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Showing posts with label Roll & Play Press. Show all posts
Showing posts with label Roll & Play Press. Show all posts

Monday, 21 September 2026

[Free RPG Day 2026] No Place Like Homebrew

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. 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. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

No Place Like Homebrew is a sampler for No Place Like Homebrew, a supplement from Roll & Play Press, which provides the Game Master with hundreds of settlements, factions, NPCs, monsters, countries, and more. Everything is clearly laid out and colour-coded—purple for characters, brown for factions, green for locations, and red for creatures—such that the Game Master can consult the supplement and find something that she wants in the right section. Further, where needed it has stats. In the supplement, these are for Dungeons & Dragons, Fifth Edition, making it compatible with the world’s number one roleplaying game, but these are neatly compartmentalised such that a Game Master could easily ignore them and develop the content using the system and stats of her choice. The No Place Like Homebrew sampler has no such stats, but is colour-coded and thus everything is easy to find and identify what category each falls into.

The No Place Like Homebrew sampler opens with a handful of countries, leading with a description of Theotalis, ‘Opulent country rich in silver.’, known for Castle Theotalis and its gleaming spire as well as the fact silver views run in abundance across the county. The citizens are wealthy and silver is held as sacred though the mines are now mechanised. Dotted across the country are old silver statues which may be a source of riddles, advice, or snippets of lost history depending upon who you ask. Conversely, ‘Fozanzia’, a ‘Magical, smog filled-wasteland’, was once a centre of arcane research, but was reduced to an unhabitable wasteland following a failed attempt to artificially recreate dragon’s breath as a weapon. It is now shrouded in thick, draconic fog, scorching golden yellow by day, freezing grey by night. Except for the dragons and wyverns that roam the sky, the only things that live under the pall of magical fallout are hardy, but have mutated. However, if a creature survives long breathing in the miasma, it develops its own dragon breath… All six entries are categorised ‘Setting’ and ‘Country’, but also fall into a combination of the ‘Exploration’, ‘Safe’, ‘Magic’, ‘Horror’, ‘Dangerous’, and other categories. 

Under ‘Realms and Leaders’, the sampler details three different dragons. ‘The Winged Terror’ is a wounded wyvern, recently escaped from a gladiatorial arena and clumsily trying to adapt to outside world; ‘Precept Regent’ are father, mother, and son Gold Dragons travel the world learning and giving lectures on all manner of different subjects; and ‘The Underking’ claims dominion over all that lies under the ground and sees mining efforts as invasions! Thus, we have a creature that is wild new threat to the countryside, a trio that might be the very sages that the Player Characters are looking for, and a would-be ruler of the Underworld.

The centre part of the sampler is devoted to the widest selection of interesting options to import into the Game Master’s campaign—people, organisations, and the occasional monster. Unfortunately, whether it is the ‘Syphapods’, translucent underground octopi that drop on people and suffocate and constrict them or the ‘Duneshredders’, landsharks that swim in the desert sands, the monsters in the sampler manage to be uninspired and uninspiring. Much, much better are the NPCs. ‘Cerulea Prim’ is a Stone Giant renowned for cave paintings, occasionally takes commissions to paint murals, but lets others add to the paintings in her cave and now wants to find an inspiring band of heroes to feature in her next work. The ‘Shardpick Syndicate’ is a band of Dwarves known for their diamond-tipped picks which enable them to rework old mines and dig out previously inaccessible seams of ore and gems, but this is all a front for its leader’s true aim—finding a lost city! ‘Nym’ is a Nothic fascinated by the surface world and tortures those it captures for their knowledge and secrets, but giving up the knowledge beforehand might prevent her from attacking you. Other entries include a  popular author looking for inspiration in the wilderness, a high priest to a sun god wanting donations to restore his remote temple whilst pining for the love that his faith denies him, and an assassin who uses scorpion venom, but who has lost his favourite and mostly deadly scorpion! Overall, it is a nice range and there is definitely something or someone that the Game Master can add to her campaign.

Pride of place goes to ‘The Copperpot Arms’, an inn so large it has capacity for five hundred guests. It is fully detailed and ready to use, and even though the map is too small, it gets across a sense of its layout. Lastly, the No Place Like Homebrew sampler gives an idea of its ‘Campaign Primers’. These include tone, inspiration, and pitch, as well as campaign overview, lore and mechanics, key locations, important characters, and inciting incident. Lastly, there are some Session Zero questions to put to the players about their characters. The included ‘Pirate Campaign: King of the Blue’ is inspired by One Piece meets Monster Hunter and consists of a world of drifting island nations, one of which is Theotalis from earlier in the sampler (and the book), and the big hook is the hunt for a shipwreck said to be laden with pirate treasure. The primer comes with NPCs; lore and mechanics such as building crew reputation, upgrading ships, and using knock-off electrum coins in a world where the silver coin is the prime currency can get a pirate or a Player Character into trouble; and an inciting incident to get the campaign started. Overall, it is a good page of details, but still with room aplenty for the Game Master to add her own content.

Physically, 
the No Place Like Homebrew sampler is well presented. It readable and accessible and the artwork is decent.

The obvious problem with 
the No Place Like Homebrew sampler is that it is bitty, lots of little things rather than one whole that can be used as is. As a preview though, it does a good job of showcasing what is in the actual No Place Like Homebrew book and there is content in the sampler that the Game Master can take inspiration from. It is far from the best item published for Free RPG Day 2026, but where others might get immediately used, it might be something that the Game Master dips into at a later date.

Friday, 16 August 2024

[Free RPG Day 2024] One-Shot Wonders

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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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One-Shot Wonders
is a preview of the One-Shot Wonders, the supplement for Dungeons & Dragons, Fifth Edition published by Roll & Play Press. The supplement, which won the 2024 Silver Ennie for Best Adventure – Short Form, contains over a hundred adventures, of which this preview provides a total of seven as samples. These are divided into five, longer, double-page adventures, one shorter, one page adventure, and three hooks, each of which can be used as a one-shot or a sidequest or an extended encounter. All include some stats—Armour Class, Hit Points, Initiative modifier, and key ability—but these are kept to a minimum. This though, has two consequences. The first is that the adventures in the One-Shot Wonders preview can be used in any Dungeons & Dragons-style roleplaying game or retroclone. The second is that the Game Master will need to undertake some preparation in terms of the extra stats needed. However, on the plus side, the format of each adventure is extremely well done. Below the name of the adventure is its theme, objective, and setting. For example, for the first adventure, ‘Flower Power’, the theme is ‘Adventurous’, the objective is ‘acquisition’, and the setting is an ‘oasis’. After the opening summary, the entry for each adventure gives its start for the Player Characters, lists its important NPCs and gives their quick stats, outlines the ‘Suggested Story’ in bullet point format, describes the quest rewards, its three important locations, the ‘Secrets and Clues’ which will be revealed as the players have their characters play through the scenario. Lastly, there is a base line indicator as to what Level Player Characters the scenario is designed for. This includes notes on to make the scenario harder, or even harder (and occasionally, easier), so that the Game Master can use it with higher Level Player Characters. There is even a broad outline of events given in the footer of the page!

This layout is terrific. It is easy to use and everything is clearly laid out on the page, which even has room for an illustration! The shorter, one-page scenario outline feels slightly more cramped and has less information and so needs more work, but that should not detract from the rest of the book. Of course, the hooks will need much more work.

The anthology opens with ‘Flower Power’ in which the Player Characters are hired by a Druid to harvest a single petal from a plant at a secret oasis, but must contend with a gang of rival plant hunters hired by a wizard and a team of unsurprisingly stubborn team of mules who are the only creatures who know the way. ‘Curtain Call’ is a murder mystery which takes at a performance at a caravan theatre which the Player Characters are called upon to investigate. It has a flexible set-up with three suspects, three motives, and no given murderer, so its outcome can tailored to the result of the Player Characters’ investigation rather than adhere to a set story. ‘Fishy Business’ is probably the most fun adventure in the anthology, ruining the Player Characters’ fish of the day dinner when the chef at the restaurant they are at, comes running out of the kitchen, yelling that the fish, crustaceans, and cephalopods he was preparing for dinner have suddenly come alive and started attacking him! It is up to the Player Characters to engage in a ‘food fight’ and deal with the seafood strike.

The one shorter adventure consists of ‘Sting Operation’. In this, the Player Characters are hired to deal with an outbreak of wasps out of season and become pest controllers, and follow a string of clues to the ultimate cause. The three hooks involve a hunt for a werewolf, an outbreak of undead at a mortuary, and the theft of an artefact by some of the very knights who are parading it through the street. 

The penultimate adventure in the One-Shot Wonders preview is ‘Dangerous Delivery’. The Player Characters are hired as postal workers in a town recently cut off from the rest of the area by snow. The post mistress has lots of deliveries to catch up on and employs them to make a delivery to a reclusive knight whose estate is up a mountain. Unfortunately, after making the difficult journey up to the estate through the barely melted snow, the Player Characters are attacked by several of the animal denizens who live there. This annoys the knight who blames the Player Characters rather than the animals and who also rejects almost all of his post. This is worst entry in the One-Shot Wonders preview and likely to be deeply dissatisfying for the players and their characters as they are subject to an unprovoked attack, and blamed for the attack, and essentially all of their efforts in getting up the mountain are rebuffed.

‘Spectator Sport’ is the last adventure in the One-Shot Wonders preview and the nearest to an actual dungeon in the short anthology. It is a funhouse dungeon in which the Player Characters are trapped in a series of caves which promised to be a carnival of games and challenges in which they could win a mighty jackpot. What follows is a series of deadly games at their expense all to entertain the devilish owner of the complex. In comparison to the other fuller entries in the preview, the adventure feels underwritten, primarily because it is the only entry with a map, so there is less text. The Game Master will probably want to explain why the carnival is the caves and not been noticed before and definitely work out the mechanics of the various games, but this linear—quite literally—adventure has a surprisingly Old School aesthetic and feel to it.

Physically, the One-Shot Wonders preview is very well done. It is bright, breezy, and easy to read. The artwork is decent.

The One-Shot Wonders preview is a bargain. Five adventures which require minimal preparation in order to play? Plus, some hooks should the Game Master be short on ideas? And not only free, but well presented and fun, too? The One-Shot Wonders preview is worth having on the shelf, just in case, all by itself for that reason. Of course, its real purpose is as a showcase for the full One-Shot Wonders: Over 100 Session Ideas for Fantasy RPGs itself, and on the strength of the One-Shot Wonders preview, it looks to be a supplement worth adding to the shelf of the Game Master running any Dungeons & Dragons-style roleplaying game.