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The book also includes an appendix with rules for a Martial Artists class. These rules were intentionally left out<br />

of <strong>the</strong> basic rule book since it concentrates mainly on Victorian Europe and not <strong>the</strong> Orient. The rules are included<br />

now to fur<strong>the</strong>r this adventure. With good pacing, <strong>the</strong> adventure should cover three to four 4 hour sessions - more<br />

if <strong>the</strong> players are inexperienced. There is quite a bit of information and background in <strong>the</strong> book for <strong>the</strong> referee<br />

but <strong>the</strong>re is little in <strong>the</strong> way of props (i.e. handouts or maps).<br />

IMPRESSIONS<br />

The first adventure for a new game system is always important as it gives insight into how <strong>the</strong> designers think<br />

<strong>the</strong>ir work should be used. Starter adventures included in <strong>the</strong> rulesets are always crafted to help players learn <strong>the</strong><br />

rules. Its <strong>the</strong> first stand alone adventure that really sets <strong>the</strong> tone of <strong>the</strong> game. This adventure reminds me more of<br />

a Doctor Who story, specifically The Talons of Weng-Chiang, than it does of a Sherlock Holmes mystery. If I<br />

was forced to make a comparison to Holmes, I would say that "The Dragon in <strong>the</strong> Smoke" is closest to "The<br />

Crucifer of Blood". There are definitely Sax Romer influences in this tale. Class and social ranking play a part in<br />

<strong>the</strong> adventure - however it is not central to <strong>the</strong> tale. The party must be able to move in both high and low society<br />

circles. The disparity between <strong>the</strong> classes and between rich and poor permeates <strong>the</strong> entire volume. This<br />

Dickensian environment is one of <strong>the</strong> central features of Victoriana. The adventure is well written - <strong>the</strong>re is at<br />

least one red herring for <strong>the</strong> party to pursue - and enough plot twists to keep everyone interested.<br />

RECOMMENDATION<br />

This is a well written adventure. It captures <strong>the</strong> world of Victoriana in both <strong>the</strong> manor house parlors and <strong>the</strong><br />

opium dens. The story is exciting and <strong>the</strong>re's enough complications and twists to keep even <strong>the</strong> most jaded player<br />

involved. From <strong>the</strong> referee's point of view, <strong>the</strong> is is a rich setting that can start off a whole series of adventures<br />

for <strong>the</strong> fantastic Baker's Street Irregulars. In sort, this is a must have for a group of Victoriana players. For those<br />

who do not play Victoriana, this adventure can be readily adapted to o<strong>the</strong>r systems - it would work extremely<br />

well in a Pulp setting like Savage Worlds, Hero System, or Gaslight (<strong>the</strong> Victorian era Call of Cthulhu). "The<br />

Dragon in <strong>the</strong> Smoke" is more role-playing oriented, so it might need to be modified slightly for a more action<br />

oriented game. However, <strong>the</strong> stable of characters and <strong>the</strong> plot make such a modification worth while.<br />

BASICS<br />

"Into <strong>the</strong> Black: A Guide to Below" is a 96-page softcover book with a full-color cover.<br />

This volume is for fantasy dungeon crawls using version 3.5 of <strong>the</strong> Dungeons and Dragons<br />

rules. It has a retail price of $22.95 USD and is published by Bastion Press.<br />

CONTENTS<br />

"Into <strong>the</strong> Black: A Guide to Below" is a details presentation of underground environments<br />

for a d20 fantasy RPG. The book has seven chapters which cover general subterranean<br />

life, caverns, catacombs, mines, sewers, and new equipment, and spells. A complete<br />

random encounter matrix is presented in <strong>the</strong> appendix. The first chapter deals with<br />

subterranean life. It provides <strong>the</strong> ecological background for subterranean flora and fauna.<br />

The differences between cave dwellers, transient creatures who live near <strong>the</strong> mouth of<br />

subterranean systems, and troglobites, creatures who live out <strong>the</strong>ir lives out of direct<br />

sunlight.<br />

After this almost textbook introduction, <strong>the</strong> volume turns to natural cavern systems. The cave environment is<br />

described, with particular emphasis on plant and animal denizens. These are both fantastic and mundane but are<br />

not full-fledged encounters - <strong>the</strong>se are reserved for <strong>the</strong> Monsters section. Seven new creatures are presented in<br />

great detail. There are animal-intelligence creatures like <strong>the</strong> Deviant Mimic, and intelligent creatures like <strong>the</strong><br />

Mal'Orm (Cricket Men of <strong>the</strong> Deep). Each monster's entry includes a description, combat specialties, habitat and<br />

society, as well as campaign hooks. In addition to <strong>the</strong>se monsters, <strong>the</strong>re are sections on rocks and minerals as<br />

well as hazards such as disease and collapses.<br />

The next chapter presents catacombs using <strong>the</strong> same format as for caverns. There are additional plants, animals,<br />

rocks, minerals, diseases, and traps. The monsters section is also rich with new critters - including <strong>the</strong> golemlike<br />

Crypt Guardian and a host of new undead. After <strong>the</strong> catacombs comes <strong>the</strong> chapter on Mines. Again you<br />

have details about <strong>the</strong> mining environment, rocks and minerals, and hazards - such as coal dust, floods, gases,<br />

and cave ins. Five new monsters round out this chapter. The final underground environ covered is <strong>the</strong> sewer.<br />

There is a detailed environment description followed by an extensive section on plant and animal life. The<br />

hazards section is composed of different diseases. There are five final monsters; many of which do not remain in<br />

<strong>the</strong> sewers.<br />

The remaining twenty pages present new adventuring equipment, both magical and mundane, for trekking in <strong>the</strong><br />

underground places. This is followed by a section on new materials. These can be used in place of existing<br />

material spell components to change <strong>the</strong> effect of some spells. There is also a section on new substances which<br />

can be used by alchemists and o<strong>the</strong>r craftsmen to create unusual devices or potions. The final chapter presents<br />

forty-two spells sprinkled around <strong>the</strong> all <strong>the</strong> basic spell-caster types. These are spells specifically for use in <strong>the</strong><br />

underground environment. The random encounter matrices at <strong>the</strong> end of <strong>the</strong> book given tables for encounters,<br />

animals, plants, substances, and materials for each type of subterranean environment.<br />

VALUE<br />

The Fantasy RPG started off as a dungeon crawl and has grown <strong>from</strong> <strong>the</strong>re. Most players cut <strong>the</strong>ir teeth exploring<br />

lost crypts and, even now, hanker to return to those innocent spelunking days when a gang of kobolds was an<br />

unknown enemy. This book provides <strong>the</strong> perfect excuse! Bastion Press has published a book that goes into great<br />

detail about those underground locations - and gives <strong>the</strong> DM more to work with than four kobolds in a 30' x 30'<br />

room. With this book, you can recapture <strong>the</strong> mystery and awe of those early explorations; even if you're 10th<br />

level! I highly recommend this book to any DM who wants to return to <strong>the</strong> dark days of yester-year when a<br />

dwarf with an axe and an innate sense of direction could lead his companions to <strong>the</strong> monster's lair. Of course,<br />

now he'll have to deal with a bad case of crack-foot and watch out for hemorrhagic fever while searching<br />

earnestly for that vein of bergasalt -<strong>the</strong> most lethal substance against undead that is known! Let's go caving!<br />

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