Independent reviews of your favourite books & role play games
Ethelred the Dungeon Lurker’s Reviews

Earth Dawn - Second Edition
This is the revised edition of the popular FASA RP60, Earth Dawn as set in the rich fantasy world of Barsaive and this book contains everything needed to play the game. Set after the emergence of Barsaive from an apocalyptic age when the world was assaulted by the Horrors. Now recovering, Barsaive is in need of Heroes to explore the changed land, root out remaining Horrors and search for the forgotten survivors and lost secrets of the past age. A history of Barsaive is provided as well as a section detailing the geography of the world. Alongside familiar races such as Dwarves, Elves, Orks and Trolls, other races can be played such as the giant Obsidimen, the reptilian T’Skrang and the sprite-like Windling. An extensive system of talents and skills will round out characters, whilst a variety of disciplines are included. A unique system of magic will be of particular interest and full lists of spells are provided for each of the spell-using classes. The combat system is flexible and makes for fast, but detailed combat. Equipment and weapons are included plus information on the Passions and creatures of Barsaive including the Horrors.
This is a classic game and has only improved in its second edition. If you enjoyed Shadowrun, then you’ll definitely want to see the world in its distant past. Any fantasy role player would be likely to enjoy this game.
Ethelred

Pulp Hero RPG
Pulp Hero is a large source book for the Hero system of RPGs and source books using the Hero system. This book covers the pulp genre in exhaustive detail, giving everything needed for games in the style of the pulp magazine stories of the twenties and thirties. The great amount of background material and GM advice for these settings will make this an extremely useful book even for those who don’t use the Hero system itself. With over four hundred pages there is a large amount of material packed into this single book. Opening with an overview of the pulp genre, the first chapter also discusses the sub genres as well as integrates the pulp genre with other game systems. Then an extensive timeline covers the twenties and thirties in detail providing a huge amount of history and background detail. Chapter three provides details of the world during the pulp era covering North and South America in extensive detail while providing information on the other areas of the world to allow for adventures there. Information on pulp character archetypes are provided for players to take on the roles of adventurers as well as new talents, skills and disadvantages. The next chapter covers equipment, including a section on weird science to allow creation of the inventions seen in many pulp stories. The last section of the book provides information for the GM with information on how to capture the pulp feel, advice on campaigns, as well as how to create suitable villains. A sample selection of characters is provided including Randall’s Raiders, a ready made players group and villains.
All in all this book is well worth checking out if you’ve an interest in the pulp era and as an excellent resource for the GM. While part of the Hero system, other game systems can certainly benefit from this book.
Ethelred

The Dark Eye: Basic Rules
Available for the first time, this is the English edition of Das Schwarze Auge, the premiere German role playing game for over twenty years. And which is now in its fourth edition. This basic rule book presents a detailed, but simple to learn system including everything needed to run the game. A full system of skills, professions and magic all combine to allow the creation of unique heroes. The magic system in particular is interesting and simple to run. Set in the world of Aventuria, information on the history and geography is provided to serve as an introduction to this world. Details on Gods and inhabitants are also provided. There is enough information to run full adventures in this world while allowing the Gamemaster plenty of creative freedom to expand this world. This is a simple yet refined system and it is hopefully proof that the Germans have produced an excellent role playing game of their own.
With unique concepts and a fascinating setting, this is definitely worth checking out.
Ethelred

Terra Primate
Terra Primate by Eden Studios Inc is a role playing game using the Unisystem rules and revolves around intelligent apes. Nine different settings are provided and there is a full system for creating intelligent apes as characters or adversaries. The game is also fully compatible with other Unisystem games such as ‘All flesh must be eaten’ and can be used as part of those settings. The book opens with a brief introduction to the subject of intelligent apes such as those in the well-known ‘Planet of the Apes’ films. The next chapter covers character creation allowing players to create human characters for use in any of the settings with a full variety of skills, advantages and disadvantages and powers to customise he characters. A later chapter provides details allowing for the creation of ape characters to be played. Several archetype characters are provided to start off players. The next part covers the Unisystem rules and game mechanics as used by this game and others, giving everything needed to play. The next part covers equipment for characters in the game, giving everything that would be needed for humans to survive in an ape dominated world. The next part is for the GM covering concepts such as how apes became intelligent and giving some inspiration to start off a campaign with options to create different types of settings. In the next chapter are options for creating ape characters for players or detailed NPCs for the GM to use. Finally the book details nine different worlds, each the setting for a different campaign with full details for a GM to run them or use them as inspiration for his own unique uses.
Overall this is a good self-contained RPG with the book giving everything needed to create your own unique game setting. Being compatible with other Unisystem games this allows for intelligent apes to be added into those settings. If you’re a fan of ‘Planet of the Apes’ or just fancy playing another kind of primate then ‘Terra Primate’ is an excellent addition to your collection.
Ethelred
Relics & Rituals Olympus
Relics & Rituals Olympus is a sourcebook combining classical Greek mythology with the d20 system, creating a rich world in which players can explore the familiar classical myth. Though this book requires the D&D Players Handbook, the material is fully compatible with the 3.5 revised edition of D&D.
Opening with a brief introduction, the sourcebook then comprises a number of chapters. The first covers the rules for a Greek setting with the familiar rules such as Halflings and Orcs, albeit somewhat altered for the setting and two new races from Greek mythology, Fauns & Spartes. The second chapter covers classes, with information on how the core classes fit into the setting and including eleven new prestige classes, such as the Anointed of Styx and the Olympic Paragon. The third chapter has new skills and any new feats for players, as well as new equipment with weapons appropriate for the setting. Magic is covered in the next chapter with full spell lists for all the spell using classes as well as dozens of new spells. The next chapter covers magical items with many new ones in all the categories up to and including major artefacts such as the Aegis and Hermes’ winged sandals. The final chapter is for he DM and covers running campaigns in the Olympus setting. This includes notes on the land itself, allowing the creation of and running of City States and also the Cosmology with the different planes of existence. All the major and some minor gods and goddesses are detailed along with notes on religion. Also covered is how to integrate monsters into the setting. An appendix gives additional classic monsters from Greek mythology ready for inclusion in a game.

Overall this is an excellent sourcebook from Swords & Sorcery Studios, capturing the feeling of Greek mythology and giving everything needed to run a campaign. This book will be a fine addition to any collection
Ethelred

Love & War
‘Love & War’ by Atlas Games is a d20 System sourcebook which explores the concept of chivalry and knighthood. The book explores beyond the classic image and examines how ones gender, race or class in D&D can follow this path. The book explores four primary virtues of the knight, valour, piety, loyalty and love and how they can be used to form the core for a player’s own knightly character. An introduction to knighthood is followed by chapters on each of the four virtues. For each chapter there is a discussion on the virtue and how it will relate to the other virtues, with emphasis on the importance of a virtue in relation to others providing a very different kind of knight. Prestige classes are provided along with feats, skills and spells which any player will find useful. Also included amongst these chapters are discussions on the core D&D approaches to knighthood. Adventure ideas are provided to give inspiration to Dms and players and can be the start of a new campaign. Other rules cover important concepts such as tournaments, a knight’s lineage or lord and the role of female knights. There are also discussions on variations such as leaving out one of the four virtues, variations on an existing virtue or even for running an evil knight. Though written for the 3rd Edition, it will be an easy matter to update material for the 3.5 Revised Edition. This book will prove excellent as a source of ideas and inspiration , allowing a DM to easily drop into heir own games what they find useful.
For players who would be interested in playing a girl, but keen to avoid the stereotypes, this will be ideal. The ideas covered will also be useful for other game systems, only making this even more a useful addition to any collection.
Ethelred


Traveller Core Rule Book
Amongst the first role playing games to be created, Traveller now returns to its classic roots in the newest edition now published by Mongoose Publications. The Core Rule book contains everything needed to run a campaign, updating the original system for a new audience, whilst returning to its flexibility and ease of play. While the traditional setting of the Third Imperium is supported the rules are designed to easily adapt to any science fiction setting. Harkening back to the original spirit of Traveller much will be familiar to veteran players (like Boris), whilst newcomers and beginning role players will find the game easy to pick up. Character creation as in the original Traveller game allows one to forge a character career from the beginning allowing players to pick up beneficial skills and shaping their characters through the events of their games. Whether military, merchant or agent there are options and aliens can be played with classic rules. The skill system is designed for ease of use , based on a simple die roll with modifiers. The combat system is based on the skill system and is fast paced and exciting and not to be entered into lightly. A variety of equipment is provided covering a variety of tech levels and a spacecraft class system allows the design of starships from scratch, though plenty of examples are provided, including old favourites such as the classic type S scout. The Core Rule Book also provides rules for Psionics and trade as well as a section on world creation for Traveller. Overall, whilst there are a growing number of supplements that are well worth looking at, the Core Rule Book provides everything basically needed for a game. The Third Imperium setting can be used, but the rule book is designed to easily adapt to any setting.
I played this in the 70s and it was a great game then. I gave my original game to Ethelred, bet its worth a packet now. Ethelred have you still got it? Boris
Overall this is a game to appeal to both old fans and newcomers alike. A classic game is back and looking better than ever.
Ethelred

Dead Man’s Chest
Dead Man’s Chest is a d20 system sourcebook from Sword & Sorcery part of Necromancer Games Company. Specifically this sourcebook is about the oceans, providing new rules and expanding existing material to allow greater diversity and depth for maritime adventures. The first chapter is a primer on oceanography giving details of ocean terrains along with rules for implementing them. Nex are expanded rules for ships and seas including modifiers and alternate hulls for more shipbuilding options, along with some additional rules for adventuring underwater. The next section provides rules for weather with a large variety of charts for different seasons and climates. The next four sections feature new game material with new skills, several new feats and a number of prestige classes. New magic items are also on offer for a DM to insert into their campaigns. DM’s will also be interested in the large section covering several classes of new monsters for use in oceanic adventures. In particular this book introduces Sea Serpents to the game allowing for oceanic dragons to challenge players. Magicians will want to look at the new spells with plenty more options for their spell books. Finally there are three complete adventures ready for the DM to run included in the book.
Overall this is a good quality sourcebook with plenty of material to expand the game and provide new options for DMs and players alike. Nicely put together this will make a good addition to any RPGers library.
Ethelred

Dave Arneson’s BlackMoor
Dave Arneson’s BlackMoor is a campaign setting for Dungeons and dragons v.3.5 based on the original BlackMoor first created back in 1975. BlackMoor was therefore the first campaign setting for the game that would become Dugeons & Dragons. Now in this book the original setting is updated and revised to allow players and Gamemasters to play in the setting that formed the genesis for the first and most famous of all roleplaying games. The setting takes place in a frontier kingdom of Blackmoor surrounded by enemies from barbarian invaders to the mysterious Egg of Coot. From political turmoil to military campaigns and monstrous enemies, the setting provides a wide scope for excitement and adventure and strife with possibilities for a whole series of adventures and campaigns. The first part of the book is for players with Chapter 1 focusing on characters. All of the standard D&D races are covered and a number of new sub-races are included such as the Docrae, Cumasti and Westryn Elves and three human races. Three new character classes, the Arcane Warrior, Noble & Wokan are included alongside new skills & feats. Chapter 2 covers prestige classes with notes on using existing ones and new ones unique to Blackmoor. Chapter 3 covers the role of magic within Blackmoor and rules for using spell focus, new Cleric domains and many new spells. The second portion of the book covers Blackmoor itself with Chapter 4 covering life in the Kingdom, its governing bodies, technology, geography and cities of the region . Also included are weapons and equipment for players. Chapter 5 covers the regions beyond Blackmoor with important cities detailed as well as the lands belonging to the Elves, Dwarves and the Hak Horsemen. Chapter 6 then covers religion with the major deities of of the known races debated and described. Finally Chapter 7 describes some of the most important heroes & villains of Blackmoor. The last sections of the book are for the Gamemaster with Chapter 8 covering some of the monsters that infest Blackmoor. Finally Chapter 9 has a beginning adventure set in Blackmoor to get players started in a campaign, also introducing many of Blackmoors themes. The Appendix provides further ideas for possible games.
Overall the first campaign setting is reproduced for a new generation and will be an exciting experience for any player of v.3.5 Dugeons and Dragons.
Ethelred


Etherscope RPG
Etherscope by Goodman Games is a Cyberpunk Victoriana roleplaying game using the d20 system. The Core Rulebook is a complete roleplaying game containing all rules with no other d20 system books needed to play. The game itself takes the themes and elements of the Cyberpunk genre and sets them in a Steampunk inspired world. The year is 1984 and the British Empire is still the dominant power and the Victorian age never ended. The world changed in 1874 when one man discovered Etherspace. From that single discovery the setting diverges from our world into a new future as the Victorians might have envisioned with occult elements merging with industrial might. Punk Scope riders find themselves fighting with evil industrialists, whilst occult investigators battle with the demons of Etherspace or the mysterious System Agents who are forever lurking in the shadows. The ruins of Lemuria are waiting to be explored and of course there are always the mysteries of Etherspace itself. The introductory chapter provides an introduction to the Etherscope setting with a brief overview of the world of Etherscope and notes on roleplaying and inspiration for the setting. Chapter 1 covers characters with players able to play as humans, the enhanced alpha humans, three Transgenic strains of humans or the Fey, the descendants of the lost people of Lemuria. Also provided are the six basic classes for the game. Chapter 2 covers traits which players can take to customise their characters enabling them to be unique. Chapter 3 covers equipment including weapons & armour and also includes Cybernaughtics for players to create their own Steam Punk inspires Cyborg. Chapter 4 covers combat along with other general adventuring rules to cover the dangerous situations characters often come up against. In the next two chapters the world of Etherscope is further explored with Chapter 5 giving an overview of the countries of the world and society itself. Chapter 6 covers the scope with a brief look at Ether Science and also the virtual universe known as the Scope. Of course there is more to the Scope than meets the eye , a secret that the Lemurians uncovered that led to their downfall. Chapter 7 covers character advancement with a selection of advanced characters(a dozen in total) for the more experienced player. Chapter 8 is for Gamesmasters with notes on creating and running Etherscope campaigns as well as selections of NPCs , animals & characters for use in encounters. Also covered are a few of the denizens of Etherscope itself. Chapter 9 has two ready made adventures to start a campaign and give the GM inspiration for their own. Finally there is a selection of bonus material from the other Etherscope sources.

Overall this is a very well thought out roleplaying game giving good value for money
and and providing everything needed. If you like either the Steampunk or Cyberpunk
genres, this roleplaying game will appeal. As a d20 system game it is also entirely
compatible with the other games in the system. Wins my Highly Recommended Award.
Ethelred
Test of Skill
Test of Skill is an adventure and source book for the d20 system which focuses on adventure encounters which are designed to be resolved using roleplaying and the use of skills and feats rather than simply through combat. The book also includes new material for Dungeon & Dragon 3rd Edition and other d20 fantasy games. The Test of Skills can be played as an adventure or a setting for DMs own adventures, or simply as a source of of new material for DMs and players. The book can also provide much inspiration for the DM who who wants to provide their players with new challenges, or provide a challenge from simple hack & slash. The Test of Skills is designed for use with 3rd Edition D& D, though with a little adjustment will be easily adapted fro D & D V3, 5 or Pathfinder. Adventures within the book are designed for a party of four adventurers of 3rd to 5th level, though again can be adapted for larger or smaller parties or characters of a higher or lower level. The game setting is the Silurian heights, a wilderness area designed for versatility and which can be used as a campaign setting or dropped into an existing campaign. Roughly based on the Severn valley area in England, it is covered in the first chapter which gives an overview on the geography and towns and cities of the Silurian Heights. Chapter 2 covers the encounters themselves with a total of 27, all of them providing potential for players to use their characters skills and roleplaying to resolve them and potentially reap more reward than through simple combat. A map of the Silurian Heights is also provided for the DM with the encounters sited on the map. Although encounters can be used individually, it is most rewarding to allow the players to make their own paths and resolvement of an individual encounter which can be helpful to others. Even if the DM chooses not to use all the encounters or the Silurian Heights area they can certainly give inspiration for the creation of their own. Chapter 3 provides more detail on the individual urban areas of the Silurian heights area, allowing a DM to use it as a full campaign setting. Chapter 4 covers two full scenarios and two outlines to get a party started in exploring the Silurian Heights and of course to allow the DM to create further scenarios of their own. Besides the main portion of the book there are a number of appendices which provide information and new material for the d20 system. These include encounter tables and sample NPCs including two adventuring parties. Rules for weather and books are provided along with new skills and feats, three prestige classes and two new monsters. This new material will potentially be useful for any game.


Lone Wolf :The Roleplaying Game
Lone Wolf :The Roleplaying Game by Mongoose Publishing is based on the well-known Lone Wolf game book series by Joe Dever. As well as being a complete roleplaying game in itself, the book is a sourcebook on the world of Magnamund in which the game is set, with the gazetteer and bestiary sections covering over 100 pages between them. The game system itself is based on the d20 system, though the rules are slightly different and evoke the spirit of the original game books while still being quick and easy to pick up. Seven different character classes are included with each class getting its own chapter allowing players to take on various roles including that of Kai Lord or you can be a Brother of the Crystal Star. Each class has its own options to choose from to allow players to customise and advance their characters as they wish and multi-classing is also possible as in other d20 derived games. Unlike in some other d20 system games, the concept of races and classes is more closely linked, though with the customisation available for classes, this shouldn’t limit a players options too much. The chapter on skills provides plenty of options for players, most of them will be familiar from other systems, though some will have a unique flair for the world of Magnamund. The next chapter covers equipment providing everything a character will need to equip themselves. The combat chapter also provides some new options such as rules for psychic combat which are particularly interesting and have some differences, taking into account the altered rules for this game. However those with a familiarity for d20 games will soon pick them up and they are easily accessible for beginners. The chapter on adventuring in Magnamund includes rules for adventurers as well as hazards such as disease and poisons.The rest of the book is for the gamesmaster with the first chapter giving advice for a gamesmaster on how to run adventures in Magnamund and using the the game as a sourcebook for other d20 system games. A quick chapter on support roles covers NPCs. The main meat is the aforementioned gazetteer covering the entire world of Magnamund, its countries and its people, whilst the bestiary does the same for its monstrous inhabitants. All in all this will provide everything needed to run adventures and to forge legends as great as that of Lone Wolf himself.
This is an excellent game and will appeal to anyone who wants something a little
different from the usual d20 fantasy game and particularly for anyone who has ever
played the a Lone Wolf gamebook. Highly recommended.
Ethelred
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All in all Test of Skills can be used as its own adventure setting or as a source
of inspiration for a DM wanting to try something a little new and provides a lot
of useful new material. This then is an interesting sourcebook and well worth checking
out..
Ethelred