The cover by Andrey Fetisov has a cool comic-book feel and shows 3 of the sample characters from the rulebook.





So what does the Gamemaster Screen Pack include?

A small detail of the Gamemaster Screen for RuneQuest, showing the Red Emperor and his entourage

Detail of the Colymar tribe map and the surrounding lands

Two seasons of the Gloranthan calendar, with all the holy days marked on them.

List of contents of the Gamemaster Adventures book

Background and gameable material

The information about Clearwine Fort includes a map of the royal palace

King of Dragon Pass! Sora Goodseller is a priestess of Issaries, god of commerce. You can also find her in the videogame

This piece of art by Simon Roy depicts one of the possible mini-scenarios in the gazetteer.

The scenarios

Wrapping up

the rulebook

The abundance of excellent art and maps .

and . The abundance of gameable material (scenarios, NPC stats, adventure seeds).

(scenarios, NPC stats, adventure seeds). The sandbox approach of part of the Gamemaster Adventures booklet.

of part of the Gamemaster Adventures booklet. The calendar.

A couple of the portraits.

Realizing that the subcult of Vinga is less necessary (this will certainly vary in my Glorantha).

is less necessary (this will certainly vary in my Glorantha). That the Gamemaster Adventures booklet does not focus on a different tribe of Sartar.

That Chaosium couldn't publish this pack sooner!





GM screen, big maps, character sheets, pregenerated characters, calendar, GM references and gamemaster adventure book.

is a supplement for RuneQuest Roleplaying in Glorantha thatpublished in September 2019. Aside from the official, it includesand even a, but most importantly, anwithready to play, plus juicyto get your campaign started. Below you can read myChaosium's plan was to publish thetogether with theand the. Unfortunately that could not be, and the fans of the game had to wait a few months in order to get the first supplement containing scenarios forbeyond the one in the RuneQuest Quickstart . However, all the wait was quickly forgotten as soon as this publication hit the shelves, because this is a. If you have seen the Call of Cthulhu Keeper Screen, the one foris as good or perhaps even better, because it includes everything you would expect to find in such a product, and more. As a side note: A bit later than expected, the 3 first books were finally made available together in the wonderful1.A four panel screen in landscape format. With all the tables and information on one side to ease your job as a GM, and a piece of colorful art on the other. The art is also by the talentedand depicts the Gods Wall, which I find a weird choice for a GM screen. Theis a huge painted bas-relief carved on a natural wall in northern Genertela, in the heart of the Lunar Empire. It shows "all the known gods" of the world from the point of view of the Dara Happan culture. You can find the original piece of art in theand. The wall is standing next to the Oslira river, and to the left one can see a boat carryingand other characters from the rulebook, with the ominousamong the clouds over them. To the right you can seehimself returning to the capital with his entourage after having checked out the repairs on the wall.On the one hand, it clearly shows two of the core ideas of the game: the importance ofand, and the late, with the boat and the babylonian style dresses. On the other, the scene is very far from Dragon Pass, the most common point of entry to the setting. So I would have expected a piece of art from that area instead. For example, a group of adventurers facing trouble or maybe just travelling through some landmarks of Dragon Pass. Regardless, the art is excellent and the level of detail is stunning.2.7 in total, some of them A4-sized others A3, and all of them excellent. One of. One of the, with a lot of detail of the surrounding lands as well. One of the, which is the same as the previous one, only with the territories of each clan marked on top. One of, the main city in the Colymar tribe. This is excellently drawn by Olivier Sanphilippo in isometric style. One map of, the same that is included in the pages of the(which is sadly too difficult to read). Finally, themap and the map of, drawn by Darya Marakava. Incidentally, I got these last two in a larger format by participating in the crowdfunding of the).3.This a useful tool for running campaigns.characters usually belong to a cult, and cults havein which important ceremonies take place. The members of each cult are expected to participate in those ceremonies, so it isto know when is your cult's next holy day, not to mention your deity's. I remember the old Gods of Glorantha book (the one published in the 80s) also included a calendar. In my games, I downloaded and printed another version that I use to cross days off it as my campaign advances. Usually one of the players takes care of keeping track of the calendar. Of course, this new calendar is much better, as you can just hang it on your wall as a normal calendar. It even hasto illustrate each season (taken from the Guide to Glorantha). Perhaps a coloured magnet would be ideal to mark the current day in the campaign without spoiling the calendar.4.Two are included: The black and white one you can download from Chaosium.com, and a newby Francesca Baerald loaded with atmospheric decorations that are almost too much. If you have Modiphius' Conan RPG, this one has the same style. It is very pretty, but unlike the sheet in the Conan RPG, in some points the background obscures the information, especially on the list of Knowledge skills.5.These are the same as in the rulebook, plus Vishi Dunn, so 7 in total. Vasana, Yanioth, Harmast, Sorala, etc. At the end of this booklet there are short blank characterand evenof identical characters you can print out and fill out.6.This 20-page long booklet looks like an expanded version of the gamemaster screen, as it includes more tables that can be handy to have readily available while running RuneQuest games.7.With 129 pages, this is the meaty part of the. It is divided into background information, useful details for running a campaign andof increasing duration. Below Iit in further detail.For GMs who are new toand, this is a, because it provides a. While theoffers some general background information about Dragon Pass and its surrounding lands, thezooms in the focus to a small region of. In this way, the authors have done what everyone agrees is the best advice to start playing in Glorantha, that is:to start off and limit yourthere. In this case, the region is the lands ofThe background information included is all you need to run a campaign in the area. The old and recentof the Colymar tribe, list of, its different, politics, temples, climate, aof the region, including the fortified town ofand its main, complete with. Among these, I particularly enjoy reading the stats of powerful individuals likeor theof Ernalda. But I also like having there simple but useful, such as the. Some may complain that this is a waste of space, since GMs can make their own NPC stats, but I personally like to have it done for me. I also find it very interesting to see the game stats the creators of the game consider to be appropriate for. Or how many rune pointshas. This sets some visible power levels you can then use to create your own NPCs.This is all good. If, however, you want more complete information about thein general, I recommend you to get a copy of. Even though it was written for, 90% of it is usable for. It is only a pity thatfocuses on the Colymar tribe, asalready provides information into that tribe and its clans. But let's go on with theTheare awesome, specially theofby. (This is also included separately). The view is not directly from above, as all maps commonly are, but from an angle about 60 degrees above the ground. This makes it look something between a map and an illustration, and therefore more real. There is also a good map of the, also in perspective. I wish they had detailed the whole palace though, and not just the main rooms. Other maps have the usual bird's eye view though, such as the map of the city of, which is much less interesting.Theincludes someandorthat can work as. They can come in handy when the player characters are traveling to some place and the players see something on the map that strikes their attention enough to pay a visit or make a detour. having somes the players can ignore or explore also makes the setting look more realistic. It is a bit of a, very much in the style of classics such as Griffin Island, but in a much smaller scale. For example, they say ahaunts a round hill in Tarndisi's Grove. Is it guarding something valuable? Hunters avoid the area so as no to come across the beast. Will your characters dare to go near it? Maybe not. But if theyabout it, and later on you make an important NPC flee in that particular direction, you have more tools to make it interesting. I wish all Dragon Pass could some day be described with this level of detail.Aside from this, an updated description of the hamlet ofis included, since one of the adventures is set there. The oldfrom the previous editions by Chaosium is such a, that it just had to be included. Nostalgia sells, after all. But it is not a reprint, because the year is now 1625 andin the last 5-6 years. Actually, almost none of the original NPCs survived the most tragic events in the history of Dragon Pass, so. What is best, theof this weird hamlet ishere than in any previous iteration. Another pearl are theand of, which provide a useful insight into the look of Orlanthi houses.As for, I find itand there is a lot of it. As I mentioned in the's art is spot-on. What is more, every important NPC has its own piece of art by, which I suspect are based on photos of actual people, because they look. Besides, the GM can use them to describe the characters to the players. It is a luxury that for many yearsfans could only dream of. I love the portraits of Queen Leika, Asborn Thriceborn, Brightflower or Hendroste. On the other hand, I find the portraits of Kareena and Ereneva Chan too weird for my taste, and they look too different from the rest.It is in all these portraits where theis most visible. It has moved its focus away from the Celtic-Pictish-Viking influences of past publications and now draws much more inspiration from ancientand the. This is cool, because it is much more unusual and not just "fantasy Vikings". However, this has created someamong old fans of the setting, who were used to the previous look. Even though I personally like the change, I can understand the reaction, because it has beenin some cases. For example, the depiction of the Orlanthi changed from oneliketo the much more recent. Or fromto. But in both cases, the change was more subtle. However, at the end of the day it's only, and has no impact on the game.Aside from this, ahas now become evident in these NPC stats. According to the previous big book on the Orlanthi, the above mentioned, women can be initiates of the god Orlanth only through the subcult of, and men can be initiates of the goddess Ernalda only through the subcult of. But inthis restriction has been lifted. Thus, many male NPCs in theare initiates of Ernalda and female NPCs are god-talkers of Orlanth with no mention of any subcult. I guess this makes sense in the more limited nature of cults in(as opposed to), where the cult of Orlanth does not provide as much useful magic for male farmers as Ernalda does. Even so, for me it is a pity that the subcult ofhas now been rendered unnecessary.The book also includes a long list ofto help you spark adventures for your players, as well as two: one withand another aboutand. About the next half of the book is devoted to the. The assumption is that at least a couple player characters in the party will belong to the Colymar tribe, preferably one worshiper of the godand one of the goddessFirst, your typical: if you’re going to play these adventures I recommend you to skip this section. You’ve been warned.Theare presented in increasing order of difficulty and complexity. All of them are set in the year 1625, but they could easily be moved to previous years, specially the first two. The three adventures could be played separately or you could insert them in aand take advantage of the small ties between them. In general, these adventures are centered around theas a whole, as opposed to the two previous Orlanthi campaignsand, which arebased. This feels right in 1625, where the scales are bigger and everyone’s world is turned upside down.Inthe players must defend this hamlet. This sends vibes from the classical Apple Lane adventure, but you must defend the whole village, not just a pawnshop. The adventure is simple and straightforward, but well thought and with some cool twists. In my opinion, it’s a good starting adventure for a group and it could be inserted in an ongoing campaign that hasn’t advanced too much.Inthe players must defend some cattle for an allied clan (or their own) from some dangerous creatures, but in a situation that could escalate quickly between two tribes. While it will have some fighting for sure, most of the adventure could be solved without lifting a sword, though even that can have undesired consequences. This adventure is more complex than the previous one by an order of magnitude, with the adventures easily facing a catch-22 situation where every possible action they take can have negative (and positive) consequences.Inthe players are supposed to have more experience under their belts, as you might guess from the adventure’s name. Don’t worry, we’re not talking True Dragons level here, but it will be quite difficult nonetheless. Trying to stop a dragon raid could bring them to deals with dragonewts, a dryad and even an earth goddess; as always, depending on their actions. They would be wise to prepare beforehand as much as possible. This adventure is the most mythical of the three and the one that really feels like we’re in 1625 after the Dragonrise. And, I love the tie it can have with the first adventure, Defending Apple Lane.Theandof all characters are very, and at the end of each adventure, just where you need them. Many NPCs have their own portrait to help with visualizing them, with the same quality than the rest of the book. Moreover, every adventure includes a final section about, which (tries to) take into account different player actions. We all know players always do something unexpected, but they are well thought and it’s good that in this day and age all writers try to make something that is, even with the simplest of adventures.As a final word on them, these are athat don’t make a campaign on their own but can be inserted into a campaign centered around the. While all of them are supposed to happen in 1625, I think the increase inandbetween the second and the third adventure are too much for the small amount of time that is supposed to pass between them. Personally, I’d put some more time (and other adventures) between them in order to protect the credibility of your campaign. Apart from that, I can’t find any other fault in them.Theconstitutes an obviousand theWith the same high level of quality as the previous books of the line, containing lots of game aids for the GM, great art, background and. What is not to like? I mean, even if you never buy GM screens, the whole pack is filled with material you will like. So summing up:You can purchase theator. If you buy the PDF at Chaosium, you can ask for a voucher that will later discount the price of the PDF from the printed copy if you later decide to buy it. It'sfor the printed book and PDF, orfor just the PDF. And that's it. I hope you liked my. :-)