These are the New Adventures of Captain Hedges and the Urland Universe re-launched in a whole new blog for your enjoyment! Welcome to this week's edition of the urland-universe updates. What’s new? See Blog Posts and updated pages.
Now for the Sci- Fi Update the year is 8,950 in the 90th Century and I want to welcome all of you to my new post I'll get back to you,
Laters about Zimrala One Space Station Pictured Here.
Yours Captain Hedges
Unveiling the Tygerian Isles & What's Next for Zimrala!
October 29, 2025
I’m thrilled to finally pull back the curtain on a massive new expansion I’m writing for the Zimrala setting: The Tygerian Isles.
This has been a passion project for a while, and I'm deep in the process of creating a ton of new game content. The best part? It's all being designed from the ground up to integrate perfectly with the "Monsterary of Zimrala" and the "Monsters! Monsters! 2.7 Edition" ruleset, as well as content from "Humans Humans"!
What Are the Tygerian Isles?
The Tygerian Isles are a mist-shrouded, jungle-choked archipelago that has remained hidden from the main continents of Zimrala... until now. It's a land of ancient ruins, colossal megafauna, and secrets that predate even the great troll migration.
But how does a whole island chain stay hidden? And how does it connect to our established lore?
This is where it gets really exciting. We know the Ether Dragons control the multiverse portals and were the key to the troll world's evacuation and their escape to Zimrala. But the dragons play a long game. What if the Tygerian Isles were a shielded realm, a "preserve" or "test-ground" created by the dragons themselves?
Perhaps the portals there are unstable, or maybe they're a refuge for other beings from other imploded realities. This new content pack leans heavily into that mystery. The Isles are a place where the barriers between worlds are thin, and the influence of the Ether Dragons is felt in the very environment.
The "Stuff" I'm Writing
So, what content can you actually expect to use at your table? This has expanded beyond a single supplement and is now a full line of products. Here’s a sneak peek at what’s on my workbench:
π️ The Tygerian Isles Travel Guide: This is the core setting book. I'm charting the entire archipelago—a guide to all the key locations, from mist-shrouded peaks to ancient, sunken ruins and the few scattered settlements that cling to life here.
π§ A Complete Tygerian Isles Player's Guide: To complement the core rules, this book will be a complete guide for players. It will include new Archtypes and faction rules for the unique Tygerian Tribes that call these hostile islands home.
πΊ️ New Adventures & Mega-Delves: I'm not just giving you a setting; I'm writing several new adventures and massive mega-delves set across the Isles. I'm creating new unique villains for all of them, designed to plunge your players directly into the deepest lore.
π² New "Monsterary of Zimrala" Entries: The Isles are apex-predator territory. I'm designing a whole new chapter of brutal, exotic, and cunning monsters unique to this isolated islands, from my mind with all of them all fully stated for Monsters! Monsters! 2.7.
And that's not all.
π» Zimrala Horror Adventures: In addition to the Isles, I'm also deep into writing a brand-new line of Zimrala Horror adventures. If you've ever wondered what explores the darker, scarier side of the multiverse... this is it.
This is a massive undertaking, but I’m pouring all my creative energy into making the Tygerian Isles a vibrant, dangerous, and unforgettable new piece of the Zimrala multiverse.
I'm working hard on getting all these new adventures and books published and hoping they'll be released next year in 2026!
Alright, let's update the "Niche Appeal" section of the Shub-Niggurath Always Rings Twice review to include the information about Ken St. Andre's Humans Humans.
Unraveling Rural Horror: A First Look at The Dwindled Men by Thomas Pugh for The Lovecraft Variant
Bolt Thrower Press continues its exploration of Lovecraftian horror, this time venturing into the seemingly tranquil English countryside with The Dwindled Men by the acclaimed writer Thomas Pugh. This adventure, explicitly written for The Lovecraft Variant, the original Lovecraftian RPG, promises an "old school mythos" experience centered around a missing reporter and a creeping ancient terror in rural Shropshire.
A Classic Setup with a Rural Twist:
The adventure, penned by Thomas Pugh, hooks players with a classic mystery trope: the disappearance of an intrepid reporter, Margot Plush, who ventured into the depths of rural Shropshire three weeks prior and has since gone silent. This immediately establishes a sense of unease and hints at something sinister lurking beneath the surface of the seemingly peaceful countryside.
The contrast between the bustling "place to be" of 1920s London and the small market town of Ludlow sets the stage for a descent into the unknown. The description of a "darkness a-foot" and something "rotten" at the heart of the bucolic landscape effectively builds suspense. The awakening of an "ancient terror" firmly plants this adventure within the realm of Lovecraftian horror, promising encounters with forces beyond human comprehension, all crafted by the narrative skills of Thomas Pugh, a writer known for his work with Kobold Press and Evil Genius Productions.
Designed for the Original, Adaptable for All:
A key aspect of The Dwindled Men is its explicit design for The Lovecraft Variant. This suggests that the adventure, as envisioned by Thomas Pugh, will likely incorporate elements and mechanics specific to that system, potentially including its approach to sanity, investigation, and monster encounters. However, the inclusion of "tips for using it with any system" significantly broadens its appeal, indicating that the core narrative and encounters can be adapted for players using other Lovecraftian or horror RPGs, testament to Pugh's understanding of the genre.
The adventure, suitable for 4-6 "newish" characters, suggests a scenario that might be challenging but not overwhelmingly so for those relatively new to Lovecraftian investigations, providing a welcoming entry point into Pugh's take on the Mythos.
A Welcome Focus on Accessibility:
Bolt Thrower Press deserves commendation for their explicit note on accessibility. Their efforts to choose readable fonts, layouts, and background colors demonstrate a commitment to inclusivity. While the current limitations of Affinity Publisher regarding alt text for images are acknowledged, their active work on this issue is a positive sign, reflecting a thoughtful approach to presenting Pugh's work. This thoughtful approach enhances the product and makes it more enjoyable for a wider range of players.
Potential Elements to Expect (as envisioned by Thomas Pugh):
Based on the description, players can likely anticipate:
Investigation: A significant portion of the adventure will likely involve investigating Margot Plush's disappearance, interviewing locals, and uncovering the secrets of Ludlow and its surrounding countryside, guided by the clues and narrative threads woven by Thomas Pugh.
Rural Setting: The unique atmosphere of a small market town and the surrounding rural areas will likely play a key role, potentially featuring isolated farms, ancient woodlands, and close-knit communities with their own hidden histories, brought to life through Pugh's descriptive prose.
Ancient Terror: The awakening of something ancient suggests a threat that predates human understanding, potentially involving cults, forgotten rituals, or the direct influence of Mythos entities, crafted by Pugh to inspire dread and unease.
Old School Feel: Given its design for The Lovecraft Variant, the adventure might embrace a more classic, straightforward approach to scenario design, focusing on atmosphere, investigation, and the slow reveal of terrifying truths, reflecting a style that resonates with the original Lovecraftian RPG.
Sanity Challenges: As a Lovecraftian adventure, encounters with the ancient terror and its influence, as depicted by Pugh, will likely test the investigators' mental fortitude.
Initial Thoughts and Potential:
The Dwindled Men by Thomas Pugh presents a promising scenario for fans of Lovecraftian horror who enjoy a rural setting and a classic mystery to unravel. Its explicit tie-in to The Lovecraft Variant offers a unique experience for those familiar with the original Lovecraftian RPG, while the adaptability for other systems ensures a wider audience can explore Pugh's unsettling narrative. The focus on accessibility is a welcome and important feature.
By Gaslight and Tentacle: Imagining a 1890s Gothic Earth Lovecraft Variant Powered by Ken St. Andre's RPG Mechanics for Monters Monsters.
The Lovecraft Variant For Monsters! Monsters! From Bolt Thrower Press found here (Click Here)
The scent of coal smoke hangs heavy in the fog-choked air. Gas lamps flicker, casting long, dancing shadows down cobbled streets. In grand, decaying mansions, secrets fester behind locked doors, and the whispers of forgotten lore echo in dusty libraries. This is the 1890s Gothic Earth, a world teetering on the edge of scientific progress while still clinging to age-old superstitions. But what if the shadows held more than just earthly horrors? What if the creeping dread came not from vengeful spirits, but from the cold, uncaring void between the stars?
I've been musing on a game concept that blends the evocative atmosphere of the late Victorian era with the cosmic terror of H.P. Lovecraft, all driven by the wonderfully accessible and often brutally unforgiving mechanics reminiscent of Ken St. Andre's classic RPG designs. Imagine a game where the elegance and societal constraints of the 1890s clash violently with the sanity-shattering revelations of an uncaring universe, all resolved with a roll of the dice in a system that feels both intuitive and perilous.
Setting the Stage: Gothic Grandeur Meets Cosmic Dread
The beauty and the bleakness of the 1890s provide a rich tapestry for Lovecraftian horror. The stark class divisions, the burgeoning industrial revolution juxtaposed with deep-seated spiritualism, the architectural grandeur hiding untold secrets – it's a period ripe with inherent tension. Now, layer upon this the creeping tendrils of cosmic entities and forbidden knowledge.
Forget your standard ghosts and ghouls. In this variant, the true horrors are ancient, alien, and utterly beyond human comprehension. Cults whisper the names of forgotten gods in dimly lit back rooms. Cyclopean ruins lie hidden beneath the veneer of civilization, hinting at non-human histories stretching back eons. The mysteries aren't solved with logic and reason alone; they demand a confrontation with realities that can shatter the very foundations of the human mind.
To power this descent into cosmic dread, I envision a system echoing the design principles of Ken St. Andre, the brilliant mind behind Tunnels & Trolls. His games often prioritize:
Simplicity and Accessibility: Rules that are easy to grasp, allowing players to jump into the thick of the mystery without getting bogged down in complex mechanics.
Attribute-Driven Characters: Core attributes that define a character's capabilities, likely tailored to the era (perhaps Strength, Dexterity, Intellect, Perception, Social Standing, and crucially, Sanity).
The Crucial Saving Roll: When faced with physical danger, mental trauma, or the sheer alienness of the cosmos, characters would rely on saving rolls. Failure would carry significant and immediate consequences, emphasizing the perilous nature of their investigations.
Direct and Decisive Conflict: Combat and other challenges resolved with straightforward rolls, perhaps adding relevant attributes. Luck, as is often the case in St. Andre's games, could play a wild card role.
A Touch of Lethality: Characters wouldn't be invincible. The horrors they face are ancient and powerful, and a single misstep could lead to injury, madness, or even a swift, brutal end. This encourages cautious play and a healthy respect for the unknown.
Solo Adventuring Potential: While group play would be fantastic, the core mechanics should ideally lend themselves to solo exploration of these terrifying mysteries, allowing players to delve into the darkness at their own pace.
Imagining Gameplay
Picture a group of investigators – a skeptical doctor, a determined journalist, a learned antiquarian, perhaps even a reformed occultist – drawn together by a series of unsettling events. Their investigations might lead them down fog-laden alleyways, into the opulent but decaying homes of eccentric aristocrats, or even to forgotten rural villages where ancient rituals are still practiced in secret.
Success wouldn't just be about defeating monsters (though those encounters would undoubtedly be terrifying). It would be about piecing together fragmented clues, deciphering cryptic texts, and managing the slow erosion of their characters' sanity as they confront the unthinkable. The mechanics would need to support this investigative process, with rolls to notice details, recall knowledge, and resist the psychological onslaught of the cosmic horrors they uncover.
Combat, when it inevitably occurs, would be brutal and likely uneven. Facing a creature from beyond the stars with a revolver or a cane would highlight the sheer vulnerability of humanity. The focus would be on survival and perhaps finding a way to banish or contain the threat, rather than outright destruction.
The Allure of the Blend
The beauty of this concept lies in the unique tension created by the juxtaposition of the refined, structured world of the 1890s and the chaotic, mind-bending reality of Lovecraftian horror, all powered by a system that is both accessible and carries a genuine sense of danger. It's a game where the elegance of a Victorian parlor can be shattered by the glimpse of an alien geometry, and where the simple roll of a die can determine whether your investigator succumbs to madness or lives to face another night haunted by cosmic nightmares.
This is just a glimpse into a game idea that has taken root in my imagination. The possibilities are vast and unsettling. What do you think? Would you dare to step into this world of gaslight and tentacle?
By Gaslight and Tentacle: Unearthing The Lovecraft Variant - The ORIGINAL Lovecraftian RPG, Forged in the Spirit of Ken St. Andre
The year is 1980. The tabletop role-playing game scene, still in its vibrant infancy, was being shaped by innovative minds and groundbreaking ideas. In the summer of that year, within the pages of Sorcerer's Apprentice magazine, a pivotal set of rules emerged that would forever alter the landscape of horror gaming: The Lovecraft Variant. Now, thanks to Bolt Thrower Press, this piece of role-playing history has been resurrected, offering a fascinating glimpse into the very genesis of adapting H.P. Lovecraft's chilling mythos to the tabletop, all within a framework deeply connected to the design philosophy of the legendary Ken St. Andre.
More than just a monster manual, The Lovecraft Variant was a complete system designed to graft the cosmic dread and sanity-shattering encounters of Lovecraft's stories onto the framework of Monsters! Monsters!, the second oldest role-playing game in the world, a creation of the inimitable Ken St. Andre. This 60+ page booklet wasn't just about facing tentacled horrors; it was about investigating strange occurrences, uncovering ancient secrets, and desperately clinging to your character's sanity in the face of unimaginable truths, all powered by the accessible and often perilous spirit of a Ken St. Andre RPG.
What Lies Within This Lost Grimoire, Touched by the Master?
Bolt Thrower Press has compiled a treasure trove for RPG enthusiasts and Lovecraft aficionados alike:
The Lovecraft Variant (First published in Sorcerer’s Apprentice No 7 – Summer 1980): This is the heart of the collection – the original ruleset that dared to fully embrace the Lovecraftian mythos within Ken St. Andre's beloved Monsters! Monsters! engine (or any compatible rules). It provides a comprehensive set of adaptations, including:
New Classes: Tailored to the investigative nature of Lovecraftian stories. Echoing the straightforward approach often found in St. Andre's designs, the core rules offer the Detective, the Scholar, and the Dilettante, providing a quick and intuitive way to define your investigator.
The Detective: A keen observer, skilled in investigation and often possessing a network of contacts. They excel at gathering clues, interrogating witnesses, and navigating the murky underbelly of society, embodying the resourceful spirit often needed to survive in Ken St. Andre's worlds.
The Scholar: Possessing a deep well of knowledge in arcane texts, history, or science, the Scholar is adept at deciphering ancient lore and understanding the often-obscure nature of the threats they face, a character type well-suited to uncovering the secrets Ken St. Andre often wove into his adventures.
The Dilettante: Often independently wealthy or possessing unique connections, the Dilettante brings resources and sometimes unexpected skills to the investigation, driven by curiosity or a personal stake in the unfolding events, adding an element of unpredictable flair often seen in Ken St. Andre's player characters.
Skills: While the original offering was somewhat limited, requiring supplementation from games like Mercenaries, Spies and Private Eyes (MSPE), the intent, in line with St. Andre's design ethos, was to provide a core set of abilities to propel the narrative. These skills would likely cover areas such as:
Investigation: The ability to thoroughly examine scenes, find clues, and piece together information, a crucial skill for navigating the mysteries St. Andre often presented.
Knowledge (Occult, History, Science, Languages): Representing areas of expertise crucial for understanding the often-arcane nature of Lovecraftian mysteries.
Perception: The ability to notice subtle details and hidden clues, vital for survival in the often-perilous scenarios Ken St. Andre crafted.
Persuasion/Intimidation: Skills used when interacting with witnesses, cultists, or even skeptical authorities.
Stealth: Useful for infiltration and observation.
First Aid: Essential for treating injuries sustained during perilous investigations.
(Supplemented from MSPE): Expect additions like Lockpicking, Disguise, Driving, and various combat-related skills to broaden character capabilities, reflecting the more grounded and gritty aspects sometimes found in compatible systems.
Character Traits: Beyond core attributes, these traits, in the spirit of St. Andre's often quirky and memorable characters, would likely define aspects of a character's personality, background, and perhaps even their inherent weaknesses or strengths when facing the cosmic unknown.
Weapons: A selection of period-appropriate weaponry, from revolvers and shotguns to more esoteric or improvised tools, reflecting the often-desperate measures investigators must take, echoing the pragmatic approach to problem-solving often seen in Ken St. Andre's games.
Monsters: The initial bestiary, providing terrifying encounters with creatures drawn directly from the Cthulhu Mythos, each with their own unique abilities and horrifying presence, reminiscent of the imaginative and often deadly creatures found in Ken St. Andre's works.
Sanity Mechanics: Crucially, the rules include a system for tracking and potentially eroding a character's mental stability as they witness unspeakable horrors and confront realities that defy human understanding. This pioneering inclusion demonstrated an understanding that the true horror in Lovecraft's work wasn't just about physical threats, but the psychological toll – a concept that would resonate with the often-brutal consequences found in Ken St. Andre's games.
Equipment and Economic System: Investigators need resources, and The Lovecraft Variant thoughtfully includes a system for purchasing equipment and managing finances, adding a layer of practicality to their often-perilous endeavors, a touch of realism often appreciated in St. Andre's game worlds.
Know Your Foe: The Monsters of the Cthulhu Mythos (First published in Sorcerer’s Apprentice No 7 – Summer 1981): This invaluable essay, presented in a system-agnostic manner, delves into the art of incorporating the iconic monsters and terrifying deities of the Cthulhu Mythos into any role-playing game. It offers insights into their nature, motivations (or lack thereof), and the impact they should have on players, emphasizing the sense of overwhelming dread and insignificance in the face of cosmic power – a theme often explored through the challenging encounters in Ken St. Andre's adventures.
Why This Matters: A Look Back at the Dawn of Lovecraftian Gaming, Guided by St. Andre's Principles
In 1980, the concept of a dedicated Lovecraftian role-playing game was still nascent. The Rahman brothers' work in The Lovecraft Variant, built upon the foundation of Ken St. Andre's Monsters! Monsters!, was pioneering, laying the groundwork for the genre as we know it today. Their decision to adapt St. Andre's relatively rules-lite system, focused on adventure and monster encounters, highlights the early recognition of the inherent narrative potential within Lovecraft's tales and the accessibility of St. Andre's design philosophy.
For those unfamiliar, Monsters! Monsters! (and its later iterations like Humans Humans) offered a streamlined approach to character creation and task resolution, emphasizing player agency and quick entry into the action – core tenets of St. Andre's design. By grafting the themes of cosmic horror and sanity onto this framework, the Rahmans created a system that was both accessible and capable of delivering truly unsettling experiences, embodying the "get in and play" spirit often found in St. Andre's games. Character creation, taking less than 15 minutes, allowed players to quickly jump into the terrifying realities awaiting them, a hallmark of St. Andre's player-friendly approach.
The inclusion of a sanity mechanic so early on is particularly significant. It demonstrated an understanding that the true horror in Lovecraft's work wasn't just about physical threats, but the psychological toll – a concept that would resonate with the often-brutal consequences and survival-oriented gameplay sometimes found in St. Andre's creations.
A Modern Perspective: Old School Meets Cosmic Dread, in the Vein of St. Andre
While The Lovecraft Variant requires a copy of Monsters! Monsters! (or a compatible system like the Tunnels and Trolls engine, potentially even utilizing elements from Mercenaries, Spies and Private Eyes to bolster the skill list), its historical significance and unique approach, deeply rooted in Ken St. Andre's design principles, still hold appeal. For old-school gamers who cut their teeth on Tunnels & Trolls and Monsters! Monsters!, this is a chance to experience Lovecraftian horror through a familiar and beloved mechanical lens. For those new to classic RPGs, it offers a glimpse into the accessible and narrative-driven design philosophies championed by Ken St. Andre.
The straightforward mechanics of Monsters! Monsters! lend themselves well to a focus on narrative and atmosphere, allowing the Game Master to emphasize the eerie settings, unsettling mysteries, and the slow descent into madness – all while maintaining the quick-paced action often found in St. Andre's adventures. The quick character creation ensures that players can readily introduce new investigators as the inevitable perils of the Mythos claim their victims, a pragmatic approach familiar to fans of St. Andre's often-lethal game worlds.
A Few Caveats, A World of Potential, All Within St. Andre's Reach
As noted by a reviewer, the initial offering of only three investigator archetypes (Detective, Scholar, and Dilettante) and a somewhat limited skill list might feel restrictive to modern players. However, the beauty of adapting an older system, especially one as flexible as Monsters! Monsters!, lies in the potential for customization. The reviewer's inclusion of skills from Mercenaries, Spies and Private Eyes demonstrates how easily the system can be expanded to suit individual preferences, echoing the adaptable nature of many of St. Andre's game designs.
Despite these minor limitations, the core of The Lovecraft Variant, built upon the foundation of Ken St. Andre's accessible and adventure-focused mechanics, remains a potent tool for experiencing Lovecraftian horror in a rules-lite and engaging manner. The inclusion of equipment lists, and an economic system adds a layer of grounded realism to the investigations, while the sanity rules provide the crucial element of psychological tension – all within a framework that emphasizes getting straight to the action, a hallmark of St. Andre's enduring legacy.
Final Verdict: A Lost Grimoire Worth Unearthing, Carrying the Spirit of Ken St. Andre
Bolt Thrower Press has done a commendable service in bringing The Lovecraft Variant, a significant piece of RPG history deeply intertwined with the legacy of Ken St. Andre, back into the light. It's more than just a historical curiosity; it's a playable piece of RPG history that showcases the early ingenuity in adapting a beloved literary genre to the tabletop using the accessible and engaging framework of one of the hobby's true pioneers. If you have an appreciation for old-school gaming, a love for Lovecraftian horror, and a willingness to potentially adapt and expand upon the foundational rules within the spirit of Ken St. Andre's design, then The Lovecraft Variant is a highly recommended addition to your collection. Like a long-lost grimoire discovered after ages, it offers a unique and potentially terrifying journey into the heart of cosmic dread, guided by the principles that made Monsters! Monsters! a beloved classic. Grab your copy, dust off your dice, and prepare to face the unimaginable horrors that await, in a style that would surely make Ken St. Andre proud.
The Lovecraft Variant – first published in Sorcerer’s Apprentice No 7 – Summer 1980.
A bevy of rules to recreate HP Lovecraft’s mythos in RPG games.
Know Your Foe: The Monsters of the Cthulhu Mythos – first published in Sorcerer’s Apprentice No 7 – Summer 1981. A system agnostic essay on including Lovecraftian monsters and gods in your games.
You will need a copy of the Monsters! Monsters! Core rules (or a compatible system) to use this book.
These rules are published under license by Bolt Thrower Press.