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Shadow of the Lodge [ The Silence of Hollowind ] | Preview

Shadow of the Lodge [ The Silence of Hollowind ] | Preview

In the quickstart of Shadow of the Lodge (new manual of The Silence of Hollowind with the D&D5e regulation already integrated) we find all the basics of setting and rules necessary to start playing. Everything can then be explored in the manual The Silence of Hollowind – Historical Treatise and in the other previous manuals. The base game in fact already had a solid lore, but lacked an official system of rules; each group could play it with their favorite RPG and adaptations to various rules systems can be found on the official website.

In this quickstart we go to visit Hollowind, an immense megalopolis that has left behind a past of magic and cruel Arcanists to embrace science and technology; we will live it knowing its dynamics and experiencing some adventures within it.

During the recent edition of Modena Play 2021 we had the pleasure of interviewing the author Luca Bellini of Ludiblood. We thank him for providing us with the printed version of this quickstart. You can find the interview on the No Dice Unrolled YouTube channel.

Full-bodied Preview in Space-saving Format

This short paper compendium of about 90 pages is paginated with two columns for each side. In this way it is possible to provide the reader with a lot of information while remaining in a light and manageable format (21,5 × 28).

The graphics are very pleasant and the illustrations, all in color, are very accurate and detailed. I particularly appreciated them because their pictorial finish reminds me of the style of certain graphic novels.

Order, Reveal and Pursue

The Silence of Hollowind – Shadow of the Lodge is based on the 5e of the most popular RPG in the world. For those who have not understood, we talk about Dungeons & Dragons.

The huge city of Hollowind, fragmented into dozens of urban islands by a particular magical fog, sees its population decimated by the Arcane Plague. The excessive use of magic by the elite of the Arcanists has led to this deadly disease, and not even the edict of Firstmage Merlin, which limits the use of spells, serves to stop the insurrection of the enraged inhabitants. This name may seem like a foregone reference, but I really appreciated it.

With the Arcanists ousted, the future of the city is that of a technological megalopolis. The use of magic becomes very limited and controlled.

We therefore find a well-organized state. The Council of Sages follows the work of the Punishers, who fight those who use magic, and of the Parliament, which creates the laws and manages the Army.

Order, Reveal and Persecute is the motto of the city, which comes to life by the Departments, also coordinated by the Punishers, who keep the inhabitants of Hollowind safe.

Responsible for keeping the peace at the forefront of the city streets, the Order Department is the best known.

The Persecutors fight spellcasters and monsters, receiving the necessary training and the most advanced equipment.

On the other hand, the Detectors are the elite of investigators who follow high-profile cases that need their intervention.

Then there are the Censors, or the analysts who deal with cataloging and archiving arcane texts and censoring unwelcome news in the magical context. Although this Department welcomes important figures such as coroners and glyphists, their work is considered secondary and it does not fit the words of Hollowind‘s motto.

The Urban Fantasy Setting

The setting can easily fall into the category of urban fantasy because it contains all the elements of these genres.

There are numerous ideas from which to draw inspiration, from money used to spoken languages, from the use of technology to means of transport to give examples. All these details greatly enrich the story and allow total immersion in the flow of the game.

It is curious to see the classic races that we are used to interpreting in fantasy struggling with a modern and technological scenario.

It therefore tears more than a light smile of criminal organizations formed by dwarves, goblins and ghouls.

Rules of The Silence of Hollowind – Shadow of the Lodge

Perhaps the greatest peculiarity of this title is the management of the classes.

We find a macro category, that of the Agent, which can be customized by players with primary and secondary jobs. As a result to this mechanism, a “single class” gives rise to numerous combinations that allow for varied characters with different abilities.

In addition to the different careers to choose from, the presence of backgrounds also enriches the characterization of the protagonists created.

In the investigative campaign of The Silence of Hollowind – Shadow of the Lodge it was necessary to introduce new features in other areas as well. Let’s talk about weapons, equipment and skills.

Firearms are added, with different types of ammunition that can be restored by the agent through reputation points.

Objects are associated with specific resource dice, which determine the number of uses. In addition to full armor, it is possible to wear partial armor that add up to increase the armor class. In this way, however, they lower the dexterity modifier applied by the underlying clothes.

The classic skills of the player’s manual are flanked by the passive skills education, contacts and investigate, essential to complete the character profile. His abilities are further enriched by the choice of a specific profession that confers a specialization aimed at the tests of that particular field. One of the most important is that of the glyphist, or those who use manalite technology and crystals to create glyphs, the only type of magic allowed and legalized.

Ready to Investigate Now

Without going too far into the description of the rules, I mention that in The Silence of Hollowind – Shadow of the Lodge nothing is left to chance. Even chases and interrogations, fundamental elements of the investigative genre, are outlined by a well-defined and detailed description.

Part of the quickstart is dedicated to a series of four adventures that introduce the complex storyline of the Shadow of the Lodge campaign. Investigators will have to find out everything about the criminal organization that goes by the name of The Lodge. To further enrich the narrative, clue tokens and agent tokens will be available, which add plot implications and characterization traits to the characters. There are also maps and pre-generated characters.

Conclusions of the Preview of The Silence of Hollowind – Shadow of the Lodge

In conclusion, I found this quickstart well detailed and very curated.

Do you like the investigative theme but are you reluctant to abandon the classic fantasy genre? The Silence of Hollowind – Shadow of the Lodge will provide you with a good compromise. All enhanced by innovative elements and a good visual compartment to experience everything to the fullest.

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Argentum Res Novae – Quickstart Analysis | Preview

Argentum Res Novae – Quickstart Analysis | Preview

Today we offer you a preview of Argentum Res Novae, the setting for D&D5e that takes inspiration from the Victorian Age and the industrial revolutions of the nineteenth century.

The authors Leonardo Burberi and Vittoria Mori, whom our editorial team had the pleasure of meeting in person, realized a quickstart PDF available for free.

The Kickstarter campaign lasts from 3rd November 2021 to 24th.

Preview with Style

One of the first things that catches the eye in these 54 pages is a well-defined graphic theme. Gray and purple are the predominant colors; these are well suited to the title and context of the story. The color illustrations are done in different ways: more precise for the technical details and in a pictorial form for the backgrounds.

This study reveals a particular care that enriches the written content in a thoughtful and precise way.

However, it is necessary to say that we reported some errors within the text in the Italian version. We therefore hope for a more in-depth review for the final product.

The World of Argentum Res Novae

It is always interesting to give the setting of a role-playing game a realistic historical connotation. This helps players to better empathize with the narrative. It is like saying: “If in reality it happened, then the magic could also be real, why not?”.

Without going too far into my personal hopes, let’s focus on introducing this title.

A new term has been coined by the authors to best define the genre: silverpunk. Going beyond fantasy and steampunk, silver is the true protagonist of this work. For centuries it has been used to counter supernatural events; with the advancement of knowledge in the technological and arcane fields, its use has taken the opposite direction. Through particular magical glyphs (Runes) it is in fact possible to enchant the silver components of the most varied mechanisms. The resulting energy replaces classic fuels, such as coal; in this way, engines powered exclusively by arcane power were born. We thus find ourselves in the industrial revolutions of England in the nineteenth century, with the particularity of enchanted metal as the primary energy source.

All that Glitters is not Silver

However, there are other important issues inserted into the context, which make the setting very current.

We are talking about racism, extreme urbanization, exploitation and, first of all, pollution.

In fact, the continuous use of runic silver produces the so-called Imbalance pollution. The consequence is an unhealthy vapor that is created from the arcane wasted energy; it spreads in the environment, contaminating objects and people.

Hence the Curses originate; their threat is constantly opposed by the Order of Exorcists (one of the available classes).

Do the authors want to suggest to us, between the lines of their work, that the balance between technology and nature is essential for the prosperity of the world? I could not agree more.

However, it is good to remember that we are talking about a game. And as such, at least in my opinion, it must stimulate imagination and not worry. Without taking anything away from the creators, whose intent is still noteworthy, I hope that the main component of the extended version will be the playful purpose and not mostly denunciation.

Military Dwarves and Exorcist Elves

The adventures of Argentum Res Novae take place in the Bipelagus; it is made up of two large islands: First Island and Summer Island. Over the course of two millennia it has welcomed numerous events of great impact that led to the colonization of the lands by different civilizations. It is assumed that the reason for so much interest in these places is the presence of the Primeval Echo; this source of natural mystical energy can in fact be exploited by arcanists.

The races that inhabit the Bipelagua are only four. Humans, elves, dwarves and caluptians; the latter, a species of anthropomorphic snakes, are the latest arrivals and the least rooted. An aura of mystery surrounds their origins. There are also, in small numbers, half-elves and half-orcs.

It is important to emphasize that the dwarves are the only ones who do not use magic, an innate ability in other bloodlines.

The three major cities are Vittoria, Alyone and Tenessia; they host the great changes brought about by the industrial revolution and are the reference point for the confederations present on the two islands.

There are seven classes available; some are oriented towards physical abilities and others towards arcane powers. That of the Scholar is the most versatile. Its subclasses offer new game mechanics for those who want to try something original. We therefore find doctors and military engineers who have the possibility of making medicines and explosives.

Other rules are described to better define the game flow; However, I don’t want to dwell too much on the technical part so as not to spoil the surprise of discovering them by downloading the quickstart.

Finally, as fortunately often happens in these cases, there is an adventure ready to play; pre-generated characters and ideas for subsequent campaigns are also included.

Conclusions of the Analysis of the Preview of Argentum Res Novae

Overall, this quickstart is very promising; both for the changes made to the rules and for the choice of the setting. The idea works and is well developed, as long as we remain, as already mentioned, on the tracks of playful entertainment.

I’m curious to read the final version to learn more about the peculiarities of characterization of some classes. Also, I like having a solid and well-defined narrative structure; it greatly facilitates the interpretation of the character.

As you can see from this preview, Argentum Res Novae has a good balance between steampunk and fantasy.

And beware of the silver jewelry you wear!

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Adventurers! Dungeon Special Edition | Review

Adventurers! Dungeon Special Edition | Review

Today’s review is about Adventurers! Dungeon Special Edition, an Old School-style role-playing game created by Umberto Pignatelli, author of role-playing games and other game-books since 2008.

Adventurers! is a generic and light RPG, framed from time to time in different settings. The subject of our review is the most classic form of play: the exploration of dungeons.

We thank La Terra dei Giochi for providing us with the manual. If you are interested in buying it, you can find it on their website at a price of € 12.90 for the paper version, € 6.90 for the digital version.

Light Manuals & Heavy Armor

The paper product has roughly standard dimensions (slightly larger than an A5), with about 80 pages and a particular cover with soft touch finish. Very pleasant to the touch, but only to be handled with very clean hands to avoid leaving marks and stains!

The front illustration, in color, is very well done, and details of it – in black and white – are reproduced at the beginning of the chapters. Unfortunately, even though the images inside are of equal quality, they are very few in number and simply serve as a frame for the columns of text. The quality is there, but I would have liked a little more quantity.

Review of the All-in-One Rules of Adventurers!

A distinctive feature of the manuals of the Adventurers! series, unlike similar products, is the inclusion of everything necessary for the game. The manual is divided between the guide for the player and the guide for the game master, with an interesting section dedicated to the bestiary, with the description of the creatures that can be encountered during the adventures. An appendix of indispensable game sheets completes the volume.

You immediately breathe in the promised Old School atmosphere. We find the typical fantasy characters (warrior, wizard, cleric…) engaged in the exploration of dungeons full of monsters, deadly traps, and treasures.

In my opinion, Adventurers! Dungeon is not a game for absolute beginners, but requires a certain minimum amount of experience. The rules described, although simple and easy to manage, are often very general. You need to be familiar with the subject in order to manage a smooth and fun session for everyone.

The game mechanics are based on the 2d6 roll system, plus the ability modifier. The latter is very often chosen by the game master based on the type of test. A roll of 7 or higher is considered a success.

Characters in Adventures!

Each player has to deal with the creation of his character. It starts from the concept (archetype and definition, ex: unlucky wizard), the choice of race, traits, and skills.

Each skill has a basic and an advanced version, making hero progression simple but extremely effective.

The magical component is organized into “spheres of power”, each of a different type (damage, evocation, healing…), enclosed in three macro categories: arcane, divine and nature.

Finally, you determine attack, defense, and choose equipment.

The latter are closely linked, as the offensive and defensive capabilities of each hero depend on the weapons and armor with which he is equipped.

Advancement for Everyone

In addition to the experience of individual adventurers, it is also possible to advance the companies of heroes as a whole, that is the group of characters who travel and explore together. In addition, even the fortresses that welcome them (castles, wizard’s tower…) develop and grow as time passes in the game world. This would suggest a long-term type of game, for campaigns designed to run long-term. However, experience teaches how exploring a dungeon can be a short-term activity (a few sessions, or even a single one shot). The game master could therefore envisage a prolonged game with a view to secondary adventures in series’, rather than a single major or main quest.

In the section dedicated to the game master, a method of creating the dungeon in levels is suggested, called “abstract design”. This system is characterized by the absence of a real map, and can facilitate and accelerate the preparation of the game. The presence of a drawn map is however, in my opinion, a really important component. Each participant should have the opportunity to identify themselves as best as possible in the typical atmosphere of role-play.

Conclusions of the Review of Adventurers! Dungeon Special Edition

My general feeling is that this is mainly a technical game. The space for interpretation, although encouraged, is significantly reduced compared to fighting and dice rolls.

PROS

More experienced players can take advantage of a quick-reading manual that allows you to organize a simple but complete game.

CONS

Newbies may be baffled by numbers and rules and find themselves resorting to reading the system several times during a session.

Lastly, despite the fact that some typos and some errors don’t affect the flow of reading too much, the text needs further refining.

That said, if you are looking for an exploration of dungeons without too many frills and with Old School features, you will certainly appreciate what Adventurers! Dungeon Special Edition offers.

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