also more classic solutions that are suitable for less “medieval” palates; if you want a good pasta or a tasty hamburger you will not be disappointed. The quality of the ingredients is very high and the portions are satisfying. So don’t imagine “trivial” food!
As for the drinks, I want to mention delicacies such as mead, hippocras and claretum; the first comes from honey, the other two are wines (red and white respectively) embellished with other ingredients. Aside from these specialties, a large assortment of quality beers is also available. In short, even just passing by to have a drink is not a bad idea! Keep in mind that there is also a wide choice of digestives and liqueurs.
The prices are fair for what is proposed. Consuming a few beers will fall into the “pub” price range, having a full dinner in restaurants one.
Final Considerations
I have been to the Emporium Infernalis several times and, as clear from this review, I have never been disappointed. The food is always delicious, although the menu may vary according to the season; the drinks are memorable, although even here there may be variations on the selection offered. Nothing strange: this is the “price to pay” to be able to taste local and unique products.
If we add to this also the wonderful people who open their own local to those who want to roleplay, then the complete package becomes something really precious. After all, the Emporium Infernalis has already made many RPG players meet and maybe you will be among the next! And having a place where to go, without having to host newly met people at home, is another nice advantage.
In conclusion, if you are passing through Turin I suggest you stop at the Emporium Infernalis!
If you enjoyed this Emporium Infernalis review, stay tuned to discover other roleplaying locals!
First of all, I would like to thank Giochi Uniti for translating the PF2 Gamemastery Guide (originally created by Paizo) into Italian and for sending us a copy so we could write this review. In case you are interested, this manual is available at the official store for $49.99 (physical copy) or for $14.99 (digital copy).
This work includes a wealth of advice, insights, and options useful for the narrator to manage sessions of Pathfinder Second Edition. For this reason it is obviously also necessary to have the core rulebook of PF2 (of which you can also read my review) in order to take advantage of the Gamemastery Guide.
Insights into the Core Rulebook
Some sections of the PF2 Gamemastery Guidedon’t add anything different to the contents of the core rulebook, but they deepen and expand various aspects. Don’t get me wrong; this isn’t bad; these parts are embellished with additional details that are actually very useful both for novice storytellers and for those already more experienced.
The first chapter deals with Gamemastery Basics, putting the spotlight on some issues useful for any RPG; session zero, how to manage the rules, when to improvise, how to manage failures, how to solve problems and how to make a shared narrative balanced. Moreover there are some sections dedicated to the organization of an adventure (or campaign). There are many procedures for balancing and managing encounters, for exploration, and for ‘downtime’. Finally, there are a couple pages that give some suggestions on how to create maps – after all, who doesn’t like well-made maps?
The second chapter of the manual focuses more on the mechanics and on various Tools you can use to give a particular flavor to your sessions. Personally, I love this part of the PF2 Gamemastery Guide because, once mastered, it allows you to create and manage all those elements of the world that make you uncomfortable when improvised. Creatures, items, traps, afflictions, settlements, countries, worlds, planes … each game element has level-dependent statistics that allow for simple and immediate management.
The fifth chapter is literally an NPC Gallery, divided into categories (Criminals, Entertainers, Explorers, Officers …). Each of these categories has NPCs of various levels – such a great way to always have the stats of the character that the PCs unfortunately decide to attack!
Review of the New Content in the PF2 Gamemastery Guide
Now let’s move on to the sections of the manual that most intrigued me: the absolute novelties. As I expressed in my review of the core rulebook, I love the PF2 game system, but I admit that some of these possibilities in the Gamemastery Guide make me want to try some “alternate” sorts of campaigns.
The third chapter contains various Subsystems, sets of rules applicable in specific circumstances. Victory Points, for example, allow you to keep track of the progress of the characters towards a certain goal. Reputation clearly indicates how they are viewed by various factions. Leadership allows them to have followers, while Infiltration allows them to manage the insertion into companies and factions of various types. There are also other options to manage Duels, Chases, Vehicles and much more. Their best use, in my opinion, is in campaigns that revolve around some of these aspects from the beginning. Nothing prevents them from being included in adventures that have already started, however.
Even more radical changes are made by the Variant Rules found in the fourth chapter. These variants aren’t limited to a single subject or section of the rules, but change the whole management process of some aspects of game play. Introducing those chosen for use to your players before the campaign starts is mandatory. Among these, I was struck by a more detailed and dynamic development of alignments; also a system of deep backgrounds, which make it possible to give value to past events in the characters’ lives and link them together. Among others, options have also been included to play level 0 and to enjoy a free archetype or a double class. Another radical change to the system is given by the management of proficiency without including the level of the character.
Art and Layout
The aesthetics of the Gamemastery Guide (as you can see from the images included in this review) very faithfully reproduce that of the PF2 core rulebook, thankfully – same layout in two columns, same font, same orderly management of spaces. I really appreciate this choice, given the very schematic and immediate nature of the game.
Each big illustration seems alive, very well done, full of vibes. They bring the emotions of the scenes represented to life with a simple glance. Those of “small size” are a great way to view specific items such as weapons, items or traps.
Final Considerations of the PF2 Gamemastery Guide Review
There are many manuals supporting a deep role-playing game like PF2 and, to conclude this review, I want to reflect on the value the Gamemastery Guide holds within it. Some supplements may be completely ancillary; this does not mean that they have no value, but that the game can be played just as well without them. But this is not the case.
The Gamemastery Guide is, in my opinion, a very valuable manual for the storyteller. It clarifies many concepts, expands others and adds new ones. That is not to say that it complicate anything; it only allows you to experience the game through new tools. If PF2 has already proved to be a very versatile RPG and open to everyone’s needs, its horizons are now even wider and, for me, the fun increases even further. Obviously, don’t expect too much content related to the setting but, for that, look to the next manuals!
In conclusion, I strongly recommend this manual to anyone who has already left a piece of their heart in the world of Pathfinder Second Edition!
If you enjoyed this review of the Gamemastery Guide, keep following us to discover new PF2 manuals!
First of all, I would like to thank Rinaldo Agostini for sending us a copy of Grave Matters, a supplement compatible with Mörk Borg, in order to write this review. In case you are interested, please note that this manual is available on DriveThruRPG in digital format for $4.00 (about € 3.30).
Remember, in order to really appreciate Grave Matters, it is necessary to have the Mörk Borg core rulebook, of which I have already written a review.
This product was born thanks to a successful Kickstarter campaign, able to collect more than € 2000 compared to the € 77 required as a minimum threshold. This allowed many stretch goals to be unlocked, and therefore a lot of extra content, which I will talk about shortly.
The manual has death and bones as its main themes; its content focuses on these topics while managing to be varied and interesting. But now, let’s prepare our adventurer’s backpack, the holy water, and get through its pages!
The New Character Options
The first sections of Grave Matters are intended to expand the options for player characters available in the basic Mörk Borg manual, so I will give you an overview of what has been added:
3 new classes – The Rotting Necromancer taps into death powers such as talking to deceased creatures, stealing life energy with a touch, or turning opponents into skeletal minions. The Guilt Bearer is chased out of a village laden with the faults of all its inhabitants and can, for example, carry a bag of coins that never empties, but whose weight risks killing him, or a lock of hair that keeps him aware of what happens around him. The Death Hunter is a gravedigger who specializes in dealing with the undead and resisting infections.
12 new items – during character creation you can give up some of the basic equipment and randomly roll 1d12 to find out which stolen tomb-profaning item you own. The skull of a necromancer to steal the spells of others, the eyes of a thief to find traps and the infected nails of a coffin are some examples. There are not many, but certainly the imagination is not lacking. Some of them are stronger than common items, but come on: Mörk Borg is not a balanced RPG.
4 alternate weapons – a brittle femur, a bag of throwing skulls, a spine usable as a whip and a gravedigger shovel – need I to say more?
6 new travel companions – The Pet Cemetery contains some creatures that may decide to accompany characters on their adventures. Of course they are all dead already. Or rather, undead. Who wouldn’t want a skeletal raven whose wings they can grab in order to fly for a short time, or a dead frog that prevents arcane catastrophes?
Review of the New Material Of Grave Matters, Dedicated to the Narrator
The manual continues with new content, this time dedicated to the narrator.
Encounters in Graven-Tosk – a handy table of possible random encounters in the most themed area of Mörk Borg‘s base setting.
2 new scrolls – the Danse Macabre is every necromancer’s wet dream and allows for minions from beyond the grave. The Nechrubel’s Will (editor’s note: the dark god of cosmic nothingness leading towards the end of everything) is exactly what no one should ever want to read.
13 new monsters – even the creatures do not disappoint expectations, knowing how to prove themselves varied and fascinating. The ease of creating monsters in Mörk Borg certainly helped, but the author’s imagination is clear. Each of them has unique and often unpredictable abilities, able to make every fight intriguing. To name a few, there are the Forgotten King, the Dead Philosopher and the Putrefied Dragon.
Morale rules – short but effective additional rules to add depth to the terror. A prolonged stay in such a world (and the traumatic wounds received) risks corrupting the poor souls who inhabit it from within.
A new adventure – The Village of Unfortunate Undead is an adventure set in a place inhabited completely by undead (unpredictable, uh?); inside there is a mysterious creature (called the Marrow Eater) that jeopardizes the “life” of those who reside among these buildings, apparently belonging to various different eras. Characters are welcome … at least as long as they work to avert this dark threat. A dark obelisk, the court of a forgotten king, an abandoned church… What will be hiding down these alleys? The adventure itself is simple, but it’s a great way to try out all the new content.
Review of the Artistic Side of Grave Matters
As you can see from the images included in this review, the style of Grave Matters is very reminiscent of Mörk Borg‘s rulebook (thankfully). The layout and fonts are eccentric (although not as quirky as the original ones) in many sections, aiming to be eye-catching and not “classically” functional. They’re better this way! I prefer to have a supplement in line with the reference product!
The images inserted are those typical of the OSR titles; marked black lines, dotted shadingand very effective result. Here, of course, there is the addition of some bright colors (mainly yellow and fuchsia) to continue to celebrate the reference work. Excellent choice, very effective! To be clear, the images (and fonts) are not original for this product, but were chosen because they are in the public domain.
Final Considerations
I appreciated the strong fidelity to a common theme throughout the manual, namely death. I appreciated even more that this was done with imagination and genuine passion.
In conclusion, I feel I can highly recommend Grave Matters to anyone who wants to delve into the “differently alive” side of their adventures in the dark world of Mörk Borg.
If you enjoyed this Grave Matters review, keep following us to stay informed about other supplements for Mörk Borg!
I want to thank La Louve 3D for sending us some miniatures from the Dangerous Monsters series in order to write this review. However, remember that you can only buy the .stl files, the 3D models of the famous creatures available; you still need to have them printed (or take care of that yourself) in case you want to use them on a physical game table. Late pledges are still available at the moment.
This project was a great success thanks to a Kickstarter campaign that raised ten times the amount requested. Given the quality of another product by the same authors we have talked about in the past: Monster Families, this does not surprise me.
But now let’s see what we have!
The Protagonists in this Dangerous Monsters Review
The author Cassandre Loiseau has taken inspiration from the classic bestiaries of cornerstones of the medieval fantasy genre such as Dungeons and Dragons, and the like. There isn’t a whole lot of originality but, honestly, that isn’t even what I’m looking for in works of this type. I much prefer to have models of creatures I already know; so I simply have to “match” them to my favorite RPGs and exploit them during the sessions, without necessarily having to create dedicated statistics.
I also want to point out that the quality is very high. The models are rich in detail and the dynamic poses are very well rendered. I have never got the impression of “dazed” creatures, but always ready for action. Teeth, horns, scales and tentacles: even looking at them closely, the eye is satisfied!
We received: a horned hound, two mad devourers, an infectious fly, a bulette and a tyrant eye. By simply looking at the images accompanying this review, you may easily recognize some of the monsters of Dangerous Monsters; they just have different names. After all, a rose by any other name always smells just as sweet, doesn’t it?
The other creatures available are: kitsune, infernal skull, tarrasque, hippogriff, cockatrice, poisonous snail, grampy mushroom, otyugh, ursidae bubo and nautil. Also, thanks to the stretch goals, sprawling brain, rust bug, griffon, revenant tyrant eye, basilisk, and devil bones have already been unlocked. A truly remarkable variety!
The Technical Characteristics
First of all, I want to remind you: Dangerous Monstersonly provides the print files of the creatures, so we can’t give you feedback on the materials. They depend on the printer you use.
This, however, in no way detracts from the work of La Louve 3D. After all, not all 3D models are the same! And these, in addition to being aesthetically well made (as already stated above), are definitely useful.
They are 32 mm in size, adaptable to other dimensions. Did someone say giant tarrasque? Why not!
The .stl files need supports so the parts “suspended in air” don’t become deformed due to heat and gravity during the printing process. They are already present; the file is ready to send to the printer. In other words, very few technical skills are required. Much better this way!
One last detail I definitely appreciated was the fact that the bases are detached from the miniatures. This may seem like a defect to an unwary eye, but in reality it is a big advantage if you decide to paint them. Being able to handle them freely without the risk of breaking them is undoubtedly convenient.
Final Considerations
What I appreciated most about this product (in addition to the wonderful aesthetics) is the strong commitment to meet the needs of those who buy them. It doesn’t matter if you want to paint them or not, what size you want them, or which printer you use to print them, these 3D models can be easily adapted to everyone’s needs. Moreover, being medieval fantasy-themed makes it easier to find a use for them at the game table.
As you can easily guess from this review, I really liked Dangerous Monsters. Honestly, I would recommend this product both to those who want new miniatures to play with and to those who want eye-catching items to show at home. The poses chosen by the modeler make them superior to many others. They seem alive and show the passion that went into realizing them.
If you enjoyed this Dangerous Monsters review, keep following us to discover new miniatures!
The fact that the project is a source of pride for the whole world of the Italian RPG is also evident in the resounding success of the Kickstarter campaign.
But now enough preambles and let’s see what Daniela has to tell us!
When did you understand/decide that drawing would become your profession?
It was when I realized that I had no real chance of bringing dinosaurs back to life with the DNA contained in a prehistoric mosquito preserved in amber. At that point I opted for the second best option. Seriously, I’ve always wanted to do a creative job and I think I thought I’d pursue an artistic career around the age of twelve. At that time I had just started reading comics and wanted to be a colorist. So (after months and months of mouse coloring) I got my first graphics tablet.
As an artist,how did you start to draw for the world of role-playing games?
It was a strange coincidence: in high school, with my first group of nerdy friends, I discovered Sine Requie and fell in love with it.
Years later, while I was walking around a fair, I found at one of the stands Yugin Maffioli, my first real teacher of comics. I wasn’t there to bring a portfolio, I didn’t have any with me, I just wanted to show my old teacher a couple of pictures on my smartphone to let him know how much I improved. Yugin instead pushed me to show them to his publisher (a shady figure called Leonardo Moro Moretti) and he asked me to send him a portfolio… Which I obviously didn’t have because I had stopped trying to draw for work for several years. In a month I made one and sent it to him. Sine Requie’s Tome of the Creatures was my first real publication in the RPG world.
In Household sessions on YouTube you are also a player. How passionate are you about role-playing games? In addition to those you worked on, are there others that particularly impressed you?
I am mainly a World of Darkness player, I like investigation and mystery campaigns. I’ve also recently discovered Lovecraftesque, which comes in very handy when you don’t have the time to prepare a session. But in the last few years, I’ve been in a great Tales from the Loop campaign. Ah, and some friends and I also play Broken Compass very often (just to advertise something I worked on!).
Which artists are you inspired by?
Let’s see, it’s not an easy question because I’ve been inspired by different artists for almost thirty years now and it’s hard to keep track. Among contemporary painters I adore James Jean and Michael Hussar. While among the artists who work in the industry the one I prefer is Piotr Jablonkji (I almost always keep an image of his works in all my references folders) and Nathan Fawks of whom I have followed all the courses on schoolism. Another painter I love is Zdzislaw Beksinski.
How do you manage to create such compelling materials? We have been so fascinated by your works that we have created the term “Giubellinian” in our reviews!
I must say that at the moment part of the credit is that I have an excellent art director! I am a rather lazy designer: you would not see even a muscle of correct anatomy if the work were left entirely to me. I am very scrupulous on certain details and very imprecise on the fundamentals.
Do you use references? If so, how much weight do they have in creating the final results?
I would not be able to move a finger without references! The first part of my job is to spend about an hour accumulating all the images that I might need during processing. At certain times it was also a hindrance since when I felt more insecure, I tended to jump constantly from one image to another for fear of doing something wrong. This resulted in 40 windows open on the desktop and an infinite amount of time wasted to make sure that the seam next to that button from that period was exactly as it should be. Now, thank goodness, I keep the monitor off and I limit myself to one references at a time kept in order on the upper right side of the iPad, and until I have finished using it I do not move on to the following.
Do you also work traditionally? How much do traditional drawings help you in digital?
I love the traditional style, when I started I thought I would never use anything else. Now I think it’s been months that I haven’t touched a pencil and at least a year that I haven’t picked up a brush and I miss it a little. I use the pencil when I want to relax and in general the digital to work (now like everyone else, I think). Nothing will ever replace the traditional, but I’m a big advocate of digital media.
What would you like to work on? What are your aspirations?
I don’t know, at the moment I’m exactly where I want to be, I don’t aspire to work with big companies. My dream has always been to help something grow, not to become a piece of a machine that already worked very well without me. I believe that my hope is the same as that of my two companions: being able to continue living on what we love.
So far which product you’ve worked on have you enjoyed the most? Which one gave you the most trouble?
Parsifal! Our first graphic novel. Okay, I know it’s too early to tell because we’re still working on it, but I love every moment I spend on it. I like brushstrokes and beautiful shades, but my real recreation is to draw funny expressions and in Parsifal I have a lot of opportunities to do that.
The most complicated job? I didn’t think I would give this answer, but it was Broken Compass. That game was a considerable challenge, at the time it was largely beyond my abilities and my imagination. I didn’t know how to characterize the protagonists or how to make them move (for me they would all be in muddy white tank tops and ripped jeans) Rico guided me a lot in the realization and how to make that imaginary real and intriguing. It took a lot of study (especially on realism, on which I have never been so much good), but once I finished I realized that I had made a qualitative leap. Now it’s the job I’m most proud of and I like to keep those three nice little books on my desk.
What is it like to work on a reality so deeply rooted in the collective imagination as Dante’s Inferno?
Terrifying. I have to admit that the first time Rico and Simone presented their idea to me, I was not so much in love with the project. But then Rico told me the ideas behind it and showed me the aesthetic he wanted to use for this Inferno and I fell in love with it. I tried to make the images with the greatest respect and commitment possible and I think a very inspired work came out.
We thank Daniela Giubellini again for her availability for this interview and for the masterpieces that, thanks to her, we will be able to admire in the Inferno manual.
And a big good luck for the next works which, given the quality, we will certainly follow!
If you liked this interview with Daniela Giubellini, keep following us to stay informed about Inferno!
Thanks to Isola Illyon Edizioni for sending us a copy of Spire: Shadow Operations in order to write this review. If you are interested in buying this product, you can find it in Italian on their official store in digital format only and at a price of € 7.99 (or in the English version on the original website).
I would like to clarify, even if obvious, that the core rulebook of Spire: The City Must Fall is essential to be able to fully enjoy these short adventures; in case you missed it, I suggest you to read my review.
Advice for Use
As highlighted in the review of the basic manual, Spire: Shadow Operations is also very easy to consult. The inevitable index precedes a brief introduction that contextualizes the work. It specifies that these one-shots have been collected with the aim of trying the game, maybe also during events such as themed fairs; otherwise the game is also very suitable for larger campaigns. For this reason they can be taken and arranged at will.
None of these adventures is linked to the others, they only share the setting. Even the authors are all different (and all high end); however we will talk about their work in the next paragraphs of this review of Spire: Shadow Operations. The only point in common are some Archetypes, or “types” of NPCs present in various adventures. This solution has been designed to avoid having to differentiate them mechanically; in the same way, they give storytellers the possibility to create new ones following these characteristics.
The last (but certainly not least) part dedicated to advice on using the manual is contained on the last page. It explains how to conduct a one-shot in a set amount of time. To this end, a practical and particular system based on pieces of paper is introduced; I personally appreciated very much this approach, capable of guaranteeing a visual immediacy that compensates for knowing and forgetting the characters in a single session.
Adventures Structure
Each one-shot is presented in a schematic and functional way. They do not have accurate descriptions of every aspect, but hints and guidelines to lead the characters towards fascinating intrigues. The characteristics presented for each scenario are the following:
Mission parameters: a general idea of the mission, to understand (both narrators and players) if you are interested in playing it.
Recommended classes: all the characters can participate in all the missions, but those recommended in this section allow you to better face what is proposed.
Introduction: this part allows you to decide how the characters arrived at the actual beginning of the story.
Non-playing characters (NPCs): list of characters useful to the narrator; some are indispensable to the storyline, others serve primarily to enrich it in case players go in unpredictable directions.
Suggested scenes: key passages of the story are presented and explained, events representing those moments which, generally, are essential for experiencing the scenario.
Key places: the name here says it all; this section describes the places where the events narrated and played will take place.
Support materials: these elements are present in various scenes; they are details that open up more possibilities to the players and allow them to become even more protagonists (offering interesting ideas to deal with problems).
Breakthrough: this is the element that breaks the monotony, often catching the players unprepared and requiring them to find an alternative solution.
Reward: what the characters get from completing the mission; obviously it has much more relevance in case you are not playing a one-shot, in the case you have inserted the mission in a larger campaign.
Review of the adventures contained in Spire: Shadow Operations
When you discover a collection of adventures, one of the most interesting aspects is the plot. Often this is the element that induces to play or discard a story. So in this review I will offer you a brief introduction to each of the eleven missions comprehended in Spire: Shadow Operations. In parentheses I will also specify the author, in case you want to know what to expect. Here’s the list:
Life and Soul (by Grant Howitt): you have to infiltrate a gangster’s birthday party and assassinate him without cover; he sold weapons to those who shouldn’t have and this must be a warning.
The Last Train (by Nathan Blades): characters must find out what powers a mysterious train, the last active in an underground network; its effectiveness, if it were possible to exploit it, would be unmatched.
A Shotgun Wedding (by Christopher Taylor): a marriage is going to strengthen some forces within the city but, of course, other factions disagree; the goal is to ensure that the ceremony takes place.
Powderkeg (by J. P. Bradley): there are only a few more hours to appease two allies of a common force before a real conflict erupts; the two leaders are having some diatribes which, if they were to annoy the upper floors, would have terrible consequences for everyone.
The Show Must Go On (by Jason Pitre): some traveling actors are about to hold a show that can change things and move people towards revolt; some would like this to happen, others would not want to take the risk.
Jailbreak (by Basheer Ghouse): in the most feared prison of the city the execution of a war hero of the rebels is now close to his execution; being able to free him and make it known would surely shake many balances.
How to Steal a Body (by Pauline Chan): characters have just recovered a requested corpse from a temple; now they will have to escape from the place where it was kept and overcome every obstacle to bring it to its destination before decomposition.
Rime and Reason (by Christine Beard): a prominent figure was supposed to make a speech in favor of the population, but his peers had him locked up to avoid stirring up the spirits; the mission is to retrieve it and allow it to deliver the precious speech.
House of Leaving (by Sharang Biswas): a researcher has disappeared (along with her entire office) after discovering the possible existence of the oldest known cult; given the weight that this study could have, the scholar must be recovered and questioned.
The Moon Beneath (by Jabari Weathers): a person of importance for the purposes of the revolution is taken to a place capable of corrupting people’s minds; the characters will have to rescue her from out of control companions or eliminate her before she becomes a threat.
These Feral Saints (by Pam Punzalan): a woman reincarnated after her death and started causing a sensation by doing miracles and healings; given her uniqueness, she must be enlisted before other forces try to take her to different destinies.
Art and Layout
From an aesthetic point of view, this expansion manual is perfectly in line with the basic manual. The graphic style matches, presenting backgrounds with concentric circles and very meaningful illustrations. They are not too detailed, but their style is unmistakable. Thick black borders contain evocative figures; homogeneous and intense colors are matched according to precise color palettes. In this way, images with very warm or very cold colors come to life, with a style that I personally appreciate very much.
As can be seen from the images included in this review, the layout and font of Spire: Shadow Operations also mirror those of the basic manual. Two columns of text contain all the contents, with the addition of some precious side boxes. The font is simple, clear and legible, making the work a pleasure to consult.
Final Thoughts of the Review of Spire: Shadow Operations
A manual of about fifty pages containing eleven one-shots is a nice thing. If you can have it even at a low price, even better! The value is truly remarkable, considering all the advice on how to use it. Obviously you need to purchase the reference system separately, but this happens with any collection of adventures.
Reading the adventures was a pleasure, in a few lines intriguing plots were outlined; they made me want to enjoy them as the focus of many interesting sessions… Or why not, maybe even a campaign that includes several of them! As you may have guessed from this review, I really enjoyed Spire: Shadow Operations. In my opinion, the usefulness is obvious: having some adventure ready for a system that is appreciated is always convenient.
If you enjoyed this Shadow Operations review, keep following us to stay up to date on other Spire expansions!
On Kickstarter we noticed a campaign dedicated to Shintiara Crusade of Time for D&D5e and, intrigued by what was proposed, we decided to interview the authors.
Combining a simple and popular system like 5th edition of Dungeons & Dragons with the intriguing theme of time travel could be a winning idea. The simplicity of the former could help make the latter accessible as well.
But now let’s see what the creators of the project told us!
Shintiara Crusade of Time is a D&D5e conversion of an RPG with its own system. What are the main differences you can find while playing it? What feedback did the previous version give you?
Both games start from the same premises; the planet Shintiara is disputed between the gravitational attraction of the star Siray and the black hole Murya, therefore there are fractures and space-time deformations. In 2017’s Shintiara Role-playing Game we explored this theme with a more “philosophical” and introspective slant; this was possible thanks to a ruleset that gives players great narrative authority and is based on statistics such as Inner Strength, Impact on History and the Role of the characters. Furthermore, there is no real time travel; there are the Timewarps, which are always uncontrollable and potentially destructive. The characters accumulate Paradox Points, which represent the progressive disintegration of space-time; they are price to pay for those who want to enjoy paradoxical technologies from other eras.
We have received good feedback from the game; but we have also realized that it remains within a niche of gamers who are passionate about complex implications on temporal paradoxes, both logical and moral. Shintiara Crusade of Time, on the other hand, represents a more heroic and positive point of view, in line with the style of play typical of 5th edition rules. Recruits, and some of their enemies, can use the Veils to travel back and forth in time; Paradox Points are a resource to be spent to activate powers that manipulate time; paradoxical technologies are Mysteries to be solved in order to learn how to use their abilities.
The Crusade between the Cosmos (the star Siray) and the Void (the black hole Murya) takes on the connotations of an epic story between the forces that want to ward off the Apocalypse and those that want to cause it. We have also updated the setting to make it more suitable for this style of play, which is undoubtedly more adventurous and more popular.
How do the influences of the black hole and the star on space-time affect the game mechanics? How do players take advantage of this?
In part, the previous answer also covers this question. The effect of the Murya black hole on Shintiara is to create time paradoxes and areas where the boundaries of space-time are thinned and traversable. The PCs are Recruits in the Time Crusade who have access to special powers that allow them to traverse these Veils and thus travel through time, or manipulate it in other ways.
These powers cost Paradox Points, to recharge which Recruits must make contact with the Paradoxes. These can be objects, places or creatures that do not belong to Shintiara’s “normal” timeline; they come from the past or the future, again due to the alterations caused by Murya. Players can choose whether their Recruits will use these powers to try to stop the Apocalypse Clock, and thus mend the fractures of space-time, or speed it up, perhaps driven by a thirst for power. They can also decide to take a middle ground, and “dance” between Cosmos and Void.
Races give the impression that they have required a lot of work, is it right? What are the most interesting changes they have introduced in Shintiara Crusade of Time?
Already from Shintiara RPG we wanted to introduce a completely new set of fantasy races; in this way we can create something different from the usual cliché of elves, dwarves and so on. We had understandably kept humans, but we had devised different cultures, integrated with the setting. For Shintiara Crusade of Time we have created a 5th edition version of these races, expanding the concept of Culture and also applying it to non-humans. In this way, we have on one side races with distinct physical traits, on the other Cultures through which all races can further diversify.
The adaptation work was done by Daniele Fusetto, who impressed us with his proficiency in evaluating and balancing racial traits in order to make our darqarot, garduan, skirth, wysper and zolkanians absolutely on par with the standard 5e races. Regarding the new ones, we have a race capable of flying (the garduan), one capable of climbing three very skillfully (the skirths), one capable of transforming into light (the wysper), one that combines a medium size with prerogatives of a large creature (the darqarot), and one capable of emitting ultrasounds to communicate or defend itself (the Zolkanians). These are just some of their traits, but it would take a long time to name them all. We hope that the funds raised with Kickstarter will allow us to add another playable race, the hive-minded zyrkul insectoids, already present in Shintiara RPG as monsters.
We want to talk about the classes featured in Shintiara Crusade of Time next in this interview. Are they very different from the basic D&D5e ones?
As for the new classes, they are strongly related to the Crusade of Time theme. Therefore, we have the Chronoguardian, who uses higher temporal powers, called tachyon powers, and temporal spells to defend the Cosmos; the Voidwalker, on the other hand, makes the most of the Paradox Points to generate destructive temporal powers towards space-time; finally, there is the Time Dancer, who possesses a resource called Steps in Time, with effects similar to the sorcery points of the basic sorcerer. All of these classes, as well as Shintiara’s Recruits belonging to the base 5e classes, are endowed with temporal powers and can accumulate Paradox Points, albeit to varying degrees.
Time travel can create unpleasant paradoxes; do you think you managed to solve this problem in Shintiara Crusade of Time? And since you can travel in various historical periods, is there going to be a setting detailed for multiple eras?
We were immediately aware that time travel can generate logical paradoxes that are difficult to manage; so we have included rules useful for players and Chroniclers (Shintiara’s GMs) to manage everything in the simplest possible way. For example, we have established that the minimum “quantum” of time travel is twenty years. In this way, the characters are prevented from using short-term travel to resolve a fight or reveal the background of an adventure; this greatly diminish the paradox of meeting themselves. Furthermore, among the various declinations of time travel that science fiction offers us, we have chosen that of “linear time”; by altering a fundamental event in the past, an alternative time line is created that separates itself from the main one, such as in Back to the Future or in the Avengers saga, without creating complex recursive paradoxes like Tenet or Dark.
In fact, the Shintiara Chronicler has the ability to establish some precise Alterers, events that can generate time changes in the adventure; all the other actions will not change the future. For example, the Chronicler can determine that if the Recruits destroy the Lich King’s cursed crown in the past, the present will change; instead if they kill the Lich King, another individual will find the crown and become the Lich King himself. It is important to note that temporal alterations can only be generated in the past towards the future; altering the future does not generate changes in the past.
We have described the setting over the course of eight successive ages, from the prehistoric to the distant future, close to the Apocalypse. However, there is much freedom for Chroniclers, so that they can create past and future events for their adventures, within a coherent framework.
Butterfly effect and 4D dungeons… These new elements of Shintiara Crusade of Time have definitely intrigued us and we take advantage of this interview to get to know them better. Can you tell us more about it?
Well, we are pleased that these elements have awakened your curiosity! In a sense, these are the most unpredictable elements of Shintiara Crusade of Time, those that insert a touch of randomness typical of old school dungeons. Butterfly Effects are tables of random temporal alterations that the Chronicler can roll on when he has not established a specific Alter. Butterfly Effects affect that specific adventure or dungeon and do not affect the world at large. Each Shintiara Crusade of Time adventure will have one or more Butterfly Effects tables, and the Chronicler’s Code will contain rules and ideas for creating your own.
The dungeons in 4D, which in the Chronicler’s Code we call Time Dungeons, are dungeons that develop, as well as in three-dimensional space, also in time, therefore they contain Veils that transport in different Epochs of Shintiara or have areas in which alterations of time apply, such as loops, zones of accelerated or slowed down time, limited zones in which time flows in reverse, or contain puzzles that must be solved by traveling in time.
After this initial Kickstarter are you planning to release other manuals dedicated to Shintiara? Should we anticipate them?
This Kickstarter will guarantee us to publish, in Italian and English, two manuals of approximately 250 pages each: the Recruiter’s Guide and the Chronicler’s Code. The latter will also include all the adventures unlocked with stretch goals, currently three. This is a large amount of material!
We would like to continue the line with further adventures and expansions of the setting concerning both other continents of the world of Shintiara and insights on the Ages of the past and the future; but a lot depends, in addition to the funds raised with the Kickstarter, also on the reception which will receive Crusade of Time once it is released to the public. Of course, we do not lack material;what we have published in recent years and what we are about to publish now is just the tip of the iceberg compared to what we have “in the drawer”! Whether we can get him out of there depends a lot on the public’s favors.
We thank the team behind Shintiara Crusade of Time for this interview and wish them all the luck they deserve with this and upcoming projects!
If this interview intrigued you, keep following us to find out more about Shintiara Crusade of Time!
I would like to thank Michael Prescott for sending us a copy of his Trilemma Adventures in order to be able to write this review. If you also want a copy of this product, it is available on DriveThruRPGfor $ 12.00 in digital copy or $ 40.00 in physical copy.
This collection of adventure ideas with locations, maps, illustrations and tables provides a great pool of hooks for dungeon masters looking for inspiration; the fact that it does not depend on any specific game system makes it very easy to adapt to any session or campaign. In case you want to know more about the work behind this manual (or if you to help the author) I suggest you take a look at the official website.
Contents of the Manual
Trilemma Adventures is a work rich in content, but never dispersive. It starts with tips on how to use the manual, expressed in a concise and clear way. Then follows a table of contents that allows you to easily navigate the book. If that were not enough, at the end of the manual there are two other indexes, one divided by concepts and one in alphabetical order. Finally we find the thanks for all those who supported the Kickstarter campaign that allowed the creation of this product.
The heart of the manual includes 55 ideas for adventures. And by “ideas” I don’t mean some sketchy lines, but a detailed presentation of the scenario; initial situation, specific description of the places, creatures and objects, random tables, maps and various illustrations. Obviously you shouldn’t expect a detailed plot, that must be created by contextualizing the adventure, depending on the choices of the players. But nothing else is really missing; even just throwing the characters into these locations, you will be able to create engaging stories. This is possible thanks to the fact that the scenarios are never trivial and have a classic flavor that always intrigues the players’ mind.
Then follows a section dedicated to a bestiary and a list of the items present in the various scenarios. I really appreciated that the author decided to put them together in this way, facilitating their consultation and at the same time providing material that can be used in other circumstances. None of them is trivial, congratulations for the imagination!
On the last pages there is also a map of the world and the description of various areas. This allows you to create a continuous narrative in case you want a more complex campaign based only on the material contained in this manual.
The Fantasy in the Themes Proposed in Trilemma Adventures
It is not easy to say which scenarios and which contents I preferred; they are unique and various ideas, which is why it is difficult to rank them. However, I can mention something that has particularly impressed me.
Among the scenarios I am very intrigued by the idea of the house of a powerful sorcerer, explorable and full of dangers, but particular as the owner is long dead and everything that is there still magically works. I also appreciated an order of paladins in an ancient underground temple, devoted to keeping a powerful creature prisoner. And what about the flying tomb of a magician, above a bay, never abandoned by his guardian?
Many objects and creatures also caught my attention. Alien aberrations from remote worlds, disturbing humanoids with ferret traits, natural beings made only of wood, avatars of forgotten gods. But also a spider-shaped shield that can move, an animated mannequin, a ship that accepts sacrifices and much more.
Trilemma Adventures Aesthetic Review
The manual has almost 180 pages, curiously arranged in four columns (in the adventures section) or three columns (in the descriptive section of the creatures and the items), since the sheets are oriented horizontally. This solution makes the layout immediately recognizable, without compromising its usability; for both this reason and the classic black font with red titles, it is a pleasure to read.
My eyes also really appreciated the style of the illustrations, which winks at the old school. Black and white illustrations with sharp lines and shading. Fascinating, peculiar and grotesque subjects. Detailed maps full of charm, despite the essential style. There is little to say: this style will never go out of fashion and the reasons are clear.
Final Considerations
As you can easily guess from this review, I really enjoyed Trilemma Adventures. It does not get lost in frills, it provides a lot of material and it shows high quality. Missing side missions for a campaign? Do you want to propose a one-shot but have no ideas? Each of the scenarios guarantees emotions and fun. Do you want a more complete setting? Then it will be enough to consider the regions described in the book as your own game world.
In my opinion, the price is also very fair; if you calculate the price of each scenario, you will understand that it is a very good offer; and to get such an artistic manual on your shelf, I’m sure that you will gladly pay! For all these reasons, I recommend this manual.
If you enjoyed this Trilemma Adventures review, keep following us to stay informed about other similar products!
First of all I want to thank 1985 Games for sending us their Dungeon Notes in order to be able to write this review.
The project was born thanks to a successful Kickstarter campaign. In case you are interested in buying it, it is now available on the official store at a price of $24 (about 23 euros) in a triple package. If you use the code NoDiceUnrolled15 at checkout, you will get 15% off your order!
Do you find it difficult to keep track of everything your character can do and possess? Are you afraid of forgetting elements of the game world? Would you like a tool to track everything that happens during a fight? This accessory promises to facilitate the management of D&D5e sessions, both from the side of the master and from that of the players. Let’s try to understand how.
What Is Proposed
A booklet of about 60 pages, Hero’s Notes, contains everything you need to manage your character. A handy index summarizes everything that can be found inside; name, stats, skills, feats, image, animal companion, magic items, spells, inventory and background. There are also many pages left blank on purpose to be able to insert any type of content, including unofficial content or summaries of events. In my opinion, nothing is missing.
A second booklet (about 60 pages too) is instead designed for the narrator and bears the name of Campaign Notes. Here too you can easily find what you are looking for through the use of the index. It starts with a synopsis of the world map, and then has various sections dedicated to its gods, the events that marked it, the main factions and places, objects and most important characters. This is followed by various free pages for any other type of content. This booklet is very well structured, although not as exhaustive as the one relating to the characters; it’s very useful for keeping track of what’s going on, but obviously a world is more multifaceted than a character.
The content of Dungeon Notes proposed in this review ends with four blocks of sticky notes. Each of them offers an element to keep an eye on, so as not to have to delete and rewrite too many times on the character sheet, ruining it. The downside is, of course, that they will finish (although each block has a large number of notes). Specifically, two seem to be more aimed at players: one to manage life points and wounds and the other to mark the spell slots; the other two are probably more suitable for the master: one for the initiative and the other for the details on the places.
Dungeon Notes Material Review
The materials used for these products are simple but functional. The books have a soft cover and sturdy pages. However, I would like to point out that, compared to the images in this review, the final covers will still be improved. The layout is on a single column and very rich in tables to best and schematically enclose all the necessary information; the font used is clear and classic. There are very few illustrations in the margins of some pages and here too simplicity dominates; black lines and shading, nothing more. However, this technique refers to a classical art and, for this reason, it is very enjoyable.
The sticky notes have a very similar style: functional layout, no illustrations, classic black and white font. The adhesive side is not too strong and in this way there is no risk of damaging the surfaces on which they are used.
Final Considerations
Dungeon Notes, the protagonist of this review, turned out to be a simple product but that does well what it was designed for. You shouldn’t expect something too complicated, but a set of useful resources to manage data in a fluid way, both for the players and for the master. Obviously we must also take into account that this is material designed specifically for D&D5e, so using it with other gaming systems may not be optimal.
The proposed price is honest, but it must still be taken into account that it is a consumable product; each booklet contains only one character (or a campaign) and the sticky notes will end sooner or later. At the same time, however, taking notes is simpler and the character sheets and manuals are protected from erasures and damage. For those looking for a tool with these purposes, I absolutely recommend Dungeon Notes!
If you enjoyed this Dungeon Notes review, keep following us to stay informed about RPG accessories!
We have recently met an Italian project called Role Master, an online 3D game table. Intrigued by what is proposed, we got in touch with the development team and tried to understand something more. In this article I will collect what has emerged so far.
What Role Master Proposes
Role Master is a software (in Italian and English) for roleplaying, designed for both online and face-to-face sessions. It contains everything you need to bring maps to a screen, whether they are to be explored or experienced in a fight. Characters, environment, dynamic elements. All this can be used to play comfortably online, also including a dice rolling system, character sheets and integrated chat (written and voice); the convenience of having a support like this however also makes it something very useful tp represent the map when you are in the room with the other players. To reinforce this promise we have 2D and 3D environments, volumetric lights, fog of war, music, grids of various shapes and sizes, and even the possibility to look at the scene in first person. Not bad!
Content creation can take place thanks to the editor, in such a way as to recreate exactly what is needed (or through a random generation system); its use allows you to approach various types of settings, from fantasy to futuristic. Alternatively, Role Master will also contain an internal store in which it will be possible to purchase products created by other people (as single products or according to a subscription formula). These will not be limited to maps, but also other content, such as music, miniatures, scenarios and complete campaigns. In this way, artists and authors will also be rewarded for their work. Also very appreciable is the fact that they must be purchased only by the master, rather than by all the players.
How to Follow the Project
At the moment Role Master is in alpha stage and is not yet available to be tested. The best way to stay informed about its development is to follow the official developer channels. In addition to the classic Facebook, Instagram and official website, we also recommend that you take a look at their YouTube channel. You will find some video presentation of the product and a cute animated mini-series, also linked to the use of this software. At the moment this is the best way to see for yourself what awaits us.
The developers then informed us that a Kickstarter campaign will start in the coming months to finance the project. In this way the software obviously will be accessible to the public, initially with the beta phase for those who will support their work; finally it will come to the final version. At the moment there are no prices yet, so for the economic side we will wait for the launch of the fundraising campaign (and we will talk about it again on that occasion).
Now we just have to wait and see how it will evolve!
Keep following us to stay informed about the development of Role Master!
Thanks to Games Omnivorous for sending us a copy of Bring Me Her Bones in order to write this review. In case you are interested in buying a copy, you can find a physical copy at their official store for c. US$30 (€25) and in digital format on DriveThruRPG for c. US$9 (c. €8).
Having already covered other products from these authors (such as The Feast on Titanhead), I had high expectations also for this particular adventure, usable with any role-playing game system. The main thrust is fantasy, but is easily adapted to other settings. I wasn’t expecting anything with a lengthy or intricate plot, but something to capture my attention and amaze me on the fly. As part of the Manifestus Omnivorous adventure series, it respects its guidelines. Some of them regarding content, others the aesthetic; in any case they are all listed on the back cover.
The premise is very simple, but intriguing. King Agenor sold his soul to the Green Sun for a time of peace and prosperity. This span of time has come to an end, so the king has turned his devotion to the Beast in exchange for cruel sacrifices to extend his life. However, this entity fell in love with the king’s daughter and asked him for something very precious: the life of his princess in exchange for eternal life – or her bones, rather, so that she can devour them and thus make her his bride. The princess Europa, however, is missing.
A City You Would Never Want To Live In
The very special city where all the adventure takes place can be inserted in any monarchy and that makes Bring Me Her Bones an excellent adventure to include in any campaign (unless you decide to play it as a short, stand-alone adventure). The characters fit easily into this context and the pretexts can be varied; find the princess, hunt for treasures, astrological mysteries, and more. When the PCs arrive, they find a place to stay and are immediately immersed in the local atmosphere; various threads of gossip meander throughout the population: sightings of the princess, strange murders, disturbing omens from the sky … All this greatly facilitates the introductory work of the narrator.
The real adventure begins with a strong investigative tone. Each day is divided into “turns” (morning, afternoon, …), and the protagonists must set forth according to their goals without losing the correct path(s). While they face various obstacles and dangers.
The heart of the manual is consists of a list of places (on the pages with a violet background) and of the important personalities (on the pages with a green background), all described in deliberately broad strokes to provide strong characterization without inflicting too many constraints on the game the master’s narrative freedom. Each character is described by details ranging from appearance and habits to activities in the city. The locations involved are set forth in equally broad strokes, in evocative descriptions of what may be found in them.
Dark Omens Loom in the Sky
The passage of time has a strong influence on what happens, not only on the succession of events, but also on the changing of the sky and the elements that compose it. New constellations illuminate the celestial vault during the night, influencing the events. The cardinal points are characterized by great arcane powers, and the phases of the moon affect this deeply mystical place in their own way. Astral conjunctions generate omens capable of shaking the feeble minds of those who walk through this city.
The manual provides a map of the lunar path; the dangerous astral motions are determined by rolling dice on it, from omens, stars, seasons, mysterious entities, to inexplicable, nefarious events. This mechanic plays a very important role in the narrative. It can be very evocative and varied, due to the valuable way in which it is presented.
The purely mechanical side ends here. The characters wander among the buildings of the city, deciding what to explore and having encounters hardly to be forgotten; in all this, the sky isn’t just a background, but a cornerstone of the game experience. The style is very sandbox oriented, allowing the game master to more freely adapt to the players’ choices.
Bring Me Her Bones Aesthetic Review
The manual has about 50 pages, all colored only in deep violet and light green (including the cover). The only other color is white. All pages have asingle column layoutand a classic font, so you have a comfortable and pleasant reading experience.
A yellow rubberband acts as a bookmark and holds the cover together with the pages at the same time. Because it is made to be separated and used as a map of the sky and moon phases, the cover isn’t stapled like all the pages.
The illustrations in Bring Me Her Bones are composed of a few spare lines, but have great impact (as evidenced by the examples included with this review). The style is almost surrealist; they have geometric shapes that are combined with grotesque characters. Here, too, the color palette follows that of the rest of the manual. Removed from this context they would probably communicate little, but here they are perfectly integrated with the other contents and enhance the impact conveyed.
Final Considerations of the Bring Me Her Bones Review
Reflecting on what I have reported in this review, I can safely say that Bring Me Her Bonesis a very valuable product. It is not a classic adventure, and an open mind is the best approach to fully appreciate it. The narration isn’t dictated step by step, but is created in concert with the players; freely exploring this delightfully disturbing city brings a wonderful feeling.
It doesn’t offer a long campaign, but everything it proposes is memorable. If even just for this fact, it deserves to be played!
If you liked this review, keep following us to discover other special adventures like Bring Me Her Bones!
Thank you TitanCraft Custom Monsters for providing us with a miniature in order to be able to evaluate it in preview! In case you are interested in buying, we advise you to visit the official website.
Miniatures always lend a special value in game sessions. They are certainly not essential, but being able to see and hold your characters in your hands always evokes beautiful emotions. From here a question arises: why should only the protagonists of the story be represented? Obviously, it is not always possible to find the right miniature for every single antagonist or non-playing character (any more than it is for PCs), but why not extend this privilege to the most important of them?
Hence, my interest in TitanCraft.
Through a successful Kickstarter campaign, these guys have created a website that allows you to design unique monsters, then see them printed and shipped directly to you.
Customization
This is probably the most important aspect of this product. If you decide to invest in a custom miniature for a monster, perhaps for a memorable boss battle, you want to create something really cool and special. And, as I will explain shortly in this preview, TitanCraft allows you to do it very well!
Their editor provides a lot of satisfaction. You can start from a pre-set model and from there you can free your imagination. The basic model is chosen from macro categories that make it easier to achieve what you want to create, such as a dragon, devil, plant, giant, or aberration. From there, you can make all the changes you want. All! Swap limbs, add more, place extra eyes, tails, horns, or whathaveyou, and in the desired pose, with the preferred angle and rotation. The potential is enormous and the only limit is your imagination. The number of parts available is already very respectable and developers continue to add more regularly.
Preview of the Technical Side of TitanCraft
Each model has a very high number of “key” points. Each of them allows the grafting of an element and each element can be translated, enlarged, reduced and rotated in every possible axis. The grafted elements themselves, tails, limbs, etc., also have various points by which they can be manipulated, millimeter by millimeter, to create exactly the pose you want.
One detail I especially appreciated is being able to place features so they overlap one another. I created a skull with tentacles emerging from it; this was possible because the program allowed me to attach the tentacles in places the skull already occupied. It is very useful.
Customizing the TitanCraft miniatures becomes even more flexible this way, as seen in the photos of the tentacled skull I made for this preview. Being able to make the tentacles cross the central body allowed me to give the idea of a sprawling parasite inhabiting a skull, like some sort of macabre snail.
Final Considerations of this TitanCraft Preview
Please note that the site is still under development and guarantees access only to supporters of the Kickstarter campaign. Some customization elements are still lacking, but the solutions will come soon. With the launch of the final version, all the tools will be available to create the right monster for every situation.
Also, Idid not cover the materials and the physical production of the TitanCraft miniatures because the example I received, on which this preview article is based, is still only a test. The final tools and materials will be addressed in the future, once the site opens to the general public.
If you enjoyed this preview of TitanCraft, keep following us to stay informed about its development!
After our first year of reviews and articles, we looked over our shoulder, saw the way we went and decided to celebrate everything we covered by creating the 2020 NDU Awards.
All our content and all the beautiful discussions that arose out of it wouldn’t have been possible without the support of many authors who have relied on us for an opinion on their works. We came to the conclusion that it was only right to pay homage to them, creating an event in which all the projects covered in the last 365 days are remembered and those that have distinguished themselves in various categories duly recognized.
We gladly announce the birth of the No Dice Unrolled Awards!
First of all, let’s shed some light on how we set up this event. The first (very important) point to clarify is that the products considered don’t strictly reflect everything the market has offered during the year but, more simply, only what we have dealt with during the year. Therefore, some games released during 2020 may be absent and there may be, instead, some titles dating back to past years. And maybe those absent titles of the current year could be present next year! This decision stems from the fact that we want this gesture to be personal, not any sort of “universal” title across the whole industry.
The Three Juries of the 2020 NDU Awards
To choose the products that have distinguished themselves in the various fields, we have decided to appeal to three different juries for the NDU Awards 2020.
We are the first, the editorial staff of No Dice Unrolled (Reviewers’ Choice). To the sound of dice thrown as improvised weapons and Game Master’s screens used as shields, we are taking internal votes to arrive at our opinion. It isn’t easy, we don’t know if we’ll all get out unscathed, but we’re trying.
The second is the technical jury (Experts’ Choice), which is a set of well-known names in this sector who, with their experience, will express a completely personal opinion. We find it useful to hear what other people who live on bread and RPGs think about it.
And the third jury… [drum roll]… It’s you (People’s Choice)! Since you have always kept us company by reading us and participating in our discussions, we thought it was right to get involved and also hear your opinion. But fear not: the ballot can be completed in (literally) three minutes! You can find it here.
The Categories of the 2020 NDU Awards
Let’s see which categories we are considering and which products are candidates for the NDU Awards 2020. The former are quite numerous because we want to reward all outstanding aspects of the works. We have also decided to allow some works to compete for more than one category, when this makes sense. In any case, the lists of candidates also include links to consult the relevant reviews, in case you wish to have more information about it.
Game of the Year
This category seeks to recognize the role-playing game designed with its own system (or widely modified with respect to a possible reference) that has gotten noticed and excelled across many fields. It must be a complete and satisfactory product from many points of view, counted among the best of the genre.
Sometimes it isn’t the themes dealt with or the stories experienced, but the pure technical or mechanical side of a product that shines. This award goes to that RPG whose system of rules are satisfying regardless of everything else, regardless of whether the merit is serviceability or smoothness.
It doesn’t matter if a game doesn’t have its own system of rules or other indispensable elements; for this category, we only evaluate the charm and originality of the world created for it by its author(s).
The winner of this category will be the adventure (or collection of adventures) that has amazed us with its plot, the topics addressed, or simply the depth of emotion it evokes.
This category covers those manuals that are not basic (core) manuals but offer additional material for play with existing systems. This includes new rules, new monsters, new items; everything that enriches the play with extra content.
In this category we want to recognize the product that gives us something more aesthetically. Whether it is an original or classic art, it doesn’t matter, the important thing is that it is well made and engages us or amazes us in some way beyond the common run. Some products considered are reference manuals; if an RPG has, for example, a basic manual and a bestiary, we have included only the first, as it is already indicative for the artistic side.
Just as it appears, we want to recognize the finest physical miniature or the most satisfying method of creation; basically a mix of materials, construction and the design behind it.
This award go to the best RPG map, whether in physical format (e.g. made up of tiles) or digital. Or also props that can embellish the situation. The factors to keep in mind are the usability in the game sessions and the care in their implementation.
This is the award for one of RPG’s most iconic elements, the dice! We know that not all games have them but, being a pillar of so many systems, we have decided to give them their own category. Manufacturing, design, comfort – every aspect will be taken into consideration.
This category includes everything that can be used to embellish the sessions but that is not a manual, a die, a miniature or a map. Being very varied, it can contain very disparate products, to be evaluated on the basis of their usefulness and their realization.
This category recognizes the product that has been able to surprise and amaze us with something truly special, perhaps even never seen before. An original concept, a brilliant inspiration … something genuinely new.
regardless of other product strengths and weaknesses, this award recognizes those that are particularly cute, charming and attractive, that warms the heart at first sight. These products are just so endearing they make you want to own them, without reason.
There are products that were not expected, which arrived on the gaming scene like a bolt from the blue to be immediately recognized as “must try” at least once in our lives. This is how this category was born, on the strength of “let’s give it a chance because it will give us something precious” … something unique.
We realize that there are many titles involved in these NDU Awards 2020 (we didn’t want to exclude anyone), and that it is difficult to know them all. So, if even after having consulted the links we have provided you, you still feel in doubt, don’t worry; the vote is intended to be personal, subjective, not an overriding and absolute opinion. It’s perfectly alright to vote based on first impressions when you first saw them.
So happy voting everyone! Thank you in advance for participating!
We will publish the results on both our Facebook page and our website in the very last days of this year.
Keep following us next year too if you liked the products we talked about in these NDU Awards 2020!
I want to thank 1985 Games for sending us The Deck of Stories in order to write this review.
This deck of cards for roleplaying games was born from a successful Kickstarter campaign. The authors have already proved very competent in creating accessories for RPGs, as evidenced by our review of Dungeon Tiles.
Now this product is available on the official store at a price of $17 (about 16 euros). In case you want to expand your options, you can also buy many Boosters. If you use the code NoDiceUnrolled15 at checkout, you will get a 15% discount on your order!
But let’s find out now what this new product is they’re offering!
Contents & Usefulness
The cards offer a variety of ideas to storytellers. On them you can read some useful ideas to create or enrich adventures and missions. These ideas are not thrown at random, but follow a very specific, rational pattern (which I deeply appreciated). This method of organization is called the ORC System. What does it mean? Simple, the first letter of the first word of the name of a category of cards is used to represent it. Specifically, they are the following:
O – Opening Action: hook to drag the characters to the adventure. It offers a pretext for occupying characters with secondary (or even main, especially in the case of a sandbox campaign) missions. Example: Characters are approached by a wild tiger that try to make them followed it to a jungle.
R – Rising Action: upheaval of the plot, an event that distorts the story as it was developing. This type of card requires characters to change course or at least reevaluate the situation. Example: Adventurers receive a map that is only legible when dipped in blood.
C – Climax Action: an event that represents one of the most important moments in the plot. These cards create the milestones that represent the key events of the entire narrative. Example: A dragon’s treasure carries an even greater threat than its previous guardian: a curse.
Cards can belong to more than one category. After the brief description on the card, you can also read two questions that are useful for tackling the issue from different points of view. They can help the Game Master interpret the card, making it even easier to build a story around it.
Review of the physical material of The Deck of Stories
The Deck of Stories contains 50 high-quality cards (plus a few extras, along with advice on how to read and use them). Pleasant to the touch, laminated, substantial and resilient for a long gaming life, they will probably withstand even daily use without fear of damaging them. I couldn’t ask for better when it comes to gaming materials.
This design also gives the product a clean, professional look at the game table. The quality of the graphics enhances this impression. This deck of cards does not contain actual illustrations, but the design choices are still very satisfying. I really liked the decorative border on the front and the overall look of the back. The aesthetic value is enhanced by a very apt choice of palette; a basic off-white (with dark blue lettering) welcomes dark blue fields on each face (bearing white lettering), and the whole is embellished with yellow motifs.
Final Thoughts
As you can easily guess, I liked The Deck of Stories. The reasons are many and range from quality to attention to detail. The possibilities enhanced by its use make it a desirable product – the cards can even be used individually or linked together. It is clearly stated that they only offer ideas and, for this reason, the authors themselves recommend adapting what is written according to your own tastes.
I find it very reassuring to have such a deck when Game Mastering. In the midst of juggling and consulting so many long manuals, such an accessory allows you save time and always have the right hook to use in hand!
If you enjoyed this review of The Deck of Stories, keep following us to stay informed about other accessories for your sessions!
First of all, I want to thank Free League for sending us a copy of Vaesen: A Wicked Secret and Other Mysteries in order to write this review. In case you are interested in purchasing, the product is available for €35.05 at the official store.
This volume is a collection of four adventures for the Vaesenroleplaying game and, therefore, requires that game’s basic manual. For more information about the basic manual (and to find the link to buy it), I suggest you to read my review.
The A Wicked Secret and Other Mysteries Manual Format
A Wicked Secret and Other Mysteries fills a manual of about 100 pages, consisting of a preface page, four adventures, an index, and very few frills. I appreciate how this manual provides only the essentials without also giving the impression that something is missing. Everything you might normally need is already present in the aforementioned basic game manual, allowing you to have a slim, easy to consult product. Specifically, each adventure contains plot, events, characters, maps, monster stat-blocks (the same ones present in the basic manual), clues, and suggestions. In other words, assuming you know this RPG, nothing is missing.
These elements are enhanced by top notch illustrations. As usual Johan Egerkrans does his best and has pulled out a series of small works of art. Its unmistakable gothic inspirations and heavy black outlines improve every aspect of the manual. Characters, antagonists, clues, and locations, everything is portrayed in a sublime way, providing insights and inspiration for the narrator and players, alike.
The purely technical side of the manual is also flawless. The wonderful and rough-to-the-touch hard cover contains quality pages, organized in a classic two-column layout. Moreover, the font used is clear and sharp, making reading even more enjoyable.
The Quality of the Contents
As noted, the manual contains four adventures. Each one occupies about 25 pages. At first glance, these might seem short but, on further reading, they clearly are not. After all, Vaesen is a game that aims to inspire terror in the players, and this generally easier to accomplish in shorter adventures. The thrill of fear must be sharp and constantly rising; too many details take away some of the “charm”.
Remember, Vaesen tells the story of a group of people who are still able to see and understand the creatures of Nordic folklore, people who have to solve various cases in which these entities interact with people and create critical situations. Starting from these assumptions, it is right and proper that every adventure only have a limited duration. Vaesen is closerin its structure to a TV series than a film and, in this regard, A Wicked Secret and Other Mysteries contains four episodes, playable separately as unrelated one-shots or easily assembled into a campaign for a given party of PCs to investigate a series of cases.
Each adventure exhibits a particular style because it is written by one of four distinct authors, but the quality of the content is a much appreciated constant. The storylines are compelling, well written, and simple. All the details contained in the manual facilitate the storyteller’s work, thanks to the ease of use and the clarity of the writing. The language always fits the situations and manages to fully embody the spirit of this role-playing game. There are also some interesting twists but nothing too overwhelming. The stories aren’t very complicated, but contain various parts that can genuinely amaze those who experience those events through their characters.
The Adventures of A Wicked Secret and Other Mysteries
Let’s go into a little detail, now. Without spoilers, here are the synopses of the four adventures:
The Silver of the Sea (by Tomas Härenstam) A small Swedish port city has seen some sectors of its economy flourish in recent years, but the sudden disappearance of a preacher seemed suspicious to someone who decided to investigate. Chance leads players to explore an archipelago and discover what mysteries lurk in its waters.
A Wicked Secret(by Gabrielle de Bourg) The forest has always been a place full of charm … and mystery, and danger. No less is that found in southern Sweden, where industrialization is threatening the previous equilibrium. The presence of a bloodthirsty beast is rumored to threaten a nearby town.
The Night Sow (by Nils Hintze) During the winter (at Christmas, if desired) in a town close to the sea, is a place where evil has found fertile ground, considered a cradle of sin. Under these circumstances, the PCs pick up a request for help. A lot of blood is likely to be shed.
The Song of the Falling Star (by Kiku Pukk Härenstam) A terrible mystery haunts a remote island, involving a broken promise, a cursed child, and a strange musical instrument. The PCs will have to help a researcher who allowed himself to be guided too much by his curiosity and finds himself bound by his own words.
Final Considerations
If Vaesen has intrigued you, A Wicked Secret and Other Mysteries is sure to satisfy you. Writing stories of mysteries and horrors rooted in a specific culture and folklore is not easy; having works written by those who know those topics well is truly invaluable. In particular, I appreciated the way in which the subtle balance between men and supernatural spirits, between modernity and ancient tradition was addressed. These dualisms embellish every story, providing very interesting food for thought, even moral dilemmas.
These stories work seamlessly with the basic game manual; each element is exploited, demonstrating how an ad hoc (and not generic) adventure enhances the referenced system. I highly recommend purchasing A Wicked Secret and Other Mysteries, even in conjunction with the basic manual. This collection of adventures is a great way to start and a great starting point for writing your own.
If you enjoyed this review of A Wicked Secret and Other Mysteries, keep following us to stay up to date on other Vaesen related products!
We had the pleasure to interview the authors of the amazing RPG Mörk Borg: Pelle Nilsson and Joahn Nohr. A few weeks ago we posted our appreciation for the rulebook and the supplement Feretory. We liked them so much, in fact, that we felt a need to look further into it.
We know that Pelle mainly dealt with writing and the rules, while Johan used his talent to create the artistic side of this work, but we wanted to talk about their inspiration, their past works and their programs for the future.
Let’s find out what they told us!
First of all, congratulations on your success. Your dark son is (deservedly) winning more awards than there are damned in hell. Our first question for this interview is: how was the Mörk Borg project born? What inspired you and why did you decide to use that game system?
Pelle: Thanks! I was at a convention in the north part of Sweden and some of us wanted to play something rules-light when the hour was late. I started to work on that and first did one paper with the rules and some few monsters. Then did the classes and Omens on another paper. I presented the idea to Johan and we decided that it would be cool with a “zine-ish” book, reminding of old stuff that was made in the 70s and 80s. A light game/book you can put in your bag and start playing in 15 minutes. System wise I wanted to do something that was easy to convert from the first game that was made in 1974.
Johan: Me and Pelle worked together on a Swedish horror game called Barkhäxan and realized that we make a pretty good team. So I didn’t hesitate a second when the opportunity came to collaborate again with this thing.
The doom metal atmosphere is very evident throughout the manual. Does this feature only reflect a general passion of yours or is any particular song “present” in Mörk Borg? And what are your favorite metal bands?
Pelle: It’s mostly a general passion. I was more inspired by music (except the rules) when writing the game. Favourite music for me is early doom metal like the first five Black Sabbath albums, and then “second wave” bands like Cathedral (UK). I really like a couple of bands from the early years of the norwegian black metal era: Darkthrone (Mörk tron in swedish by the way) and Mayhem. Non-metal music is also high on the list, mostly dark ambient (like Desiderii Marginis) and classical music.
Johan: Music is such a strong source of inspiration for both of us, and MÖRK BORG is kind of a musical project as well as a game. So far we’ve released one album together with Gnoll and Heimat Der Katastrophe, and there’s another album coming as well in the shape of Putrescence Regnant that we do with Games Omnivorous and Exalted Funeral (as well as Mange Maria and Greg Anderson of Sunn O))) ). When I made the core book I listened to a ton of doom and black metal and tried to make the visual presentation and the design channel that sound. I think what I listened to most during the making of the book was Bongripper, Conan, Murg and This Gift is a Curse. And depending on the music I listened to, the design and art changed into that atmosphere.
The feeling we had in the months after the game was released was that of a product that does not want to be elitist, but offers all its players the opportunity to integrate it with new content (also publishable). Is that so? Is this choice proving successful in creating an active community?
Johan/Pelle: The whole inclusive and creative DIY mindset is very important to us, and we want to keep encouraging people to participate and add to or tweak the game to fit their style.
Let’s talk about Feretory. This product collects a lot of extra content to expand the base game. What are the innovations that you think are most interesting (and would you maybe have preferred to have included them in the basic manual)?
Johan: The first submission to the Cult–and really the thing that gave us the idea to begin with–was the overland travel rules by Svante Landgraf which we named Roads to Damnation in Feretory. It’s such a simple module really, but one I can’t see myself play without. It’s also super easy to add to with additional roadside events and encounters depending on where in the world you are or what Miseries have occurred. I’m also very fond of the d100 table of random shit that you can find. They’re not useful or remarkable, but just flavorful and sets the tone for how shitty the world is. I also like how you can tell a story in just a few words when naming an item, see “child-sized iron maiden”.
Pelle: I can mention some of the official stuff here as well: maybe the monster generator would have been cool in the core book, but it’s nothing I think about much. It’s pretty ok to have it in the zine as well. The rest, like the Inn with it´s food and gambling, and the new class, are perfect ingredients in this kind of format.
The adventures of Mörk Borg are also very original and definitely out of the ordinary – I’m sure this is clear even just reading this interview. In your opinion, what essential characteristics should an adventure written for this RPG have? And in general what would you recommend to an author who would like to write additional material for the game?
Johan: Personally I prefer to write and run location-based adventures that can easily be plugged into your ongoing campaign, kind of like how the optional rules and third-party classes and monsters etc can be plugged into your game. As long as you have a location or two, a couple of factions or powerful creatures (that doesn’t just want to kill you!) and plenty of toys and traps to play with you’re good.
Don’t plan for a specific chain of events, don’t think of an ending. Present problems but not solutions. The players will figure out the rest. If I were to have specific tips, it’d be to 1. Have factions that want something that the PC might be able to provide, 2. Write a bunch of random tables so that the GM isn’t expected to come up with all the truths, and 3. An adventure is a toolbox, not a novel. Keep it short, usable and open-ended. And brutal, don’t forget that. An adventure without risk is no adventure.
Let’s talk about the artistic side; what the hell did you sell your soul to to create something so incredible? Really, I struggle to remember an equally inspired manual. Which studies or works was the illustrator inspired by?
Johan: Thank you so much! MÖRK BORG was (and still is) a ton of fun to draw and design for because there are no limits or rules that hold you down. I am a traditionally schooled graphic designer and I work as an art director by day, so I have all the theory and the practice with me. But this was a chance for me to go wild and try to challenge the traditions I’ve been taught and experiment with the rules. And I tried to not look too much at other RPGs for inspiration, but rather in places like gig posters, punk zines and just random arthouse stuff. Turns out role-playing games don’t have to look a certain way, which is a bit refreshing.
2020 proved to be a very difficult year for everyone, but being able to face it by playing engaging sessions of Mörk Borg was a little less dark (so we took advantage of this interview also to thank you). You can tell us, now, though: the Two-headed Basilisk had foreseen this too, and was yours an attempt to warn us?
Pelle: Sorry, no! Both Two-headed Basilisks are sad about this shit. It’s been a very frustrating year for us as well. We really wanted to travel and go to the UK och US, to hang out with people and talk MÖRK BORG and other stuff. Luckily we had the release party in early March, just days before the break out. Let us hope we can do all we want next year.
Are you enjoying success now or do you already have other official manuals in the pipeline? And in this case can we have some anticipation?
Pelle: Both! We are grateful about the success and are working on some new stuff. Right now the vinyl record which we did with Exalted Funeral and Games Omnivorous, but also other yet secret things for early next year.
Johan: Yeah at the moment we’re deep into production of Putrescence Regnant but there are a lot of cool things brewing that we’ll be ready to announce in time.
Thanks again to Pelle and Johan for their availability and for the very interesting answers they gave us!
If you liked this interview, continue to follow us to stay informed about Mörk Borg!
First of all, we thank Giochi Uniti for sending us a copy of PF2 Bestiary 1 in Italian so we could write this review. The manual is also available in Englishat the Paizo official store in hardcover for $49.99 (€49.95) or in PDF format for $14.99.
Before starting into the actual review, it is important to know that it is necessary to also have access to the Core Rulebook in order to understand and use the Bestiary 1 of PF2. For more information about it, I invite you to read my complete review.
The Spirit of the Manual
This important supplement for Pathfinder Second Edition was created using the main guidelines of the basic manual and this is just a big plus. Clarity, order, and usefulness – reading it really is a pleasure! Legends, references and canonical nomenclature, everything contributes to create a standard of language that is simple to understand and difficult to misunderstand.
At the beginning, there is an index of creatures in alphabetical order, at the end one that lists them by type and another one from lowest to highest by level (also including the type of creature and its rarity). The margin of each page shows which letter the entries you are perusing belong. Everything comfortably in its proper place. This method of organization might seem obvious, but it isn’t; it makes finding the right creature at the right time really easy … so it doesn’t break the narrative by killing the momentum of play to use!
PF2 Bestiary 1 Content Review
The first pages of the manual are dedicated to some tips on how to read the creature stat blocs. Nothing innovative, but certainly an essential part in order to maintain the clarity of the system. In addition to these, some handy rules to enhance or weaken creatures are included. This enables you to adapt the challenges to the party, without feeling bound to the basic level presented. There are some tips on how to interpret the monsters, also, giving explanations regarding the languages they speak and the treasures they possess.
As can be seen from the images included in this review, PF2 Bestiary 1 contains a huge variety of creatures. To be precise, there are more than 400 creatures with full stats and illustrations. These creatures are divided into types: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fungus, giant, slime, fiend, undead, monitor, humanoid, and plant. This is only one of the features, however. In addition, you get all you need to run it mechanically and to characterize it for role-play. Side panels give advice on how to exploit them, related places and creatures, particular rewards and additional knowledge, valuable and greatly appreciated.
Finally, there are also some pages dedicated to in-depth information on aspects common to all monsters; explanations of their sizes, their types and their most common abilities… there is everything you could need! This section is very useful and should be read before diving into the individual monsters, in order to fully understand them.
The Manual & Its Structure
This manual is splendid, bound under hard cover with more than 350 pages packed with content. The Bestiary 1 of PF2 is a beautiful massive tome. Its aesthetic style is perfectly in line with the Core Rulebook: same dimensions, same details, and same cover style – everything a collector could ask for to place the two side by side in their library. The pages are sturdy, of high quality, beautiful to flip through. The layout, on the other hand, differs from the Core Rulebook. Here, all the contents are formatted in a single column, a good choice to me to make the statistics tables more immediately accessible.
Moreover, the aesthetic quality is enhanced by another element of central importance: the illustrations. Magnificent! The cover itself is incredibly evocative. Who wouldn’t venture into a forest inhabited by hungry trolls and hydras? Each monster has its illustration next to its stat bloc, and none of them give the impression of being “filler”. Evocative, impeccably colored, and always with an attractive design; I haven’t found even one that has disappointed me. Here, too, the graphic style fully follows that of the Core Rulebook, giving an excellent feeling of continuity. To make it clear how much I liked them, I can tell you I struggled to choose which one to include in this article!
Final Considerations of the PF2 Bestiary 1 Review
The Bestiary 1 of PF2 is very classic and always a useful manual. It holds no particular surprises, but it consistently helps Game Masters in search of ready-to-use monsters. Indeed, in addition to this, I think it is an excellent starting point to learn how to create your own personalized creatures.
The monsters presented cover rather a varied range: some are classics of the genre, others are original. In any case, they are fascinating and very useful for setting your adventures on Golarion (the official game world), and beyond. We see here the classic goblins, dragons, devils, trolls and the like, and the more bizarre creatures, too. Among them, for instance, is a “cute” bird as big as a wolf whose chirping confuses the senses of its prey, driving them to attack each other, fighting to the death, then feeding on their remains.
Considering their aesthetic value, I also recommend this manual to those who want to have a complete collection of Pathfinder Second Edition manuals. If you are a player (or, better, a Game Master) passionate about this game system, you will hardly be disappointed by its contents.
If you enjoyed this Bestiary 1 review, keep following us for more PF2 related content!
We thank the talented Italian artisans of Labmasu for sending us two examples of The Potion of Uncontrollable Reactions in order to write this review. These original dice can be purchased at the official store for €30 (Basic Set) and €8 (Single Shot). There is also another bundle that includes a third item.
First let’s look at the product reviewed: what is The Potion of Uncontrollable Reactions? It was created to quickly (and randomly, in part) manage the actions of PCs and NPCs during a game session. It isn’t something to be abused in a long campaign, but more a fun solution for one-shots with an ironic theme –OR to have fun without leaving your absent companions behind in pure role-play sessions when some players are missing, as recommended by the creators. In any case, keep in mind that it offers classic content, suitable for many fantasy role-playing games.
Conceptual Realization
The Basic Set is a collection of eleven d6, each dedicated to a race or class (halfling, human, gnome, dwarf, half-orc, elf, thief, warrior, wizard, cleric and bard). Each face features typical actions for that character; it is obviously inevitable that the actions the dice describe be generic and stereotyped, since this is the only way to recreate the relatively narrow range of plausible behaviors. The cleric, for example, can heal; it is a generic definition, but in a pure role-play session it can be interpreted in various ways. It goes without saying that during a traditional session the dice aren’t as useful, but they can still provide ideas on the fly for what the NPCs in the scene might do.
The Single Shot contains only two six-sided dice, one for the class and one for the race. These can be useful for creating characters on the fly, in order to eliminate the dead times when a game master is looking for ideas. They can also be used when creating characters for a one-shot or even for players who are more indecisive. Being only six-sided dice, they can’t include all the “classic” classes and races, and this is a shame because, obviously, they can never lead to the generation of certain permutations.
Review of the Physical Make-up of The Potion of uncontrollable Reactions
The two wooden boxes holding the dice are gracefully shaped to recall two classic fantasy potions. The wood is of good quality and is worked in a clean, precise way. Each container is made up of several layers having the same shape but a different width, so as to create an internal space in which to store the dice. This solution is also very appealing from an aesthetic point of view. Both potions boxes are sealed by magnets, an excellent choice by the creators aiming for a solid and functional solution.
The Potion of Uncontrollable Reactions displays a simple and minimalist style; it doesn’t get lost in frills.
The dice follow the same principle: simple, functional and beautiful in their austerity. These are simple plastic dice in various bright colors. The messages on their faces are plain white or black, as needed to make them easier to read. In addition to the messages, they also boast very simple drawings that clearly represent the class or race concerned. They have no particular flaws. They are nothing revolutionary, but they fulfill exactly the purpose intended. When placed in their proper containers, they fit perfectly and easily without falling at the first sudden movement.
Final thoughts on The Potion of Uncontrollable Reactions
When all is said and done, I think The Potion of Uncontrollable Reactions can enrich the gaming experience. This due to both for their aesthetic and functional value. Obviously they are not suitable for every group. To better appreciate them you have to accept an increase in the random factor in game play, and commitment to applying interpretations of them. Their intensive use, therefore, seems very appropriate in sandbox campaigns.
If you liked this review of The Potion of uncontrollable Reactions, keep following us to stay informed about Labmasu products!
First of all, thanks to Neko Boy Luke for sending us a dice holder for us to write this review. The works of this craftsman are available by contacting him directly on his Facebook page.
Neko Boy Luke is an Italian boy with various nerdy passions that he expresses by means of his skill as a craftsman, creating accessories for role-playing games. These include the dice holder addressed here and cosplay clothes, besides. His works are produced strictly by hand, through an art handed down from father to son. Having only relatively recently entered the marketplace, he doesn’t have his own website, nor or an official store, but don’t let that prejudice your opinion. His works are professional, and clearly made with passion.
Now, on to the dice holder Neko Boy Luke sent me.
I will give you a more general overview of his work at the end of the article.
What Appealed to Me
Let’s start with the first impact: surprising excellence. This is one of those items that makes you think “I want it” as soon as you see it. It has a deliberately antique and charming appearance, perfect for fantasy lovers. Luke combines simplicity with attention to detail perfectly.
The body of the container is made of sturdy wood in a beautiful shade, worked into a perfectly smooth cylindrical shape. On one of the two ends there is a solid metal closure that is easy to use; even the hinges that allow you to open it give a feeling of solid durability, the kind of quality that lasts for years and years. The other details (i.e., the golden metallic decorative motif and two rows of little nails) embellish the product in a restrained manner; they are fixed to the base structure with some small pegs which further increase the feeling of an “arcane casket”.
The inside of the dice holder is lined with soft red fabric, but there are obvious differences between the two halves. One is wider and follows the semi-cylindrical shape; here the red fabric is fixed directly to the wood by an elegant series of nails, allowing plenty of space for the contents. The other half is glued to the structure, but includes a material similar to foam rubber, reducing the available space but giving it softer feel. In any case, the differences between the two parts are not a problem at all and, indeed, express Luke’s originality.
The internal space is large, allowing you to store two or more sets of classic dice. The closure feels secure, not allowing the contents to escape.
What Can Be Improved
To tell the truth, there are very few aspects of this product that didn’t appeal to me. In some tiny areas you can see small halos of the products used to treat the wood, but you have to look closely to see it. In addition, the rows of nails are not always regular to the millimeter, but this is a feature in a genuine and old-fashioned hand-crafted product, not a flaw, and is neither obvious nor annoying. The interior is beautiful to look at, with a rich feel, although the more padded side is slightly “fluffy”.
The Dice Holders proposed by Neko Boy Luke
As stated, these creations are all hand-crafted and, for this reason, it is difficult to find two that are perfectly identical in all aspects. In my opinion, this is an advantage. I spoke with the author at length and he has always been honest and helpful. His integrity is reflected in his creations. in fact you can commission a dice holder from Neko Boy Luke starting from pre-existing models and modifying them as desired to personalize them. Strange shapes? Extra decorations? Special materials? Ask and you may well be satisfied! This is a feature that mass production/marketing will never be able to match.
Below I leave you some examples of his other works. These are not products that I have seen personally, nor had the opportunity to evaluate.
Final Thoughts on the Dice Holder by Neko Boy Luke
I am definitely satisfied with this product.
My final impressions are of holding something beautiful, precious and lasting in my hands. The fact that the dice holder is handmade and customizable certainly adds to the value. The cost of the dice holder presented is around €40, but such a fine, handmade product is well worth it. Since prices vary a lot depending on the model negotiated, however, I recommend to text Neko Boy Luke in order to ask for a more precise quote. Another point in Luke’s favor is the fact that the production times are not excessive.
If you want to support a role-play gaming accessory-maker who puts care and passion into his work, I can certainly recommend you get in touch with him!
Stay tuned for more high-end RPG accessories like Neko Boy Luke’s dice holders!
I want to thank Fria Ligan for sending us a copy of Mörk Borg Cult: Feretory in order to write this review. In case you are interested in purchasing it, you can do it through their official store at the price of $20.00 (about €17).
Feretory is a supplement to the award-winning doom metal role-playing game Mörk Borg, spawned by a program that allows players to expand the material. The original authors have in fact decided to launch Mörk Borg Cult to allow anyone to create content related to their TRPG. After contributions are evaluated, they are made available for free download on the official website (and can also be published). This supplement specifically contains community creations combined with new official material from the authors. This printed version was the result of a very successful Kickstarter campaign.
It is necessary to have access to the basic manual of Mörk Borg in order to relate to the Feretory manual under review here. If you want to know more about the basic manual, here is our review of it.
Mörk Borg Cult: Feretory Content Review
Taking full advantage of the players’ imagination breathes new life into the game. Having it edited and viewed by the original authors insures the original spirit of the work never gets distorted. In short: the idea of Mörk Borg Cult is fantastic!
Now, the main contents, being short and incisive like those of the basic manual:
Creatures – The Monster Generator is a set of tables to randomly generate terrifying monsters. The huge number of possible hybrids greatly diminishes the likelihood of creating monsters too similar to each other. Eat, Prey, Kill presents pre-made monsters from every region of the world. Here, too, the quality is very high and you want to slaughter the characters with every one of them! There are rules for obtaining useful items from killing monsters: rations with their meat, items from those who had devoured… This addition is also very positive to give greater depth to the post-combat mechanics.
Travel – Roads to Damnation specifies travel times between locations on the world map, as well as possible encounters during any journeys. In my opinion, these mechanics are fundamental and allow you to experience this RPG in a very different way. It is possible to combine apparently disconnected adventures with it, greatly facilitating the creation of long campaigns. The Gray Galth Inn is also provided. This is a tavern complete with menus, random patrons, and possible gambling opportunities. Also this setting can be reused for any number of situations, giving more depth to the (usually banal) sleeping under a roof.
Items – d100 Items & Trinkets is a table with many quick ideas to make sure the GM always has a themed object ready for players to find. It’s a simple list, but it is useful. Even more interesting is The Tenebrous Reliquary, a collection of magical and cursed items. Who wouldn’t want the backbone of some forgotten god capable of attracting the poor and wretched?
Classes – Classes allows you to make characters more unique and special; the more corrupt and dark the better, obviously. Within Feretory you can find Cursed Skinwalker, Pale One, Dead God’s Prophet and Forlorn Philosopher. I think the names already say enough about their potential.
Adventures – The manual also includes some adventures with which to enjoy the content presented so far. In The Death Ziggurat a demonic being attempts to end the world by awakening the dead. The Goblin Grinder instead takes you to a city infested with goblins, cursed creatures that physically and mentally corrupt anyone who meets them. Finally, there is Dark Fort, a solo adventure that inspired the creation of Mörk Borg itself. They are all deliberately old-fashioned, recreating fun, nostalgic atmospheres.
The Manual & Its Art
It is a bit strange to think that all this content is squeezed into only 63 pages … And many of those pages are also occupied (in part) by the usual, wonderful, dark, and damned illustrations! Indeed, Feretory‘s aesthetic quality is on par with Mörk Borg‘s core manual, as can be seen from all the illustrations in this review. The dominant colors are still black and yellow, with various peculiar chromatic inserts. Silver and gold details, but never out of place; some sections are printed in a very bright fuchsia, to reinforce the sense conveyed.
The manual has a flexible cover and the quality of the materials is excellent. The layout is very eccentric, offering different solutions on each page, but all somehow consistent with one another. One section (the Dark Fort adventure) is separated into a booklet of its own. This product goes in the category of games that deserve to be in your library regardless of whether or not you have any opportunity to actually play it.
Final thoughts on Mörk Borg Cult: Feretory
If you enjoyed Mörk Borg, you will probably also deeply appreciate this expansion. One might think that in order to generate new material the author is more than capable of creating it but, here, the strength of a community is recruited, its work highlighted; there will always be ideas that would not have come to us and, thanks to these contents, the gaming experience is lifted to a higher level.
If you found this Feretory review interesting, keep following us to stay updated on more upcoming content from Mörk Borg Cult!
If you found this Feretory review interesting, keep following us to stay updated on more upcoming content from Mörk Borg Cult!
I would like to thank Mike Novo for sending us a Necronomicon Dice Set in order to write this review. If you want to contact him to find out more about his products or to buy them, you can do it through his Facebook profile or by sending him an email (cyberdicegames@gmail.com). This way, you can get to know his other products, since this article deals only with the dice set mentioned.
A Few Words about the Creator of the Necronomicon Dice Set
Before talking about the real protagonists of the article (the dice), I want to say a few words about the project creator, Mike Novo.
Mike launched a Kickstarter campaign in the mists of now distant 2018. The initiative turned out to be a success, even if I personally didn’t follow the story (No Dice Unrolled didn’t even exist!). Not all products have been shipped yet, however, due to some unexpected challenges arising. Sure, such a delay worries many people or even makes them unhappy, but all that is water under the bridge now. What is important is that Mike is now working hard to send the dice still lacking to whomever supported him, and is also accepting new orders. He starts with 3D digital models of the dice, prints them out, and then polishes his creations.
Since we have known Mike, he has always been attentive to details, accessible, kind and a man of his word. Despite living in Russia, he sent us a whole Necronomicon Dice Set in time for us to be able to write this review. He also showed great care in protecting the contents of the package.
But now let’s explore these dice straight away!
A Gloomy Wonder…
It is hard to hold back or mince words: these dice are amazing! As you can see in the images accompanying this review, the Necronomicon Dice Set is made of metal, includes all major types of dice and features an excellent level of detail. The material is robust and gives the feeling of durability and permanence. They are pleasant to the touch and vary in weight based on the color chosen – but never too light (I’ll talk about this later). There are no overlapping colors at the base, only darker areas that give the product a professional look.
It almost seems as if you are holding an ancient artifact in your hands! These shadings make the numbers perfectly legible and lend even greater charm to their striking visual impact.
Beauty is in fact closely linked to the design, which is truly brilliant, extravagant, and different for each kind of die.
These are not the usual classic colored themed dice or the ones with special designs on the faces. Each of them presents eccentric but functional shapes, unique, but always themed with the others in the set. Tentacles, skeletons, demons… nothing is missing! The feeling they give me combines the beauty of an exotic die with the solid function of a classic one. Keep in mind, of course, that they bounce different from conventional dice when thrown, but I didn’t really find that to be a problem.
…With Few Smudges
So, is the Necronomicon Dice Set perfect? No … or, at least, not exactly.
I found the tens die to be slightly lacking. They do not provide a tens die marked so as to allow a pair of d10s to be used as percentile dice (10, 20, 30, etc.). But you can always just use two d10s and determine which is the tens (maybe using contrasting colors), but it is a good idea for a future addition to the line.
The only real problem is represented by the d20. While the aesthetics are flawless, the use in play is much less intuitive than other dice. To “roll” it, you must actually “launch” it by standing it on a level surface and spinning it like a child’s top.
This assumes, first, that you have sufficient (level) surface to do so but, worse, it is also difficult to read the result. You must decide before spinning the die which direction/face is read as the result (towards oneself, towards the master, towards the tip of a pencil positioned for this purpose,…), and then try to be honest when the result could be uncertain.
But don’t think this is an oversight. We talked to Mike about it and he explained to us that it was not possible to find a more immediate solution. Placing a protuberance to make it tilt at the end of the spinning would have negatively affected the results expressed as even the slightest imperfection in it (and with metal it is not easy to make a perfect ball) would have distorted the results of the cast. Of course, it wouldn’t be impossible, but additional tools would be needed, prices driven up dramatically. Honestly, it doesn’t seem worth it.
The Offers Available
Speaking of costs, let’s clarify how much it is necessary to pay for a similar product. We received a 10-piece set: two d2s, one d3, one d4, one d6, one d8, two d10s, one d12 and one d20. This “expanded” set costs about €88 (€103, to be exact €88 for the product and €15 for shipping).
The “classic set” in many traditional RPGs (one d4, one d6, one d8, two d10s, one d12 and one d20) is about €63 (€74, of which €62 is for the product itself and €12 for shipping).
I find the alternate possibility of composing a custom set of dice, choosing freely from those available (or even buying only one), very interesting, too.
As if that weren’t enough, each model is available in three different materials and therefore colors: copper, bronze and silver. This flexibility allows you to easily create the perfect set for your favorite RPG.
Final Considerations of the Review of the Necronomicon Dice Set
We have come to the conclusion of this review and now we need to evaluate the Necronomicon Dice Set. The first thing that catches the eye is that these are not just simple dice, they are the kind we look for when we want to buy a really nice set. And they are really nice, the aesthetic and quality give great satisfaction. The cost may seem high but, for this quality, it is definitely an honest price. Furthermore, you can reduce the shipping costs by making large, compound orders with friends that ship together.
So, I recommend purchasing this product. The risk of it becoming your favorite set is high!
If you liked this review keep following us to stay on other fantastic dice like those of the Necronomicon Dice Set!
I’d like to thank Midnight Tower for sending us a copy of the Rise of Ice Dragons Trilogy for this review. This D&D5e campaign is available under hard cover for about €50 at their official store (along with many other contents, some even free). Alternately, it is also available under soft cover for around €42, or in digital format for around €15.
First, being a trilogy, Rise of the Ice Dragons Trilogyisa collection of three adventures(The Frozen Labyrinth, The Quest for the Last Orbstone and Enter Drakenberg Castle) written for D&D5e at a scalable level. What does this mean? Simple, each adventure contains all the information needed to play it at different levels. In play, this work is suitable for parties of any level, from 1 to 20 – very useful and elegant!
The adventures are narratively linked to one another and take place in the same setting region, Eastern Farraway. This is nicely illustrated in a map at the beginning of the book, useful for all three adventures.
Dragons & Frozen Lands: The Plot
[This paragraph is the only one that contains some minor spoilers regarding the plot, as it is impossible to talk about the events making up the adventures without mentioning some details of the previous ones as one moves through them sequentially.]
The Frozen Labyrinth begins with the characters being informed by a scholar of the existence of a set of magical spheres; one is already in his possession, while another lies in a frozen labyrinth not too far away. The adventurers will try to find it, but objects of such power are coveted by many creatures. If they succeed, they report it to the scholar, but their task does not end there.
In The Quest for the Last Orbstone, the party is informed by the scholar of the presence of a mysterious cult; its members, too, are interested in these magical items and they are already in possession of one of them. Then begins the journey to reach their lair, although no road is ever really safe. The lair itself contains some really dangerous surprises, in addition to the magical sphere.
At the beginning of Enter Drakenberg Castle, however, they receive a message from an ancient entity who has kidnapped the scholar and demands the three orbs in exchange for his life. The entity plans to execute a plan involving the orbs that may have devastating consequences. The characters try to stop this entity and save the scholar, although they have to pass a number of challenges along the way. If they succeed they will be recognized as heroes across all of Eastern Farraway!
In general, the plot is simple but effective. No amazing or unexpected twists are featured, but neither does it fall into a rut, either. It does what it should, simply, while also adding a few interesting ideas. Moreover, it reminded me of the timeless Icewind Dale, official product of Wizards of the Coast, whether for the setting, perhaps for some of the enemies, or perhaps for some of the Norse details.
The Structure of Rise of the Ice Dragons Trilogy
The manual has about 160 pages and is literally three smaller books compiled into one, each part of the trilogy having its own introduction, its own index, and everything one would expect of a complete manual. I felt the lack of a general Table of Contents indicating at least where one adventure ends and the next begins, so I don’t have to flip through it every time to find the right page. I realize that following the narrative and playing it as written would probably not require it, but this additional detail would have been much appreciated.
Each of the three adventures provides a synopsis of the events first, the content material, some advice for the Dungeon Master and a very valuable link to download everything you need to play the adventure from an online platform (VTT).
This link grants access to maps and tokens, showing the great care taken in the work done by the authors. Afterwards, we find an adventure diagram, the chapters explained in detail, and an appendix with the new monsters, specific objects, maps of the most important areas, the tables to scale the adventure according to the level of the party and precious lore about the world and the characters you can meet.
After these, The Ice and Magic Compendium can be found, a supplement with new spells, creatures, magical items and other themed items to accompany and support this campaign. They are original elements, compared to those encountered previously. I really appreciated this addition, as it provides valuable insights to create themed characters and situations, both for these adventures and for any other campaign.
The Physical Aspects of the Product
I have been glad to discover that the aesthetics of Rise of the Ice Dragons Trilogy are simply gorgeous. The first thing you notice is a sturdy, hard cover protecting the volume, providing the usual and necessary basic information about the work itself. The pages inside are thick, with a pleasant feel; their color is similar to that of parchment, but without impeding legibility. Legibility is aided by the very clear, themed fonts, although the standards differ for each section (text, boxes, notes,…).
At the beginning of each chapter there is a delightful, decorated dropped capital inset, recalling the old practice seen in illuminated manuscripts. The text is then arranged in the usual two columns, very similar to the layout of the official materials of D&D5e.
The quality of the illustrations are no exception and blend perfectly with the style of this work. Some images may even make you want to reuse them for other campaigns, as well. Not all of the illustrations were executed by the same artist, however, and the difference is a little noticeable. Such slight discrepancies can also be seen in the overall style, but these certainly aren’t enough to spoil the appearance of the manual.
Final Thoughts on Rise of the Ice Dragons Trilogy
The overall impression this manual left me with is very good, indeed. Aesthetically, it easily holds up to comparison with more famous volumes, easily attracting the attention of the Dungeon Masters and players at first glance. The contents are very complete, providing not only the tools to experience a medium-length campaign, but also giving the narrator many additional ideas to include in other adventures. The plot is simple, classic, but respects also the expectations it generates. Moreover the possibility of bringing it to life for groups of any level certainly increases its value.
I therefore recommend Rise of the Ice Dragons Trilogyto anyone who wants a good story with ice and dragons and to anyone who wants to add a nice D&D5e manual to their collection.
If you enjoyed the Rise of the Ice Dragons Trilogy adventure collection, stay tuned to stay informed about other similar Midnight Tower products!
After noticing a Kickstarter project (The Cursed King) we decided to interview its authors, Dead Channel Studios. In this way we understood something more about them and their complete work: The Fallen King. In fact The Cursed King is just the first episode, so we wanted to know more about it.
Here you can read the interview and discover what Dead Channel Studios is planning for the future!
The Cursed King is presented as the first episode of a series called The Fallen King. Is there a general idea of the number of episodes that compose the entire narrative?
In total there will be 6 Episodes: we wanted a decent length that allowed for players and GMs to add in their own sessions in between; think of them (the episodes) as crucial events that push the plot.
Since you haven’t unlocked all the episodes as a stretch goal for this project, do you plan to propose the other ones in the future to complete the saga?
Of course! This was always the plan, we did the Kickstarter this way to make sure we were always bringing something out! Best way for people to keep up to date is on our mailing list.
How far will the players advance in the first episode?
The first episode is more an introduction to the land and its people but will feature some pretty cool stuff!
Will the main quest develop linearly or will it have the characteristics of a sandbox?
Episodes 2, 3 and 4 can be played in any order while Episode 1, 5 and 6 are fixed.
How many pages does the draft of The Fallen King consist of more or less?
Too much at the moment, we’ve been going mad and building as much information to work of as possible, we’ll be editing cutting and change so much as we produce the final draft!
Is The Land of Kha easily integrated into a campaign that has already started with a classic fantasy setting or does it have unique characteristics? Is the adventure easily scalable and playable at other levels?
We see an adventure as a clay mould, we will give tools to our players to do as they please, the adventure could easily be integrated and reworked to suit any campaign, thus preventing any disruption.
How did the term “Lythillium” come about?
Ah spoilers… If I told you, good sir, I would have to send my half-orc assassins after you!
Having been unlocked as a stretch goal in episode 2, can you give us a little preview? How will it be called?
Episode 2, A Gamblers Crux is an interesting one, the name speaks for itself as the player will appearance a truly delicate moment in which it’s all or nothing!
If you appreciated this interview, keep following us to stay informed about The Fallen King and the other works written by Dead Channel Studios!
Some weeks ago we talked about the Kickstarter campaign for The Red Opera RPG and it impressed us so much that we decided to interview its lead writer, Rick Heinz. He revealed us some really interesting aspects of this campaign for D&D5e, giving us even more reasons to increase our hype.
Here you can read his words!
Let’s start with the title: The Red Opera. It is inspired by the DiAmorte album of the same name. Was it just a tribute to something that deeply inspired you or does it reflect your campaign more? Our first thought when reading the word “Opera” was, besides music, something extremely theatrical and glorious.
It deeply reflects the campaign, particularly on the theme of Tragedy. Opera’s always have a tragedy of sorts within their plays while being extremely theatrical, and The Last Days of the Warlock is no different. Grand set pieces, high-drama, and wicked moral choices set the stage for the main campaign. In the original album, the story was two sides that escalated in war using supernatural power, and we were able to maintain that.
Writing a campaign of over 90,000 words for all tiers of play requires a huge amount of work. How long did this project take?
About two years and an entire team of people. 11 written drafts and months of full-time art and development!
The Red Opera was a played campaign that gave birth to the editorial idea or was it a concept born with the idea of being produced and then consequently made a game campaign to do playtests (as well as to have fun as crazy)?
It was a concept born and then written! The original idea was born from a kitchen in Chicago with one nerd and metal band members! I pitched the idea they should turn their album into a campaign and everyone in the room got quiet. Everyone I know who listened to metal also played games and since I was a storyteller who used music in my games, this seemed like a no brainer. Ten minutes later I was writing.
Although you have chosen a low goal for a project of such great scope and preparation, did you expect it to be funded in just 40 minutes? And you have currently raised over 6x the target with a forecast of $ 134,000 to $ 238,000!
It’s fantastic! Yes, we did expend to fund early because we had lined up launch parties and street teams early on before we launched. Our base goal was just to deliver the story and campaign, but we want to make the definitive guide to Warlocks, and for that we need stretch goals taking us to that 200k mark. Fingers crossed!
Creating stories focused on character choices and with multiple endings available sometimes forces you to leave parts of the stories described only briefly to allow dungeon masters to adapt them to the characters they have. Do you consider The Red Opera an adventure for experienced dm’s? Were you able to do playtests with novice storytellers?
It is planned for Dungeon Masters that gravitate to Theater of the Mind style roleplay. It is true, we don’t describe every nook-and-cranny of the encounters, but instead provide the storytellers with the goals and guidance of what the encounter is to be. Doing it this way allows us to cover high-tier play (which is where all our monster stats are at) and then offer guidance for scaling them down-or tossing out possibilities for players actions. It’s impossible to predict them all however, so we dedicate time in critical chapters giving tips for storytellers to craft their own outcomes and remain ‘in theme’. This means it works for any ST who simply jives with the setting and can improv when needed.
You had to find three adjectives to describe The Red Opera which ones would you use?
Eerie, Clever, Bewitching.
Which of the 4 main characters are you most fond of? And why?
Majin the Betrayer. They are a patron made manifest in the Shadelands who is integral to the events of the story, but because Majin existed outside of the material plan–they have a curious adoration for food. Spices, deserts, and various meats on sticks delight their curiosity and it’s helped me fall in love with the character!
We wanna thank Rick and all the team of Apotheosis Studios for this interview and now we just have to wait for the work to be completely finished and we really can’t wait to play it!
If you liked this interview, keep following us to stay informed about The Red Opera RPG!
I want to thank Free League for sending me a copy of Vaesen, allowing me to immerse myself in its atmosphere to write this review. In case you are interested in purchasing it, Vaesen is available at the official store in various bundles that also include extra accessories (discussed below).
In dark forests and forlorn mountains, by black lakes and hidden groves. At your doorstep. In the shadows, something stirs. Strange beings. Twisted creatures, lurking at the edge of visions. Watching. Waiting. Unseen by most, but not by you. You see them for what they really are. Vaesen.
The Atmosphere is the Basis of Play
Scandinavia, 19th century.
In an area that has always been known for disturbing myths and mysterious legends, industrial development arrives. Steam engines, firearms, technological inventions of various kinds. With these, the cities grow. Their extension and development take away more and more space from the folklore that has made that part of the world unique, just as happened years before when the Norse religion was replaced by Christianity. But those legends haven’t gone away, people just don’t know them anymore. Their mysteries preferred to retreat to the countryside, where nature still reigns supreme. Technological evolution cannot disturb their eternal hiding from the lives of Man.
The feel oftheatmosphere combines gothic and horror, echoing that aroused by Lovecraft and his myths of Cthulhu but the supernatural from the legends of our world resides here. The passion of the author and illustrator Johan Egerkrans can be seen in every detail and this contributes to the feeling of immersion in a disturbing, living world. Society is difficult and unjust and still cannot manage the periods of change it is going through. It is a society full of prejudices.
The events presented in the book can take place in various cities on the Scandinavian peninsula, such as Stockholm or Helsinki, although the center of everything described is the Swedish town called Uppsala. Leafing through the Vaesen manual I admit I got SO lost in wonderful maps (both generic and specific) that I decided to show them in this review. Passing my finger over the pages my mind wandered and imagined what mysteries could be hidden in those lands. And also reading the specific distances and the means of transport available (each with its speed in km/h) made me want to visit those places.
But what makes Uppsala so special?
Review of the Historical Context of Vaesen
First, we have to take a step back. Why do some people no longer seemable to perceive the Vaesen, or supernatural creatures? Simple, because now only a few have the Sight, or contact with this dangerous world superimposed on our mundane reality.
In the past, those who possessed this gift were many and organized themselves in a Society. It was, in fact, an extended family of people endowed with this peculiar ability who decided to come together to offer their services to the rest of the mundane population. They made a castle their headquarters, and effectively became a supernatural detective agency. The manual contains a very detailed history, complete with major events and profiles of famous members. This helps to create the incredible sense of immersion (as well as facilitating the storyteller’s work). Over the years, however, people grew more and more prejudiced against and skeptical of them (probably also linked to technological development) and for this reason the Society broke up.
But now a group of people, upon realizing they have the Sight, have come to understand that the Vaesen are still present and dangerous. They therefore decide to collaborate and deal with all those mysteries occurring in the suburbs and the countryside. They decided to resurrect the Society.
In the course of the PCs’ adventures, the Society’s castle plays a central role. It provides a base of operations in which to heal injuries and replenish supplies and equipment. Over time, it can be populated with helpers and attendants as well, and expanded structurally to provide facilities serving more diverse functions.
The players take up the roles of members breathing new life into this controversial association.
Investigators of the Supernatural
The protagonists of Vaesen are simple people, but they differ from the rest of the population due to trauma. Some event caused the Sight to manifest and led them to follow the path it revealed. Before that traumatic event, the PCs were very normal people and this is illustrated by the selection of an archetype, one of the ten classes that indicate their areas of proficiency. There is also a creation method with random tables for defining life paths, in case you prefer this approach. In any case, I find it useful and interesting to use the archetypes presented, all very much aligned with the theme of the setting (doctor, hunter, occultist, writer…).
It is also important to come up with a name, an age, and a specific reason they undertook this path, as well as a dark secret. The latter is something each character tries to keep hidden because it could get him/her into trouble. It advises creating links between the PCs for precisely this reason, showing the importance this RPG places on the bonds between characters. In addition to human resources, it is important to take into account the economic ones, specifically, character equipment. Each item allows PCs to perform specific activities or gives bonuses in certain circumstances. As the adventures progress, the characters may also find some means to use magic, but this is very rare.
As for the numerical side, each PC has four attributes, each of which are linked to three skills; they are Physique (Agility, Close Combat, Force), Precision (Medicine, Ranged Combat, Stealth), Logic (Investigation, Learning, Vigilance) and Empathy (Inspiration, Manipulation, Observation).
There are also talents that give unique and circumstantial character features.
Vaesen mechanics review
How do all these factors interact? Despite the discreet customization possible, everything flows smoothly thanks to the Year Zero Engine. This game engine is successful because it manages to provide good depth in the mechanics without falling into excessive technicality to provide good depth in the mechanics without falling into excessive technicality; the result is a very fluid and action-packed narrative. The system is based on dice pools and very simple to explain: you roll a certain number of six-sided dice (determined by the sum of the attribute and skill used) and each 6 represents a success; each test requires a certain number of successes to pass (from 1 to 3). The themed dice available at the Free League store definitely merit recognition, too! Their style coincides perfectly with that of Vaesen (I attach a visual testimony to this review).
D6s can be added to the pools for these tests based on various factors. Help from someone grants 1 to 3 extra dice. Some items can have similar effects. Once per session you can invoke an Advantage of various types that adds 2 dice. If more successes than required are achieved, they provide additional benefits based on the circumstances. Failure to pass a test, on the other hand, can cause Conditions (negative statuses) that weigh on the character’s body and/or mind. In the absence of the classic hit points, they are also used to track “damage”. One can also elect to suffer a penalty, in order to “push”; this allows you to keep successful dice results and re-roll all failures for a given test.
With these simple mechanics, narration is divided into Mysteries (or adventures, or cases to be solved) and then into scenes. This allows you to experience only what aids in creating an exciting story.
You Have to Know How to Fight for Your Life
Among these scenes there will obviously be some combat, a fundamental element in almost every role-playing game. It is divided into rounds and begins with the initiative roll, which takes place by drawing one of the 10 numbered cards (I am attaching some pictures of Vaesen‘s thematic deck of cards in this review); once this is done, proceed from the lowest to the highest value. During their turn, each creature has a slow action (such as an attack) and a fast action (such as a move or a dodge) available to them. Each success allows you to inflict Conditions on the target, until their death. Armor and covers can prevent this from happening.
To better manage each conflict, it is important that the narrator draw a map of the area in which it takes place. This allows you to represent thematically distinct areas. There are no calculations in precise squares or units of measurement, but each zone is “one shift” from the neighboring ones and each weapon has a certain range in “number of zones”. Objects that can provide cover or that can be destroyed to access otherwise blocked areas should also be noted on the map; all this gives a discreet dynamism to a system which, as mentioned, does not aspire to complicated technicalities.
Then there are a series of simple additional rules for particular circumstances (grappling, fleeing, chasing, ambushes and sneak attacks) and damage (fear, explosions, fire, poison, falling damage, hunger and thirst).
The Vaesen, Creatures of Myth
First, a distinction must be made: fights lead to the death of opponents only if they are humans (or animals). The Vaesen are a different matter. Creatures belonging to Northern myths can only be slowed down or kept busy with conventional weapons. To give them peace, to appease them or to end their life, rituals are needed, one for each creature. They refer to the true legends of those lands and are extremely fascinating.
The same charm accompanies the creatures themselves. There are so many and, even if there is a method to create new ones, you aren’t likely to feel the need to (especially because we are not talking about a game in which hordes of monsters are faced). They are divided into five categories: nature spirits, familiars, shapeshifters, spirits of the dead, and monsters. Each creature has a very detailed description that, in addition to presenting its characteristics (different from those of the PCs), offers much more. Appearance, habits, magic and specific conditions, typical behaviors, secrets and tastes. Their magical nature (which can be divided into categories: enchantments, curses and troll magic) stands in delightful contrast to the ever-increasing technological aspect looming over the cities. Each of them has all the credentials needed to be the focus of intriguing adventures.
The thematic deck I mentioned earlier also includes 23 cards depicting the same number of monsters, with a brief description of them on the back.
More Content from Vaesen
The manual also gives the narrator various tips, both about the game world and possibilities in customization, and how to structure and regulate the various Mysteries to be investigated. Another useful accessory is the game master’s screen that displays all the main rules on the inside, very nice to see; it also includes an amazing and huge map, with all of northern Europe on one side and Uppsala on the other.
To help novice storytellers (or lazy ones, like myself) there is also a ready and complete adventure. It is suitable for newly created characters (although they can improve their skills and the development of the headquarters with their accumulated experience) and can be completed in two or three sessions. It is called “The Dance of Dreams” and, without spoiling it, provides for an investigation into a revenant who has not found peace after his murder, which took place years before. This mystery struck me deeply for the care with which it was made, resulting in much more than a filler or a sop. Inside we also find dedicated maps and drawings of clues and game objects (such as a note sheet).
The manual ends with the character sheet (with which to create and track your own character) and the headquarters sheet (on which to note the progress of the castle). They are both very simple, but well made.
Vaesen Material Review
As you can see in the images of this review, the quality of Vaesen is most deserving of praise. The physical materials are extraordinary; the cover of the manual just craves to be stroked, the pages are a pleasure to flip through, the dice are solid and satisfying to roll. Even the deck of cards and the GM screen are sturdy and practical. All are flawless.
But let’s talk about the illustrations. Johan Egerkrans has always been one of the illustrators who most enchanted me and here he spared no effort. Marked contour lines, dirty lines full of meaning, expressive faces and colors always suitable to reinforce the represented theme. Each illustration could be framed and hung on a wall. Some have been taken from other old works of his, but I don’t see anything wrong with that; he only drew from themed ones, so that’s fine. I also loved the maps and the management of space on the pages. This is one of those manuals that doesn’t disappoint but is satisfying simply to own. I must admit that, especially with this one and Mörk Borg (but not only), Free League has proved to be a publisher with very high quality standards.
Final Considerations
I was anticipating reviewing this title mainly for its aesthetics, but I was impressed with every aspect. It manages to be streamlined but also fairly deep, although its main strength absolutely lies in the content concerning the setting.
If you want to discover and experience Nordic mythology and folklore in a genuine way, this is the product for you.
If you want to engage in a good horror story with gothic features, but want to try something different from the usual sprawling cosmic horrors, this is the product for you.
Of course, the prices are not too low and are close to those of the most famous RPGs, but honestly I find that they are completely in line with the quality offered. I believe I’ve already made it clear throughout this review but, in case you missed it, I liked Vaesen SO much that, as far as I’m concerned, Free League products deserve absolute trust.
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I received Dungeon Craft:Volume I and its expansion Hell & High Water from 1985 Games in order to write this review.
If you are interested in purchasing these products, they are available for $30.00 eachon the official store (only physical format). If you use the code NoDiceUnrolled15 at checkout, you will get a 15% discount on your order!
One of the most common doubts when preparing a role-playing session is how to visually represent the combat (or certain parts of intense exploration). Many use plasticized sheets on which to draw, others rely on a pre-printed grid on which to put their miniatures. In this review I want to talk about Dungeon Craft products, which are plasticized, writable and colorful modular maps!
Inside the box
Even just holding and discovering the box of this product is a great pleasure. It is very smooth, robust and captivating. Both the management of the spaces and the quality of the illustrations are sublime. They seem taken from some beautiful manual! On the backs there are also convenient presentations of the contents.
On opening it, we find the centerpiece, the plasticized sheets of Dungeon Craft. Each box includes about 50.
The quality is truly excellent. They are beautiful to look at, resistant to smudges and liquids, with a nice hand-feel. The illustrations are detailed, captivating, and also present on both sides of the sheets; providing double the number of sheets in maps. You just have to be careful when handling them, as the coating material makes them very slippery.
Large, small, and various environmental elements are represented on them, for a total of more than a thousand elements per box. For example, Volume I includes trees, bushes, camps, waterways, houses, dungeons, human pawns, goblinoids, and some larger creatures such as dragons. In Hell & High Water there are demons, lava, treasures, pirates, ships, islands, and more.
In both boxes there are also handy sheets that explain…
How to use Dungeon Craft
First, the least fun facet: cutting. Each element must be cut out along the dotted lines provided before it can be used. Any reasonably steady hand will suffice, but it’s a good thing this has to be done only once.
Then comes the fun part: creating your own game world. As you can see from the images in this review, Dungeon Craft allows you to create many different combinations, useful for many occasions, giving the product great versatility. The only flaw is the lack of a basic (portable) square board, or maybe the tiles could be safely laid out on the table. In any case, I would have liked to have some sort of base underneath that could hold all the cards.
Finally we play! You take the 2D tokens included among the cut-outs and create your own adventures. Alternately, you can use standard miniatures or even write/draw with (erasable) markers on the cards, so you can make useful notes or add details. Note that no such markers are included in the product. At the end of the session, the materials go easily back into the box for convenient storage.
Last thoughts on Dungeon Craft
Tiles to make up a game map aren’t exactly innovative, but that doesn’t mean these don’t deserve attention! Their simplicity rhymes with their attributes of functionality and quality, making these products to keep an eye on. And versatility can be added to those attributes.
I was also struck by the care and attention to detail shown by 1985 Games. An example?
Some of the tiles representing dungeon spaces can be turned over to reveal the same areas but with active traps underneath. The DM can simply flip these sections over when adventurers disarm or perish on these dangers. This attention to detail makes me feel the price is fully in line with what 1985 Games is offering.
I can safely say I am satisfied with Dungeon Craft.
Now we just have to wait for more, new sets so we can go on composing increasingly varied worlds!
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I received a free copy of Ghaulareth’s Vengeance from the author Diego Pisa for evaluation purposes to write this review. If you are interested in purchasing, you will find the work on DriveThruRPG at a price of $6.00 for the digital copy only, $16.00 for the physical copy only and $22.00 for both versions of the product.
Today I’m talking about an adventure written by the same author of The Wanderer’s Legacy; following the same spirit, it presents the formula of “system neutral”. This choice has positive and negative aspects. Among the first ones certainly there is the possibility of enjoying the product with any game system. On the other hand, however, it also requires greater application by the narrator: the mechanics and statistics are inevitably generic and must be adapted according to the chosen RPG.
But now let’s see what it offers in detail!
Let’s embark on this adventure!
As usual I prefer not to do spoilers; however, I can safely say that, as will be deduced from this review, the dominant spirit in Ghaulareth’s Vengeanceis the pirate one. Betrayals, adventures, actions and feelings… The foundations are excellent! We will get to know characters wounded by events and entities far superior to them and who will therefore be irreparably corrupted. Original and well-characterized characters will meet in a story written with passion and involvement.
I have to admit that I didn’t expect such a content organization. Pages dedicated to digressions on characters, past and current events alternate. Although at first this approach confused me slightly, continuing to browse the manual I found the solution. After half of the manual there is a handy guide on how to manage content; how to read the map, how to start the adventure, which events carry on the plot and which endings are available… Now everything makes sense! Then the author’s passion shines through in every paragraph and it is a pleasure to let yourself be carried away by these sensations, although sometimes they are really very emphasized.
At the bottom of the manual there are also some interesting extra contents. First of all a list of unique magical objects themed with this adventure; they are well written and reusable also in other contexts. In addition, there is a thematic index that shows the pages where certain game elements are located.
Review of the physical material of Ghaulareth’s Vengeance
Speaking of pages, Ghaulareth’s Vengeance has about 100 of them and now this review will deal with their physical quality. First of all, they are protected by a solid cover; the quality of the materials is very good, so as to enhance the illustrations. They are really many and their style is very peculiar. In fact, the author in his works blends traditional fantasywith anime-like traits. The colors are very lively and full of energy. The result is very original and inspired, especially if you appreciate the genre.
Among them also the game world map carves out its merits, with the parchment background on which heavy black strokes outline the game locations. If I have to be honest I would also have liked specific maps of the various areas where the events take place.
For the rest, the manual is comfortable to browse and very well laid out, thanks also to the double column style and the clear and legible fonts. Only some titles are slightly more complicated to decipher, but nothing tragic for the fruition of the work.
Last considerations
We have come to the end of this review of Ghaulareth’s Vengeance and the time has come to sum up.
Who could be interested? To those who love pirates, adventure and human affairs. But in general for those who want to take a complete adventure (although not very long) and adapt it to their favorite game system. The price is also very fair (especially in the digital version).
In conclusione posso dirmi soddisfatto di questo prodotto, che ritenga possa offrire interessanti emozioni a chi decide di affrontare questa avventura.
In conclusion I’m satisfied with this product, which I believe can offer interesting emotions to those who decide to face this adventure.
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