Rooting Out Orrorsh

A Review of the Role Playing Game Supplement Rooting Out Orrorsh

Rooting Out Orrorsh by Mark Malcolm is a role playing game supplement published by Ulisses Spiele through the Ulisses Spiele Scriptorium Community Content Programme for use with Torg Eternity.

The supplement is available as a 37 page Pay What You Want PDF from DriveThruRPG. One page is the front matter and eight pages promote Torganized Play.

Rooting Out OrrorshThe Introduction explains that this is an adventure in one Act with four Scenes intended for 4-6 Alpha Clearance Storm Knights in a Core Earth Dominant Zone that, at night, becomes a Core Earth and Orrorsh Mixed Zone. It also explains some new features and what to become familiar with.

The GM Summary covers what’s in the supplement.

GM Tools has the cast.

Before the adventure more detail is gone into. Background explains how someone running tourist trips into Orrorsh brought back what they thought was a dog but is actually a monster who has overwhelmed their mind and has planted a Nightmare Tree. The House Rules section covers the monster, the Nightmare Tree and Dimthread Tree variants, box text, an alternate skill challenge, cosm cards, ideal walkthrough and GM tips, Drama Deck cards, adventure hooks, mood and setting, gunfire and the police, before finally saying it’s the GM’s game.

Rooting Out Orrorsh is the actual adventure and has the characters starting the mission, canvassing the neighbourhood, gathering more information, arriving at the correct house and the final confrontation. It then looks at where things might go from there. There are also four cards.

New Creatures has the Nightmare Tree and Dimthread Tree variants and the Eyes in the Mist, the new monster.

Rooting Out Orrorsh in Review

The PDF lacks bookmarks and is long enough with enough different sections that these would have been useful. Navigation is okay. The text maintains a two-column format and appeared to be free of errors. There are a number of colour stock illustrations. Presentation is okay.

Though this adventure in theory could be moved to other regions, moving it out of the US where it’s aimed at would require quite a few changes. Also, the GM is advised not to change the read aloud text at all; really, they should change it to be more natural for them as long as the important information is kept in. This isn’t a major adventure, and it’s noteworthy for taking place in Core Earth, even if changes make it a Mixed Zone at night. Rooting Out Orrorsh can be found by clicking here.


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