Friday, April 24, 2026

Sleepy Hollow - Review

 


I bought Sleepy Hollow because it's a version of Vaesen for the Americas. I really enjoyed Vaesen and wanted some adventures in Ichabod Crane's neighborhood.

The game is set in Sleepy Hollow 1810, 20 years after Ichabod Crane disappeared from the town. Sleepy Hollow has an annual Headless Horsemen Festival which is a big deal. PCs arrive to start a new life there during the festival.

Sleepy Hollow did an odd implementation of the Year Zero Engine (YZE). They went with a modified version of Alien RPG. Pushing added Stress instead of Conditions. And seeing spooky stuff allows a save throw from getting Stress. I've run the published scenarios and rarely did the PCs get enough Stress to Panic. In Alien, Stress just goes up, there's no save throw, but when you Panic, and roll low, nothing happens, so the Panic roll is really a modified save throw. So, I might ignore the Stress save throw as my own house rule. Sleepy Hollow also made combat a lot more deadlier. At zero Health or if an attack gets two successes or more against you, you get a Critical Injury. I ignored the second rule as being too deadly for PCs as half the Critical Injury table was Lethal (where you will die unless tended to) and 11% was Instant Death.

The bundle came with the following:

Sleepy Hollow Corebook - 180 pages total. Introductory scenario, The Headless Horseman Festival, 12 pages. The town of Sleepy Hollow, 30 pages, with 24 town locations and story seeds. Eight Archetypes: Wandering Minstrel, Hunter, Retired Hessian, Reverend, Schoolteacher, Barber-Surgeon, Butcher, Village Youth. 

Faithful Companion - 64 pages of session 0, including 12 more pages of useful info for the Headless Horseman Festival. Three more Archetypes: Gravedigger, Midwife, Gentleman. Seriously? This should have been part of the core book. Ah, I looked this up, it was a BackerKit/KS, so I guess they're trying to keep page counts down, but seriously, splitting this up into another book is terrible.

The Parish Ledger - 68 pages of 52 fleshed out NPCs. What's odd is there's are great character portraits except for 6 of the NPCs, a bit annoying, especially when one is the blacksmith and the other the town reverend.

A Little Darkness - 68 pages, 4 scenarios. All of them are single session scenarios, pretty straight forward to solve. The scenarios ranged in quality.

Dark was the Night, Cold was the Ground - 78 pages, 12 wilderness locations that can be happened upon. Includes rules for hex crawling outside of Sleepy Hollow. The locations are 3 pages each and are pretty interesting.

Folk Magic - 70 pages, spells and five spell casting Archetypes: Witch, Granny Witch, Hearth Witch, Acolyte of the Occult, Pilgrim of the Divine.

Ichabod Crane's Field Guide to Uncanny Creatures - 68 pages, 30 creatures.

Player Journal - 64 pages, character sheet and various player aids, and blank pages.

The Legend of Sleepy Hollow - 17 pages, the story by Washington Irving. Written in 1820. A bit of an anachronism since the game is set in 1810.

The Devil's Nine Questions - 64 pages rules for solo play.

The art is great.

I found it odd that the town is full of occult happenings. "One thing about living in Santa Carla I never could stomach; all the damn vampires." It's the same with Sleepy Hollow. So, when I ran the game, I tried to fill the town with normal people and normal events. I made the population several hundred, so the 52 NPCs with their dark secrets aren't the only inhabitants. If Sleepy Hollow was full-on creepy town, why would you stay?

The introductory scenario, The Headless Horseman Festival, with the Faithful Companion additions made for a more interesting scenario (took 2 sessions). The scenarios in A Little Darkness were too simple (each took only one session). Almost all of the scenarios was a monster of the week where the solution was to kill the evil. More variety would have been better. Thornwood Manor is equivalent to Castle Gyllencreutz in Vaesen, so if the PCs need a place to stay, then I'd run The Haunting of Thornwood Manor, a scenario in A Little Darkness.

The NPCs, locations, and uncanny creatures are good inspirations for a GM to make their own adventures.

Overall, a nice package for building your own campaign, but not enough meat if you just wanted to run the published scenarios.

Thursday, March 05, 2026

Dr Who 2e: The Secrets of Scaravore - Review

Pages: 112
Run Time: 7 sessions
Pre-gens: None

A campaign consisting of 4 scenarios, each giving clues to the finale, the 4th scenario. Since each scenario is about 20 pages each, they're a lot more complex than the ones found in A Stitch in Time.

In my game, the PCs don't have the TARDIS, but they have the Hermit's Lantern, a scaled down version of the TARDIS. Since the Hermit's Lantern is slightly damaged, it sometimes takes them somewhere they did not intend to go to. This does two things:
  • Deus ex machina. I ask them where they intend to go and then drop them in the wrong place/time. I can sometimes tie in their intention with their destination, sometimes not. So, now they have to figure out where/when they are when they arrive which is sort of fun.
  • Since the Hermit's Lantern is unreliable, they can't use it all the time to just teleport around because they might end up somewhere unintended.
I have 2 small negatives:
  • Pictures are lacking, most are stock images from episodes of Dr Who, there's not enough useful pictures. I had to do web searches for pictures and used some AI generated images for my game. 
  • Some information is spread out in different scenarios, so GM has to read all of the scenarios to figure some things out.
My Players really enjoyed this campaign, and I did too. So, I highly recommend it.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.



The Sigils and Mandala of Scaravore

The issue is that the book doesn't really show what the Sigils and Mandala look like. You only find out by reading the last Chapter. And no examples were given in the book, so I made some myself.





Paradise Lost
Time Period: 2769
Location: Aridius
Pages: 20
Run Time: 1 session




A Kind of Magic

Time Period: 2552
Location: Saphira
Pages: 27 pages
Run Time: 2 sessions





Westward Bound
Time Period: 1843
Location: Earth
Pages: 22 pages
Run Time: 2 sessions





The Mandala of Scaravore

Time Period: 2026 (present day)
Location: London, Earth
Pages: 22
Run Time: 2 sessions