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Showing posts with label Dungeons & Dragons Fifth Edition. Show all posts
Showing posts with label Dungeons & Dragons Fifth Edition. Show all posts

Friday, 5 September 2025

Friday Filler: GM Companion for ShadowDark

It is surprising that there is no companion to ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library. Or at least, an official companion. The GM Companion for ShadowDark is a third party supplement for the roleplaying game which is designed to expand on the content in the core rulebook. Although the book includes some content for player, it is primarily a book for the Game Master. Divided into four sections—‘The World Above’, ‘The World Below’, and ‘Treasure’, it includes a lot of tables, more than a few monsters not found in the core rulebook, and plenty of treasure, as well as some activities that the Player Characters can undertake away from the dungeon or wilderness.

The GM Companion for ShadowDark, published by Chubby Funster, first provides the Game Master with several sets of table for generating content both in and out of the dungeon. The ‘Hex Crawling’ section expands on the rules in the core rulebook by adding ‘Points of Interest’ for nine different terrain types, from artic and coast to river and swamp. Each table consists of two sets of entries, location and development, twenty options for each. For example, in the desert, there might be a ‘Castle Ruin’ that is ‘Frequented by desert caravans’ or has ‘Displayed banners of a defeated army’. To this are added tables for ‘Terrain Hazards’, again for the nine different terrain types, but with entries that can either hinder movement, inflict damage, or weaken or confuse. Some of the locations are marked as a ‘settlement result’, which means that the Game Master then rolls on the settlement tables. These begin with the type, from crossroads to capitals, before digging down into the detail with different districts, such as transient, craft, and spectacle, each of will have one or more points of interest. Further sections adds shops, broken up according to the income levels. There are some nice variations here, such as the predatory moneylender in the poor district, respectable moneylender in the standard district, and the exclusive moneylender in the wealthy district.

Since taverns can be found anywhere, they have their own set of table. Together, these generate a name, what the tavern is known for, and what food and drink it serves. For example, ‘The Moist Wagon’ is known for its ‘Divisive political arguments’ and is a poor tavern that serves ‘Pigeon Jelly Tart’ and ‘Salted Fish Strips’ with ‘Juggler’s Gold’, a honey-flavoured beer and ‘Bacon Broth Beer’, which makes drinkers ravenously hungry.

For Player Characters, the GM Companion for ShadowDark gives rules for Farkle, a dice game that will complement the Thieves & Wizards card given in the core rulebook. It gives something else for them to do when they are carousing, but the supplement also gives alternative activities for the Player Characters other than carousing and learning. ‘Acts of Devotion’ gives devotional events that devout Player Characters can invest in and potentially gain a benefit. For example, ‘You violate local laws in an act of piety and are arrested. Your allies must pay 10 gp to release you.’ which earns two Experience Points or ‘Your celebration is attended by devotees from far away temples. They become convinced that you are the next great religious leader of your sect.’ which grants six Experience Points and up to thirty-two devoted acolytes! ‘Combat Training’ does a similar thing for martial Player Characters who practise their weapon skills and for Wizards conducting ‘Magic Study’, there is a table for the results of their research, and all in a similar level of detail.

For the ‘The World Below’, the second section, builds on the dice-drop method detailed in ShadowDark with more tables. These start by determining the danger level of the dungeon, its entrance, size, and type, followed by room type, encounters with NPCs and rival crawlers, and even how the room changes over time, such as ‘Filled with fragile objects that repair themselves when PCs leave.’ and ‘Slowly fills with water, slime, mud, sand, or similar material.’ Other tables add scenes of a combat’s aftermath, dead zones, unique objects to be found, and monsters, whether single, mobs, or bosses. Similar to ‘Terrain Hazards’ for the ‘Hex Crawling’ section, the ‘Dungeon Hazards’ adds dangers for caves, deep tunnels, ruins, and tombs. Further tables expand upon NPCs which can be used for encounters outside of the dungeons as well as in, but as can the tables for creating Rival Crawlers. This includes ancestry, alignment, Class and/or monster, party name, preferred tactics, and even party secrets.

What can be found in a dungeon starts with simple ‘Dungeon Dressing’, worth only a few coppers at most, rising in level to match the rough Level of the dungeon or encounter. So, Dungeon Dressing might be ‘Five inches of leather lacing from a corset’ worth a copper piece or ‘Three large cheese wheels, mouldy and decaying’ worth nothing, but later Levels might contain a ‘Set of carved ivory cutlery covered in halfling runes’ worth twelve gold pieces or ‘Playing cards featuring drawings of Elvish maidens’ worth twenty-eight. The higher the Level, the more likely there is to be treasure to be found and yes, there are tables for this. They include potion descriptions and effects, magic armour to which can be added features—appearance, scent, and quirks, as well as a possible bonus and benefits (and even curses). There are similar tables for weapons and utility items too. In addition, there are table for Boons to be earned from creatures, monsters, NPCs, and organisations, and secrets to be found and blessings to receive.

Further, beyond the tables that the Game Master can roll on, the GM Companion for ShadowDark describes over seventy magic items. For example, the Imposter’s Wand can be pointed at a spellcaster to spell a First Level from him and until the next sunrise, the user can cast the spell, and further, it can be used by non-spellcasters! The Potion of the Unicorn hardens the imbiber’s skin like a rhinoceros, improving his Armour Class, and also makes him grow a horn from his head which he can use as a magical dagger. The Promise Bow is an intricate ironwood longbow with Elvish runes and silver accents, which is a +2 longbow, and grants the benefit to the wielder of attacking at an advantage if fired after declaring his intention to kill a particular enemy, but until that enemy is killed, the promised enemy is slain, all other attacks are made with disadvantage. The bow has a personality and is convinced that there is a pattern to the wielder’s choice of targets and will speculate on it.

Lastly, the GM Companion for ShadowDark gives the stats for monsters and creatures ranging from First Level to Ninth Level. There are thirty-nine in total, from Aarakocra, Ant (Giant), and Assassin Vine to Troglodyte, Vegepygmy, and Werebear. Most fill in the missing entries in the ShadowDark core rulebook, but there are new ones too like Frost Maggots and Armitage.

Physically, even if it is not the official companion to ShadowDark, the GM Companion for ShadowDark looks like it should be. The layout is clean and tidy, the artwork is decent, and the book is well written.

To be fair, much of the GM Companion for ShadowDark does consist of tables, ones that compliment those in the core rulebook. They are though, tables filled with evocative content that are essentially prompts. They can be rolled on ahead of time as part of the Game Master’s preparation, to help her set up her world, but they are also simple and direct enough that the Game Master can use them in play to drive emergent world generation if that is her wont. If the table are pushing the Game Master to be inventive, then the rest of the book is already so, with a wide selection of new and interesting magical items and three great additions to downtime activities for the Player Characters that give both them and their players more options without overwhelming post-adventure activities. The GM Companion for ShadowDark is a solid set of tools for the Game Master to enhance her campaign and her game play.

Friday, 15 August 2025

Pocket Sized Perils #6

For every Ptolus: City by the Spire or Zweihander: Grim & Perilous Roleplaying or World’s Largest Dungeon or Invisible Sun—the desire to make the biggest or most compressive roleplaying game, campaign, or adventure, there is the opposite desire—to make the smallest roleplaying game or adventure. Reindeer Games’ TWERPS (The World's Easiest Role-Playing System) is perhaps one of the earliest examples of this, but more recent examples might include the Micro Chapbook series or the Tiny D6 series. Yet even these are not small enough and there is the drive to make roleplaying games smaller, often in order to answer the question, “Can I fit a roleplaying game on a postcard?” or “Can I fit a roleplaying game on a business card?” And just as with roleplaying games, this ever-shrinking format has been used for scenarios as well, to see just how much adventure can be packed into as little space as possible. Recent examples of these include The Isle of Glaslyn, The God With No Name, and Bastard King of Thraxford Castle, all published by Leyline Press.

The Pocket Sized Perils series uses the same A4 sheet folded down to A6 as the titles from Leyline Press, or rather the titles from Leyline Press use the same A4 sheet folded down to A6 sheet as Pocket Sized Perils series. Funded via a Kickstarter campaign as part of the inaugural ZineQuest—although it debatable whether the one sheet of paper folded down counts as an actual fanzine—this is a series of six mini-scenarios designed for use with Dungeons & Dragons, Fifth Edition, but actually rules light enough to be used with any retroclone, whether that is the Dungeon Crawl Classics Roleplaying Game or Old School Essentials. Just because it says ‘5e’ on the cover, do not let that dissuade you from taking a look at this series and see whether individual entries can be added to your game. The mechanics are kept to a minimum, the emphasis is on the Player Characters and their decisions, and the actual adventures are fully drawn and sketched out rather than being all text and maps.

Flaming Fandango in Faratusa
is the sixth and final entry in the Pocket Sized Perils series following on from An Ambush in Avenwood, The Beast of Bleakmarsh, Call of the Catacombs, and Death in Dinglebrook, and Echoes of Ebonthul. Designed for Sixth Level Player Characters, this is essentially a fantasy version of Ocean's Eleven, a heist at a big party—rather than a casino—and up front, it is a lot of fun with all of the clichés of the genre left in and it has quite possibly the most Australian of titles! Further, the fact that it contains all of the clichés means that it is easy to run and it is easy to adapt, whether that is to another fantasy genre or roleplaying game or to another genre or roleplaying game all together.

The scenario opens on the night of a masquerade ball hosted by Ortolan, the Governor of Faratusa in honour of Sir Aroldo Tuft, who recently defeated the infamous Fire Chain Pirates and returned with the Salt-Ember Crown. Its set-up quickly throws the Player Characters into the action, with the Game Master being expected to ask their players some questions that somehow link them to Governor Ortolan, establish rumours about the Salt-Ember Crown, and explain how they got into the party, and then giving the players fifteen minutes to devise a plan to get into the vault where the Salt-Ember Crown is being held, get hold of it, and then get out of the governor’s mansion. After that, the scenario begins with the party in full swing, the masked guests enjoying themselves, and the governor’s newly installed Brass Servant automata providing both security and silver (brass) service.

After that, Flaming Fandango in Faratusa is all about whatever the Player Character want to do and how they want to go about the heist in what is a very player driven encounter. Stats and details are provided for Governor Ortolan, Sir Aroldo Tuft, and the governor’s Brass Servants, including in the case of the latter, what they do in the vent that they encounter an anomaly, such as the Player Characters being in the wrong place. There are tables two for random guests, things that the Player Characters might find in the process of searching the governor’s mansion, and for tracking increased security by the Brass Servants. Space constraints mean that the tables for both the guests and the items found are short, so the Game Master might want to expand these to add more colour and detail to the building and the party itself.

So far, so good, but the expanding and unfolding nature of design to the Pocket Sized Perils series is used to very good effect in Flaming Fandango in Faratusa. Flip through the first few pages and everything looks fine, but the first unfold opens up to reveal a fantastic map of all three floors to the governor’s mansion. Done in three dimensions, it has enough detail for the Game Master to describe each room or location in broad details, but leaves her to interpret the specifics. Overall, the look of the governor’s mansion is slightly Italianate and since it sits on the docks, it feels as if it should be in a Pirates of the Caribbean film (the scenario would be a great addition to a Pirate Borg game). Yet, Flaming Fandango in Faratusa is not done for there is one last reveal as the whole of the scenario pulls open for one last reveal. This is what is actually in the vault and the secret plans of some of the guests at the party upstairs! The revelations are anything other than astounding, but they fit the style of the scenario and its set-up to a tee.

Physically, Flaming Fandango in Faratusa is very nicely presented, being more drawn than actually written. It has a nice sense of scale and the combination of having been drawn and the cartoonish artwork with the high quality of the paper stock also gives Flaming Fandango in Faratusa a physical feel which feels genuinely good in the hand. Its small size means that it is very easy to transport.

As written, Flaming Fandango in Faratusa is a serviceable scenario, but not a standout one, since the set-up and plot are familiar. That does mean though, that it is easy to run and easy to adapt to other genres and roleplaying games. Yet Flaming Fandango in Faratusa is elevated by its format which quickly presents the Game Master with its set-up and various details before allowing the Game Master to pull it apart to reveal first the locations for the scenario and then second, the plot complications. There is a lovely sense of a story being told also in these reveals, but of course, the Player Characters are going to tell everyone ultimately, how their heist plays out. It is sad that just as the author seemed to master the format of the Pocket Size Perils, Flaming Fandango in Faratusa marked the end of the series. It is a good design with which to end the series though.

Friday, 25 July 2025

Friday Fantasy: Astromythos: Lair of the Spider Lord

In the heavens there is a war between the Stars, between the stars of light and darkness, and of life and consumption. The black hole stars called ‘Photovores’ seek to consume all other Stars, and where they cannot, they cajole others to steal and enslave the other Stars. They are opposed by all other Stars, led by the wise White Dwarf Stars. When a Photovore dies, its death echoes across the heavens and echoes on worlds as lightning. On the world of Zós, the death of the most evil of Photovores, Pséphtes, struck a boy and in time, the ghost of Pséphtes corrupted him and helped him become Photiós, the King known as ‘The Pantokrator’. His most loyal and fouled servants, the Corrupted Men, spread and controlled time through their Timekeepers, interfaces between space and time, from which hatched The Pantokrator’s other minions, the Spider Lords. The Pantokrator raised armies and took to the skies, murdering Stars and enslaving Planets, even personally stabbing in the heart, Ánthraka, the much beloved Moon of Zós. In response to the rise of The Pantokrator’s empire, the Stars attacked its many colonies and even Zós itself. Their mightiest weapon was Átmos, the Stellar Wind, which brought an austere nuclear winter to every world it touched. A hatred for the Stars grew in the heart of Pséphtes and his puppet, The Pantokrator, and even as they were driven back to the world of Zós, they plotted to restore their empire. Yet as they do so, the Star whose light bathes Zós is dying and there are those who plot in spite of The Pantokrator, seeking to replace the Star with something manmade, a Sun whose light and warmth can be taxed and thus fund The Pantokrator’s desire for empire again. Even then there are those who would take advantage of this plot to instigate a seemingly never ending solar eclipse and elevate themselves to sit alongside Pséphtes!

This is the background for Astromythos: Lair of the Spider Lord, one of the strangest of adventures for Dungeons & Dragons—for any edition, let along Dungeons & Dragons, Fifth Edition. Published by Hit Point Press, it is based upon Astromythos: Book One – World Art Book, an epic mythology presented in heroic verse created by artist and author, Jon Sideriadis
. Thankfully, Astromythos: Lair of the Spider Lord is not in heroic verse, but it is epic in scale and requirements. It is designed for a party of Tenth Level Player Characters, who by the end of the campaign, will reach Fifteenth Level. The scenario combines cosmic horror and—very—high fantasy in a universe that is biological on an astronomical scale and will see the Player Characters crossing the dead bones of a dying world and plunging quite literally into the heart and bowels of a mountain before ascending to the heavens to confront a mistress Spider Lord at the heart of her lair, from which she woven a web around the Sun and planet of Zós. All of which is depicted in stunning artwork which captures the cosmic mythology of the setting. And the Game Master is definitely going to want to show the artwork in Astromythos: Lair of the Spider Lord to her players, so that they can grasp the alien grandeur of the Astromythos through which their characters are journeying. (There is, though, a deck of spell and item cards, which do show off the author’s artwork, but this is a campaign or scenario that really warrants a book of artwork to show the players, a la S1 Tomb of Horrors.)

There is, though, the matter of getting the Player Characters to the start of the scenario. The suggested hooks all boil down to the Player Characters beginning the scenario in the dungeons of King Photiós’ meteor castle on Zós and their being summoned to his court to be sent on a mission. They might be natives to Zós, but there is no suggestion as to what a native of Zós might look like in Dungeons & Dragons, Fifth Edition given in Astromythos: Lair of the Spider Lord. The extremely otherworldly nature of Astromythos: Lair of the Spider Lord lends itself to it being run as if it were a shared dream, but the reality of Astromythos: Lair of the Spider Lord also suggests that it could be run in conjunction with any setting involving alternate planes or travel between the stars, most obviously the Planescape Campaign Setting or Spelljammer: Adventures in Space, or their more modern iterations.

At the beginning of the scenario, the Player Characters are directed by King Photiós to fetch Dulos, a man whom the rather unpleasant monarch tells them is key to the restoration of his kingdom. This requires a journey, first on a train pulled by a biomechanical heart—the Artery Railway—and then on foot through the Flayed Wood to Nanókora, a poisoned village of bone. There are few if any survivors, but Dulos is one of them, and whilst he will thank the Player Characters for rescuing him, he will also plead for their aid. He will tell them of the truth of King Photiós’ evil and that only by allowing the trees to grow once again can the world of Zós be saved from his poison. Dulos will join the Player Characters if they decide to help him—King Photiós will attempt to kill them as thanks for their help even if they decide otherwise, and Dulos will guide them through much of the rest of the scenario. Travelling under what is now a perpetual solar eclipse, Dulos directs the Player Characters up the nearby mountains to find someone who can help recultivate the trees, but when their way back down is blocked, they are forced to make a detour into the mountain itself. The caves themselves have a very organic feel and layout, though it may not necessarily be obvious to players and their characters unless they map it out.

Once they are free of the mountain, having been captured by a two-headed ogre of cratered rock and been thrown into his pot along the way in classic fantasy style, the Player Characters enter the Skeletal Wood and search for the Zenith Door, a magical door in the sky which should open at noon daily and allow travellers to be transported into orbit and beyond. However, the perpetual solar eclipse means that it remains permanently closed, so another route is needed. This is aboard a garbage barge, for which its captain which charge a fortune, but it will get the Player Characters to the heavens to first confront one Spider Lord, Lord Skurigelos, in his dead asteroid lair and then another, Lady Klevastis, his mistress in her Horned Moon Keep on the lunar surface, after having penetrated the moonflesh mines. As befitting their Spider Lords, both asteroid lair and castle are overrun by spiders and festooned with webs, although they are not the only threat that the Player Characters will face. There is the possibility of their being captured in the asteroid lair and having to escape a torture chamber, but the exploration in both locations will culminate in a confrontation with a Spider Lord. The final fight in the scenario is incredibly tough, and unless they spot and take advantage of Lady Klevastis’ weakness, there is the possibility of a total party kill. (If that happens, it is almost worth playing through this part of the scenario again, as it might emphasise the dream-like nature of Astromythos: Lair of the Spider Lord.)

There are some suggestions as to how to continue the scenario, which will require no little development by the Game Master, but in this and the scenario itself, the Game Master is decently supported in Astromythos: Lair of the Spider Lord, something that is really useful given how different the nature of the scenario really is. This includes a good overview of the background to the setting and the scenario itself, as well as a list and descriptions of the scenario’s named NPCs. The first of the scenario’s three appendices describes new magic items, the second its bestiary, and the third, its new spells. The new magic items include some fearsome weapons, like Bone Divider, a Moonflesh great axe that requires a Strength of twenty to wield, is enchanted by Tidal Force so that it knocks opponents back thirty feet with a blow, and on a natural twenty cleaves an opponent in two in a shower of sparks and stardust! The bestiary describes some twenty-seven new creatures, including ‘Clock Mites, Mites of Many Colours and Neon Corruptors of Time’, ‘Spider Ghouls, Half-Man/Half-Spider Failed Experiments of Lord Skurigelos’, and ‘Star-Slayers, Dreaded Warriors of the Pantokrator King and Superhuman Slayers of Stars’, some of which should find their way into other cosmic or planar settings for Dungeons & Dragons.

Physically, Astromythos: Lair of the Spider Lord is incredibly well presented with fantastic artwork that will amaze the reader. Depictions of things such as ‘Opticos, Asteroid Abomination, Lord of the Opticons and the Spies of Photovóros’, all blue-grey and beautiful eyes looking in different directions, is genuinely creepy, even Gilliam-esque, whilst elsewhere, there is a dark religiosity to the artwork.

Astromythos: Lair of the Spider Lord is a linear scenario, one that is not difficult to run, but given the fearsome nature of many of the foes, difficult to overcome by the players and their characters. It is also difficult, or at least awkward, to add to a campaign easily, given the cosmic nature of its fantasy. Running it as a dream is likely the easiest way, since it requires the least explanation and will have the least effect upon an ongoing campaign, and it can be run alongside an existing campaign. In whatever way a Game Master decides to run it, Astromythos: Lair of the Spider Lord is a genuinely fantastical scenario played out on an astronomical-biomechanical scale with some amazing imagery.

Friday Faction: Dungeon Crawler Carl

The LitRPG genre appears to have got a loot box of its own with the Dungeon Crawler Carl series by Matt Dinniman. LitRPG—or ‘Literary Role Playing Game’ is a genre of fiction in which the protagonists of the story are in a computerised game world, one that they are aware of being in, and have an understanding of the mechanics of the game world they are in. The term itself is barely more than a decade old, but it can be argued that books such as the 1978 Quag Keep by Andre Norton and the 1981 Dream Park by Larry Niven and Steven Barnes are its precursors. With Dungeon Crawler Carl, the genre reaches a wider audience as the reader follows the exploits of an ordinary joe and his ex-girlfriend’s super-precious show cat, as together they attempt to survive a mega-dungeon and in the process save the world. The result is a knowing satire of roleplaying that combines the fish-out-of-water oddness of Douglas Adams’ The Hitch-Hiker’s Guide to the Galaxy with the bureaucratic cruelty of Stephen King’s The Running Man.

The book opens with the destruction of the Earth, although not all of it, and not by a Vogon Constructor fleet. The Borant Corporation, an alien company from outer space, has bought the planet’s mineral rights and because no-one put in an objection, has flattened every building and turned the inside of the planet into a megadungeon with eighteen levels that the remaining fourteen million survivors of the planet must fight their way through. Of course, not everyone is going to survive, and the book maintains a running count that rapidly decreases as the secrets and lethality of the dungeon are revealed. All of which will be broadcast to the galaxy as one big reality video event—Big Brother or Survivor in a dungeon, if you will. This is how the purchasing corporation plans to recover its costs in the short term, focusing on the exploits and travails of the survivors who do well as Dungeon Crawlers. One such is Carl, ex-Coast Guard marine mechanic, who happens to be outside in the freezing winds of Seattle when the flattening occurs, wearing a leather jacket, no trousers, and a pair of crocs. His choice of clothes, certainly the lack of trousers and proper shoes, becomes a running joke throughout the book. As does his means of fighting—kicking and applying explosives to almost any situation, and his navigating his way around the interface. The latter is done as a computer roleplaying game interface that plays out in the minds of the Dungeon Crawlers.

The reason he is outside is Princess Donut the Queen Anne Chonk. This is the prize-winning show cat belonging to Beatrice, Carl’s girlfriend. Quickly after Carl finds himself in the dungeon, Princess Donut gets uplifted and turned from a pet into a Dungeon Crawler, and thus into a character in her own right, whilst Carl is classified as her bodyguard. After getting a briefing in a Safe Room, Carl and Donut set out to explore and find an entrance to the next level down, taking down mobs and bosses on the way. As they progress, Carl and Donut learn that there is much more to the dungeon than at first seems. It is built on a regular floorplan with blocks with district bosses rather than something more organic in design and the Artificial Intelligence behind the dungeon tailors the loot boxes that both Carl and Donut receive. So, Donut receives items that enhance her Charisma—after all, she is a princess—and lots of torches, whilst Carl receives items that enhance his feet and ability to stamp and kick, but is never destined to receive any trousers. There are daily updates on the dungeon that occur in response to the Dungeon Crawlers’ actions, television shows which Carl and Donut get scheduled to appear on once they begin to get famous and accrue followers, and politics playing out behind the scenes that this first book only hints at, but which will likely play out in the subsequent books in the series.

In terms of character, Carl himself, does not entirely come across as being wholly likeable. More of an everyman than a hero, in keeping with the genre, he is both aware of Dungeons & Dragons and Pathfinder and uses that knowledge to his advantage. Given the circumstances, it is understandable that he is exasperated, sometimes angry, by his situation, and that extends to his attitude to his girlfriend, Bea, who is first revealed to be cheating on him and then promiscuously cheating on him. It is a note of poor characterisation, not just in terms of Carl, but also of Bea, upon the part of the author, and it is not the only negative portrayal of women in the book. Several of the monsters, especially the boss monsters are more gross caricatures of women than monsters. Yet, Carl is driven to be the hero, to want to help the survivors from the old peoples’ home that was nearby his home and get them down to Level Two and then Level Three. To do that, he is forced to kill a lot of monsters, including a nursery of goblins, and he does feel guilty about it in exactly the opposite way that the average player of Dungeons & Dragons likely does not. The need to kill to Level up to survive almost assuages the feelings of guilt that Carl suffers from these actions, whilst the revelation that many of the monster denizens are literally waiting in fear for a dungeon crawler to turn up and kill them all, does the exact opposite.

In comparison, Princess Donut is a more interesting and likeable character even though she has the morality and attitude of a cat, uplifted to sentience and full expression. Princess Donut is often more insightful and aware than Carl is, but as a cat she is self-centred and embraces the fame of being a social media star where Carl bridles against it.

Dungeon Crawler Carl combines horror and humour, but not always effectively. The megadunegon as reality and what Carl and Donut have to do is the source for both, but it emphasises the horror more than the humour, which is from the absurdity of the situation. Both begin to weary after a while from the repetition of both and the book being just a little too long to really sustain either. The humour is also a bit too obvious and just not sharp enough to be really satirical, rarely getting above being amusing rather laugh out loud or clever.

Dungeon Crawler Carl ends almost midsentence, or at least mid-decision, rather than on definite conclusion or cliffhanger, so there is no impetus to start reading the next book if the reader has not decided already. Any reader who is not a roleplayer, whether of tabletop roleplaying games or computer games, is less likely to do so, whereas role-players are more likely to do so, since the series is squarely aimed at them, they are going to get the references, and really, there is not a lot of fiction aimed directly at them anyway. For them, the fact that they can buy this at their local bookshop is a bonus as is the fact that they might see the series adapted for television.

Dungeon Crawler Carl is an amiable read, a very knowing poke at traditional roleplaying played out on an absurd stage. It does not quite outstay its welcome, but it could have been sharper and leaner.

Saturday, 19 July 2025

[Free RPG Day 2025] Into The Living Sands

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Into The Living Sands is a scenario for the Arora: Age of Desolation setting published by Ghostfire Gaming, one of three released by the publisher for Free RPG Day 2025. All three scenarios and settings are written for use with Dungeons & Dragons, Fifth Edition and designed to be played by a party of five to six Player Characters of Third Level. The scenario opens with ‘Welcome to the Arora: Age of Desolation’, a much needed description of the setting and its key features, because the scenario does not have a back cover blurb. What it tells the reader is that the setting for Arora: Age of Desolation is Arora, a post-apocalyptic world once ruled by dragons, but which has crumbled since they were infected with Shardscale, which causes instability and uncontrollable rage in dragons and similar creatures. Without the stability and structure provided by the dragons, the survivors fled in search of refuge. Their descendants face the constant danger of dragon warlords and their draconic warbands, whilst living in often extremely harsh conditions. In the desert region of Gallaht, they have adapted, harvesting water from quicksand, carving homes from the mesas known as ‘metehs’, which often collapse due to earthquakes, forcing the inhabitants to find a new meteh, often one that has risen from the ground due to the same earthquake activity, and race magical sand skiffs across the desert in search of resources, trade, and to avoid the desert pirates! The setting feels similar to that of Dark Sun, the savage, post-apocalyptic setting published by TSR, Inc. for Advanced Dungeons & Dragons, Second Edition in 1991. However, the parallels are relatively slight in that both are desert settings and both have dragons that feature at their core, but that is all.

At the beginning of Into the Living Sands, the Player Characters have travelled to the Claw of Khulud, the only permanent city in the Tremoring Badlands. Their metehs, all four of them, recently collapsed, forcing their inhabitants to resettle in a larger, single meteh. However, this has left the new meteh short of supplies and the Player Characters to obtain what they need and to entreat merchants to set up a regular water trade route to their new meteh. Unfortunately, Khulud was recently hit by a storm that destroyed supplies and depleted water stores. To replenish the latter, the city’s Trade Council is organising a ‘Great Water Race’, a daylong event in which participants go in search of water and attempt to bring back more than the other competitors. They are popular in Khulud and although dangerous, participants are well paid for the water they bring back and the winner is feted throughout the city. The Player Characters have already decided to enter the race, hoping that the money they will make on the water they bring back will be enough to buy the supplies their new meteh requires and that if they win, the local water merchants will be persuaded to set up a trade route.

Into the Living Sands is literally a sandbox. The Player Characters can go where they will in the scenario. There are pools to find and collect water from, secret locations to reach, and ruins to explore, and encounters to have along the way, including running into other competitors, being attacked by a swarm of Fulgurite Crabs with their razor-sharp shell, be misdirected by the illusions of a Wakeshark, and being chased by water pirates! The Player Characters need to make several choices, beginning with deciding upon which guide to help them crew their desert skiff and what type of desert skiff to choose. Five guides are detailed, each of whom has their own motivation and interests, some of them actually quite selfish, as well as advantages and disadvantages when it comes to participating in the Great Water Race. Some also know the locations of the secret locations, and only if the Player Characters choose them, will they be able to reach those locations. Similarly, the choice of desert skiff—either sturdy, standard, or swift—will affect what locations they can reach. The faster the skiff, the more distant places they will be able to reach. The unique and distant locations tend to have more water.

The Game Master will then tailor the scenario to the choices that the players and their characters have made. The scenario includes four locations and a total of ten encounters. Two of the encounters are categorised as ‘unique’ and do require the presence of particular NPCs, so not all of the scenario is going to be open to the Player Characters depending upon the choices made. That said, they could be added to an ongoing Arora: Age of Desolation campaign. Whichever of the locations and encounters the Game Master uses, the scenario comes to a close with a race back to the Claw of Khulud, chased by water pirates, and ultimately, the determination as to which of the competitors have brought back the most water and won the Great Water Race.

The scenario comes with several appendices. The first includes the stats for the various monsters, like the Lingering Wakeshark, Sand Elementals, and Crystal Snails, whilst the second provides rules for desert skiffs. This covers operation, combat, and mishaps, plus attachments that increase their versatility, like a boarding clamp, raider launcher, and reinforced steering sail. The third appendix covers water hunting and its rules, whilst the fourth gives the stats for various sizes of desert skiff. A set of resources is also available for all three of the scenarios published by Ghostfire Gaming. They include maps, tokens, and pre-generated Player Characters for each. One of the features of the Arora: Age of Desolation setting is that it does not have Races, species, lineages, or heritages in the traditional Dungeons & Dragons sense. Instead, the sentient humanoids of Arora have the potential to express the traits of any fantasy Race, bar the draconic Races. This leads to a diverse, mishmash set of Player Characters rather than ones delineated along traditional lines. For Into the Living Sands, the Player Characters consist of a Draconic Sorcerer and healer; an Equilibrist Rogue who likes storytelling and can talk to and understand both beasts and plants; a Legionnaire Fighter who is a good tracker and forager; a feline scavenger and cleric who worships the dragon goddess Jha-dhol; a Ranger who is a skilled hunter and is at home in the desert; and a Paladin who grew up in the darkness of caves and is lucky. All six are nicely detailed and come with some background as well as an illustration and an explanation of all their abilities and features.

Physically, Into the Living Sands is well presented. The artwork and the maps are excellent, and the scenario is well written. The only disappointments are the lack of a back cover blurb to inform the reader what Into the Living Sands actually is. That said, a map of the region without the secret locations marked would have been useful

Into the Living Sands is the most complex and demanding of the scenarios published by Ghostfire Gaming for Free RPG Day 2025. It requires the Game Master to adjust the scenario to her players and their characters rather than run a straightforward, plot-driven or exploratory scenario. If she can do that, Into the Living Sands is an exciting, action-packed scenario that introduces the Game Master and her players to a little of the strangeness that is Arora: Age of Desolation.

Friday, 11 July 2025

[Free RPG Day 2025] A Great Offering: An Obojima Adventure

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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A Great Offering: An Obojima Adventure is a scenario for Obojima Tales From The Tall Grass: A 5E Campaign Setting published by 1985 Games. Obojima Tales From The Tall Grass is designed to be played using Dungeons & Dragons, Fifth Edition and describes itself as ‘leisure fantasy’, in which the Player Characters do go on adventures, but take the time to ‘stop and smell the roses’, to regard the world around them and its wonders, and interact with the fairytale creatures that might live next door or up a mountain. It is a ‘lo-fi’ setting that takes as its primary influence as the anime films of Studio Ghibli, in particular, My Neighbour Totoro and Spirited Away, and sets in a version of eighties Japan. The result combines the modernism of the rise of the Electronic Age with Japanese folklore and fantasy in a rural island setting. A Great Offering: An Obojima Adventure is designed for two to four Player Characters of Third Level.

A Great Offering: An Obojima Adventure opens with the Player Characters completing a hike to the base of Mount Arbora and the village of Dorrin. Mount Arbora is also home to Jumaga, the Sky Salamander, one of the three great beasts of Obojima. Islanders from all across Obojima to Mount Arbora to make the difficult ascent and leave something of value on the Ledge of Offering, in the hope of appeasing Jumaga. Most of Dorrin’s income comes from the Rockwinders, guides who take people up the mountain, although recently, Dorrin Plate, a common stone that can be broken into sheets and used as roofing tiles, crockery, and building materials, has been discovered to be also good for enhancing the magic properties of potions. Not every Rockwinder, or indeed, visitor to Dorrin, is entirely honest or scrupulous, and some do visit the Ledge of Offering to steal and sell the most valuable items left there.

The Player Characters are approached by a clearly distressed brother and sister. She will explain that they have been robbed by a gaggle of Harpy thugs who stole their money and the family heirloom they were planning to place on the Ledge of Offering following the death of their father. The Player Characters can ask around about the Harpies and their boss, and will quickly learn the location of their hideout, a rusty old pickup on a nearby cliff. In other settings, the Harpies would be portrayed as thoroughly evil creatures, but whilst they are Neutral Evil in Alignment, in A Great Offering: An Obojima Adventure, they are depicted as teenagers, wearing shorts and tee-shirts, more bullies than true villains. This sets the tone for the adventure, not without confrontation, but certainly less combative.

The second part of the adventure focuses on the climb up to the Ledge of Offering, first in hiring a Rockwinder and then in making the climb. Two Rockwinders are given, one of whom is less scrupulous than the other, so the Player Characters had better make the right choice! The Player Characters will confront the Harpies’ boss, but before that they will have a few encounters up the mountain. Some of these are quite fun, even a little silly, such as being swarmed by a flock of chicken spirits or being joined by Buttercup, a goat spirit, who is not only very chatty, but also has no break between her inner and outer voices—so she should be fun for the Game Master to portray. Others are more dangerous and so the Game Master should mix and match. Ultimately, the Player Characters will get to place the brother and sister’s family heirloom on the Ledge of Offering and survey what has been left before. The adventure does explore the possibility that one or more Player Characters might actually want to steal from the Ledge of Offering, and certainly several of the items are actually worth sealing, but such a course of action is not without its consequences. The adventure ends with the confrontation with Big Bonnie, the Harpies’ boss.

Physically, A Great Offering: An Obojima Adventure is a very good looking scenario. The artwork is excellent, whether in line drawing and full colour, imparting a delightful sense of place and wonder. The scenario is well written and comes to a close with a short explanation of Obojima Tales From The Tall Grass: A 5E Campaign Setting.

A Great Offering: An Obojima Adventure is a thoroughly charming and engaging scenario. There is a lovely sense of whimsy to it from start to finish, and it does a good job of showcasing both setting and tone of Obojima Tales From The Tall Grass: A 5E Campaign Setting.

Sunday, 6 July 2025

[Free RPG Day 2025] In the Beast’s Wake

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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In the Beast’s Wake
is a scenario for the Grim Hollow setting published by Ghostfire Gaming, one of three released by the publisher for Free RPG Day 2025. All three scenarios and settings are written for use with Dungeons & Dragons, Fifth Edition and designed to be played by a party of five to six Player Characters of Third Level.
The scenario opens with ‘Welcome to the Grim Hollow’, a much needed description of the setting and its key features, because the scenario does not have a back cover blurb. What it tells the reader is that the setting for
Grim Hollow is called Etharis, a realm of grim fantasy and horror in which true goodness is rare and beautiful, and darkness and terrible evil prevails such that moral choices are not between good and evil, but between the lesser of two evils. The specific setting for In the Beast’s Wake is the former Bürach Empire where a civil war instigated by Emperor Leopold I to determine which god should reign over the others led to both the provinces of the empire and the gods themselves fighting each other. God’s End led to The Era of the Beast in which there are no gods and the common folk turn to fake deities and demons for succour from the Great Beast that stalks the remnants of the Bürach Empire and casts its shadow long and deep. It is a grim dark setting not a little reminiscent of Ravenloft for Advanced Dungeons & Dragons, Second Edition and in its Germanic setting, not a little reminiscent of Warhammer Fantasy Roleplay or even the Diablo series of computer games.

In In the Beast’s Wake, the Player Characters are hired by Lord General Vassily Roemer of Ulstenburg to investigate the violent attacks on trade caravans and villages near the village of Niederhalde. There are rumours of lycanthropes stalking the roads and of members of a cult dedicated to the Arch Daemon Tormach being responsible, and as such scurrilous talk verges on heresy, the puritanical Hearthkeepers have decided to conduct a spiritual intervention. The Player Characters are sent to aid Adele of the Hearthkeepers, beginning with investigation in the neighbouring village of Grünbach, before going on to Niederhalde. The investigation involves questioning those who have fled Niederhalde, which is actually quite challenging as they are reluctant to talk, either because they do not want to recall what they saw, have secrets to hide, or both.

The focus of the adventure, Niederhalde, is described in more detail and the Player Characters will have to investigate and literally dig deep in order to uncover the secrets of what has been going on the village. This includes the church and the cemetery, as well as a farm that is currently home to the most fearsome of beasts in all of fantasy roleplaying—the Gasdra! This is a three-headed goose with teeth. After that, it is probably going to be a relief that the Player Characters discover signs of demon worship and human sacrifice of the worst kind before confronting the creatures responsible for the attacks on the nearby villages and trade routes. Armed with the secrets uncovered in Niederhalde, the Player Characters can return to Grünbach and make choices as to what they should with the information they have learned.

The scenario comes with just the one appendix. This is the bestiary for the scenario, which of course, includes stats and description for the Gasdra. It is debatable whether the creature should have the Alignment of Neutral Evil, as opposed to just ‘Evil Evil’. A set of resources is also available for all three of the scenarios published by Ghostfire Gaming. They include maps, tokens, and pre-generated Player Characters for each. For In the Beast’s Wake, the Player Characters consist of a Grudgel Monster Hunter who belongs to the Carver Guild; a Wechselkind—a type of Construct—Rogue who is a Misfortune Bringer; a Wulven Barbarian of the Fractured Path; an Elf Wizard of the School of Sangromancy; a Human Cleric with the Purification Domain; and a Gnome Bard from the College of Fools. All six are nicely detailed and come with some background as well as an illustration and an explanation of all their abilities and features.

Physically, In the Beast’s Wake is well presented. The artwork and the maps are excellent, and the scenario is well written. The only disappointment is the lack of a back cover blurb to inform the reader what In the Beast’s Wake actually is.

In the Beast’s Wake is much more accessible than the other scenario published by Ghostfire Gaming, Whispers of Chaos. The background is easier to explain and there is a greater familiarity with its mix of horror and grim fantasy. Overall, In the Beast’s Wake serves up a dark and nasty mix of investigation and combat that reveal dreadful secrets and make the Player Characters deal with the consequences.

Friday, 4 July 2025

Friday Fantasy: Nations & Cannons

The year is 1775. The long simmering resentments of the colonies in North America towards the British Crown have finally boiled over. The first military clashes between the British garrisons and new raised rebel militias have occurred and the Second Continental Congress is working towards the establishment of an American government and the establishment of both a Continental Army and a Continental Navy in defiance of the colonial governors and the British army that will be sent to quell the rebellion. The rally cry has gone out across all thirteen colonies for patriots to serve in any way they can and men and women of every stripe and background, all nations and origins, to help throw off the yoke of the British oppressor. Some will serve in the front line against the massed ranks of the Red Coats, some will help organise supplies, some will run messages, and some will serve, if not in secret, then in ways that are quick and quiet. They will perform missions that do not call for massed ranks, but engage instead in ‘petite guerre’, or small war. This is the situation in Nations & Cannons: A Revolutionary Campaign Setting for 5e.

Nations & Cannons: A Revolutionary Campaign Setting for 5e is published by Flagbearer Games following a successful Kickstarter campaign. As the title suggests, it is a historical campaign setting for use with Dungeons & Dragons, Fifth Edition, but almost as radical as the Revolutionary War was in the eighteenth century, Nations & Cannons makes profound changes to some of the fundamentals of Dungeons & Dragons. It is a purely historical setting. The Player Characters are all Human and the foes they will face are all Human—bar the odd wolf or angry bear. The Player Characters have all taken up arms and all Classes have a martial bent. Only four Classes from Dungeons & Dragons are used—the Barbarian, Fighter, Ranger, and Rogue, and these are joined by the Firebrand as well as new subclasses for the included Classes. Magic and all magic-using Classes, whether arcane or divine, are deliberately left out. All monsters are left out. This is not a setting in which the Player Characters will face the supernatural as written. Instead of spells, the Ranger and the Firebrand can employ ‘Gambits’, ploys or tactics born of personal knowledge and skill, to gain an advantage in certain situations, whether on the battlefield or in the drawing room or in front of a restive crowd. The end result is a Dungeons & Dragons setting unlike any other and a Dungeons & Dragons roleplaying experience unlike any other.

The core book for Nations & Cannons: A Revolutionary Campaign Setting for 5e presents the means to create Player Characters, lists equipment and gives a new means to carry it, rules for ‘Gambits’ rather than magic, artillery rules, a roster of enemies and threats, Game Master advice, and a short, introductory adventure. There is also a short timeline and an appendix detailing the effects of ‘Inclement Weather’, including on the forearms of the period. Of course, the Player’s Handbook for Dungeons & Dragons, Fifth Edition is required to play. Given the lethality of firearms, it is suggested that Player Characters in Nations & Cannons begin play at Second Level.

A Player Character in Nations & Cannons has the same core stats as an adventurer in Dungeons & Dragons, Fifth Edition, and will also have a Class and Subclass, but instead of Race has an Origin and a Heritage. Heritage is the Player Character’s cultural upbringing and the source of his first language. Some thirty or so such Heritages are listed, representing a wide range of cultures, including African, European, and Indigenous. This is accompanied by a quick guide to the regions of the Thirteen Colonies—and beyond—which provides some geographical context to the Origins. Where a Heritage provides no mechanical benefit beyond a known language, a Player Character’s Origin gives him all of the mechanical benefits that Race would in other Dungeons & Dragons-style roleplaying games. There are six Origins—Officer, Pioneer, Renegade, Scholar, Scout, and Veteran—representing what the Player Character did before joining the patriotic cause.

In terms of Class, Nations & Cannons uses four from Dungeons & Dragons, Fifth Edition. These are Barbarian, Fighter, Ranger, and Rogue. Each represents a different approach to fighting the war against the British. The Barbarian is a big brave warrior, ready to take part in military assaults; the Fighter is a skilled soldier or mercenary; the Ranger is a sapper, sentry, skirmisher, or scout; and the Rogue, the ex-criminal, sailor, or hired gun. Each of the four Classes has its own Subclass. These are the Grenadier for the Barbarian, Turncoat for the Fighter, Trailblazer for the Ranger, and Marksman for the Ranger. Nations & Cannons suggests that players use these Subclasses only, but also suggests that other Subclasses from standard Dungeons & Dragons, Fifth Edition can also be used. These are the Berserker and Totem Warrior for the Barbarian, Champion and Battlemaster for the Fighter, Hunter and Beastmaster for the Ranger, and the Thief and Assassin for the Rogue. However, some of these do possess more magical abilities, which are not in keeping with the tone of Nations & Cannons, so the player and Game Master will need to work out mundane explanations for how they work.

In terms of new Classes, Nations & Cannons offers only one. This is the Firebrand. Whether through stirring speeches given before a crowd or inspiring poetry distributed via pamphlets, the Firebrand can inflame the passions of the masses with his words. The role encompasses orator and authors, diplomats, preachers, and the like. It has the Subclasses of Chaplain and the Demagogue. The former is more of an eloquent speaker and emphasises soothing words and healing through its Gambits, whilst the latter tends towards more barbed turns of phrase. The Firebrand is Nations & Cannons’ equivalent of two Classes, depending upon the Subclass. Chaplain is akin to the Cleric, but relies on advice and gentle guidance to both heal and advise, whilst the Demagogue is akin to the Bard Class, but relies more on rhetoric than rhyme to taunt and jab at his opponents.

Lastly, a Player Character will have a Background. The eight given include Career Soldier, Convict, Folk Healer, Fur Trader, Homesteader, Immigrant, Parishioner, and Son of Liberty. There are also some new Feats, such as Bayonet Charger, Printer’s Apprentice, Rifle Expert, and Ruffian. Overall, the character options in Nations & Cannons represent a wide diversity of archetypes from the period that the players can create or play against. One nice touch is that throughout, Nations & Cannons points to historical figures who fit these archetypes. Thus, Allan McLane for the Officer Origin, Thomas Paine for the Firebrand Class, Sally St. Clair for the Convict Background, and so on.

In terms of equipment, Nations & Cannons gives starting packages for each Class and suggests rewards such as Leave Accrued and salary for successfully completing Missions. Amongst the various items of equipment and weapons, such as the Gunstock Club, Coat Pistol, and Liège Musket, Nations & Cannons provides a means for the Player Character to carry more weapons and equipment and gain other benefits. This is through the wearing of Wargear. For example, a Powdered Wig enables the wearer to cast the Code Duello gambit once per day, carry three more pistols with a Pistol Brace, and gain the Proficiency Bonus to the damage and healing properties of potions and poultices by wearing a Hunting Pouch. Some of these do require attunement, much like magic items in Dungeons & Dragons, but here it is more akin to getting used to using such items.

Firearms, as expected of the setting, are slow to load, deadly, and unreliable. Thus, it takes an action or an attack to reload a single round (and weapons that have more than one load are rare), typically inflict two or three dice worth of damage, and have a misfire chance. When rolled, the firearm—and also artillery—cannot be used until it is repaired. Artillery pieces are ‘crew-served’ weapons meaning it takes multiple people to crew such a weapon and co-ordinated action. It is not enough to simply have a gunner ‘Aim & Fire’, but other crewmembers will need to ‘Swab & Reload’ the weapon, and if necessary, ‘Reposition’ it. Bonuses to the roll for these actions are gained if more than one crewman does them, but even if fully crewed, an artillery piece cannot be reloaded and fired on the same round. The rules for artillery are kept short, but also cover a range of ordnance types and ballistic damage. As expected, artillery damage is nasty!

The most radical change that Nations & Cannons makes to Dungeons & Dragons is to dispense with magic. Except not quite. Nations & Cannons replaces them with ‘Gambits’, representing tricks, schemes, and stratagems, rather than just simple spells. That said, Nations & Cannons uses the architecture of Dungeons & Dragons, so mechanically, a ‘Gambit’ still looks like a spell. Each has a Level, a casting time, range, component requirement, and a duration. Those targeted can also make a Saving Throw against their effects. Two of the Classes in Nations & Cannons can use Gambits, the Firebrand and the Ranger, drawing from the spells in the Player’s Handbook as well as the new ones in Nations & Cannons. For example, the Code Duello, can be cast as a bonus action to challenge someone to single combat, but cast over a single hour, it becomes a public notice that the target has seven days in which to respond, whilst with Foxfire, the Player Character grabs a handful of fungi and throws it into the air to create an eerie glow of bioluminescence, outlining targets. Some have a heroic, action-film quality, such as Blowback, with which the Player Character shoots a grenade coming towards him to disable or deflect it, or Improvised Artillery, in which the Player Character turns a log into a one-shot cannon.

The Firebrand effectively knows all of the Gambits available for his current Level. What limits their use is the number of slots the Firebrand has to use per day, and the number of Resolve Points he has to use per day. Resolve can be spent cast Gambits that a Firebrand does not have access to, whether because that they have not been selected by his player or because the Gambits are of a higher Level than the Firebrand knows. There is one issue with the Gambits in that they can sometimes emulate actions that the Player Characters might want to take, but not necessarily know the Gambit for. For example, they might want to turn a log into a one-shot cannon or issue a duelling challenge. In such incidents, the Game Master will need to adjudicate the effects, but whatever they are, they should be less than the Gambit. What the Gambit actually ensures is that the desired effect works and has a defined effect.

Overall, Gambits are a fascinating way to get around the intrinsic aspect that Dungeons & Dragons has magic and certain Classes can cast spells. They are grounded in the period setting and they force a player to think differently. No longer does he say, “My Wizard casts Spare the Dying”, but instead would say, “My Chaplain will call upon the Lord’s name and with his guidance, he will Spare the Dying.” There is potential for far roleplaying in the use of Gambits than there is for the ‘fire and forget’ Vancian spell-casting of Dungeons & Dragons.

As befits the historical setting, the ‘Enemy Roster’ in Nations & Cannons focuses on men and women rather than beasts. There are a few of the latter, like the bull moose and the rattlesnake, but aside from the artillery units, the ordinary human threats are categorised into three types according to role and Hit Die. From the six-sided die to the ten-sided die, they are in turn, Partisans, Irregulars, and Soldiers, representing greater threats. Each of the Partisan, Irregular, and Soldier types is given a little background alongside the stats and even at just twenty or so entries, provides a good mix that the Game master can use as threats and NPCs.

Nations & Cannons includes a single beginning scenario, designed for five Player Characters of Second Level, which actually takes place early in the uprising in the autumn of 1775. In ‘Invasion of Canada’, the Player Characters accompany Ethan Allen of Vermont on a second attempt to scout the length of the Richelieu River and recruit locals to the American cause, prior to an invasion by the Continental Army. Unfortunately, the mission does not go well and the Player Characters are forced to retreat, but can take part in the assault of a British held fort. The scenario is set against the historical events of the period, but does not negate player agency. It is playable in a single session, but will more likely take a little more than that, especially if the optional scenes are used. The various NPCs are nicely detailed.

Physically, Nations & Cannons is a slim book, mostly done in sepia tones with depictions of the period. The result is attractive and for the most part written. Where it is a little odd is that it occasionally refers to soldiers and NPCs as ‘creatures’, implying at some point they would be crewing artillery pieces!

Nations & Cannons: A Revolutionary Campaign Setting for 5e has two big problems. The first is that it is written for use with Dungeons & Dragons, Fifth Edition, and no matter how hard the designers have worked to make Nations & Cannons a roleplaying game setting that fits its historical background whilst still retaining the underlying architecture of Dungeons & Dragons, Fifth Edition, to some minds, it is still too much. There is no getting away from this, but in Flagbearer Games’ defence, the changes it has wrought make Nations & Cannons unlike any other roleplaying game setting written for use with Dungeons & Dragons, Fifth Edition.

The second problem is the history. Nations & Cannons is a historical setting which enables the Game Master and her players to run and roleplay a game set in a politically and militarily turbulent period of history with definite heroes and villains. It is highly unlikely that any British roleplayer is going to object to roleplaying a character fighting the British oppressor in 1775 in order to establish a nation free of the British Empire. This is because the American War of Independence is but a blip in British history, and the loss of the Thirteen Colonies was quickly eclipsed by an even bigger British Empire. Whereas to an American roleplayer, the American War of Independence is integral to his country’s founding mythology. What this means is that to the American roleplayer, the setting of Nations & Cannons will have a familiarity that most non-Americans will not. At barely more than a hundred pages long, Nations & Cannons: A Revolutionary Campaign Setting for 5e does not pack a lot of history into its pages. Nor does it include a bibliography. Ultimately, this leaves a lot of research and reading to do for the Game Master not steeped in the conflict and period.

What is striking about Nations & Cannons: A Revolutionary Campaign Setting for 5e is that it feels and reads like a historical setting rather than just a Dungeons & Dragons, Fifth Edition adaptation. The underlying architecture is still there, making Nations & Cannons mechanically familiar, but the changes in terms of the Origins, Heritages, Classes, and especially the new Firebrand Class and the Gambits, change the feel, the flavour, and the tone of the game. Nations & Cannons: A Revolutionary Campaign Setting for 5e is the most interesting and the most impressive adaptation of Dungeons & Dragons, Fifth Edition to date, an intriguing invocation of the Revolutionary War that begs to be played and begs for more support.

Sunday, 29 June 2025

[Free RPG Day 2025] Titanskeep: Where the Zal River Flows

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Titanskeep: Where the Zal River Flows is an introductory adventure set in the world of Kaelador and more specifically in Zaltroonia, a politically unstable region previously dominated by mining interests that have since left, relegating the area to one of lawlessness and greed. Worse, the major thoroughfare through the region, the Zal River, has been poisoned by the waters of a river in the netherworlds. Published by Hexed Ink LLC, it is actually intended as a systems neutral setting, but for this first adventure, it has been written to be played using six Third Level Player Characters for Dungeons & Dragons, Fifth Edition. As the scenario opens, the Player Characters are travelling down the Zal River aboard a skiff, heading for Harthorpe, the port that stands at the mouth of the river where she flows into the sea. After the opportunity for the players to introduce their characters, the action gets going with an attack by giant mutant crocodiles that pitch everyone overboard, smashes the skiff, and leaves them fleeing the shore, where hopefully they will escape the notice of the vile amphibious reptiles chomping their supplies, the skiff, and the remains of her poor captain.

The Player Characters are thus stranded on the banks of the river, with at least a week’s walking required if they want to get to Harthorpe, and they barely have time to recover before they are attacked by bandits. The journey south takes them through the barren terrain along the river, through a swamp and out again, to get to the port. Once the bandits are dealt with, the next problem they face is one of food and water, but the Player Characters will have to deal with former colleagues in service to a warlord, transforming demons, and their reputations. What makes these encounters interesting is that each of the Player Characters has his or her own secret which should come into play as the scenario proceeds. Titanskeep: Where the Zal River Flows includes two appendices. The second gives the stats for the Demon Crocodile, but the first—and far more interesting appendix—gives the background and secrets to each of the scenario’s six pre-generated Player Characters. They include a Human Bard who has been hired to investigate the strange magical properties of the River Zal; an Elf Rogue looking for partner after they got separated following a theft; a Half-Orc Paladin with secret knowledge about the region of Zaltroonia; a Dwarf Barbarian who found himself in the service of a would-be warlord; a Human Cleric transporting one half of a holy relic; and a Gnome Ranger who is a suspect in a murder case. In addition, all six Player Characters have a strong motivation for wanting to get to Harthorpe.

Physically, Titanskeep: Where the Zal River Flows is a surprisingly small book, just a digest-sized booklet. It is also quite short, at fourteen pages long. This leaves room for just the one piece of art, depicting the city of Harthorpe. There is one map, but it is rather plain and not all that useful. A map of the region and the travel route would have been more useful.

Titanskeep: Where the Zal River Flows is not a great adventure. It is linear and picaresque and does not really bring to life what it is that makes the setting of Titanskeep and Kaelador and Zaltroonia different from any other. Yet the adventure is playable and the backgrounds to the Player Characters and their secrets should encourage roleplaying and these are nicely tied into the events of the story.

Saturday, 28 June 2025

[Free RPG Day 2025] Whispers of Chaos

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Whispers of Chaos is a scenario for the Aetherial Expanse setting published by Ghostfire Gaming, one of three released by the publisher for Free RPG Day 2025. All three scenarios and settings are written for use with Dungeons & Dragons, Fifth Edition and designed to be played by a party of five to six Player Characters of Third Level. The scenario opens with ‘Welcome to the Aetherial Expanse’, a much needed description of the setting and its key features, because the scenario does not have a back cover blurb. What it tells the reader is that Aetherial Expanse is a realm of high fantasy which lies on the Astral Plane, one which combines the Age of Sail and Golden Age of Piracy with magic and swashbuckling action under a sky of swirling stars, that is just a little reminiscent of the Spelljammer setting for Advanced Dungeons & Dragons, Second Edition. Wind flows from the Elemental Planes to fill the sails of the ships, rain falls from the Material Plane on the islands that dot the Astral Plane and swirl around the Maelstrom, the enormous aether-storm at the heart of the Astral Sea. Planar Portals lead elsewhere, lost civilisations lie beneath the poisonous liquid aether of the Astral Sea, and aether comes in three forms—liquid, vapour, and solid. Aetherium crystal can be found floating in the Astral Sea like icebergs, but is rare and can even be used as a power source or a weapon. The Astral Emergents are those reborn and healed in the bodies of the recently dead, having been lost in the waters of the Astral Sea. Two powers from the Material Plane have invaded the Aetherial Expanse and founded colonies, the Kingdom of Ayris, a small, but powerful mercantile kingdom, and the expansive Karelagne Empire. It is less than a decade since the warring powers signed an uneasy truce, their rivalry exhibiting in feuds and acts of piracy and privateering.

In Whispers of Chaos, the Player Characters are hired by Professor Delkin Doss, an anthropology teacher. He wants to recover an ancient book of dark secrets, Godlike: Research, Stories, and Theories, which has been stolen from him by a sage, Dr. Marigold Brambletoe. A student, the Gnome, Sophia Blush, has managed to get word to him of where Doctor Brambletoe has taken the tome. This is the uninhabited Tumult Isle which lies close to the Maelstrom, where Nth Degree, a cult of Karelagne zealots, have established a base of operations where she can conduct his research. Unfortunately, Professor Delkin Doss is on a budget and has a booked passage on the Ethnos, completely unaware that some of the crew are very unhappy. So unhappy that they mutiny! This is the first big event of the scenario, throwing the Player Characters into the action, ideally being able to deal with the mutineers before sailing on, though notes are given suggesting what might happen if the mutineers prevail. Either way, the Ethnos is left shorthanded and the Player Characters are expected to pitch in. Here is where the scenario mixes it up with fun with some activities aboard ship—cooking meals, coming across a derelict ship, searching for Moose, the ship’s cat, and much more… These are pleasingly entertaining and keep the Player Characters busy until it throws them into the main action of the scenario.

This takes place in the Tumult Facility. The Player Characters need to find a way past the partially open frond or, but once inside discover a scene of bloody devastation. There are bodies everywhere as if monsters have been rampaging through the facility, and as they explore further, they will not only find several of those monsters, but also that the Tumult Facility has a surprisingly modern feel, including a welcome centre, shower room, and games room! Their progress is marked by the whole facility suddenly shaking again and again, each time the intensity increasing as if Tumult Isle was beset by ground tremors building up to an earthquake. This adds to the creepy tension that pervades the blood spattered facility, but eventually the Player Characters will discover the cause—a Maw, a great toothy mouth protruding from a crack in the ground, spitting monsters into the realm, as its tentacles flail and attempt to draw power from several Astral Emergent prisoners! The Player Characters are likely to have found Godlike: Research, Stories, and Theories by now, but this monstrous thing, even one constrained by the size of the crack in the floor of the facility, needs to be defeated, and even though it is constrained by the size of the crack in the floor of the facility, it is a challenging foe. Defeating the toothy, tentacled terror will bring the scenario to an exciting close.

The scenario comes with three appendices. The first gives stats and details for the scenario’s monsters, including a Ship Mimic! The second and third describe a card game that the Player Characters might play aboard ship and the effects of aether poisoning. The scenario includes maps of the Tumult Facility, the Ethnos, and the Astral Sea. A set of resources is also available for all three of the scenarios published by Ghostfire Gaming. They include maps, tokens, and pre-generated Player Characters for each. For Whispers of Chaos, the Player Characters consist of a Kobold Cleric with the Aether Domain; a Dwarf Fighter with the Corsair Raider subclass and Starlight Sea Raider Background; an Automaton Wizard with the Technomage Subclass and the Karalagne Naval Magewright Background; a Dragonborn Rogue with the Veiled Guardian Subclass and the Ayrissian Magnate Background; a Bard from the College Of The Blade Dancer and with the Opportunist Of The Expanse Background; and an Astral Emergent Ranger with the Expanse Wayfinder Subclass and the Silvery Sea Wanderer. All six are nicely detailed and come with some background as well as an illustration and an explanation of all their abilities and features.

Physically, Whispers of Chaos is well presented. The artwork and the maps are excellent, and the scenario is well written. The only disappointment is the lack of a back cover blurb to inform the reader what Whispers of Chaos actually is.

The biggest problem with Whispers of Chaos is the background. Not that it is not a good background—it is. Rather that there is a fair bit of it to impart to the players before they can start to play the scenario. Once over this hurdle, Whispers of Chaos is a really entertaining scenario, especially the scenes aboard the ship, that all together serves as a solid introduction to an intriguing setting.