1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
Sunday, 22 March 2026
2006: Hollow Earth Expedition
Saturday, 21 March 2026
Magazine Madness 46: Interface RED Volume 5
The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—
Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 starts by adding some crunch to your Cyberpunk RED campaign. Quite literally. With ‘Breaking Your Stuff: Rules for Maintaining (and Damaging) Gear’, the Edgerunners have to deal with the wear and tear on their weapons and gear, and the need to maintain it. It can now be categorised as ‘Damaged’ as well as ‘Destroyed’ and ‘Destroyed Beyond Repair’, which allows it to be repaired or used with a penalty. Maintenance can be part of an Edgerunner’s Lifestyle level if the item does not exceed that Lifestyle level, but if it does, he will have to pay to keep it functioning. There are Role-based exceptions, such as Rockerboys having a Lifestyle one level higher for the benefit of maintaining musical instruments and other equipment. Lack of maintenance can lead to breakdowns, as can other damage, but when a player rolls a natural one to use a damaged or poorly maintained, malfunctions can happen. Tables list possible malfunctions for a range of devices and weapons and the Game Master can always make up more. This adds a level of realism to the play of Cyberpunk RED, but it may be a touch too much for some groups. Others will like the grit adds to the streets of Night City.
The Edgerunners may have had the chance to play Roller Derby as part of the campaign, Tales of the RED: Hope Reborn, but ‘Chasing The Rabbit: Roller Derby in the Time of the Red’ gives the full details of the game and the Night City Wonderland League and its twelve teams. It can be the focus of a scenario or two, but there is the possibility here that Roller Derby could be the central focus of a campaigned, perhaps combining a Streel Level campaign with a sports-based campaign. The combination would have lots of inspiration to draw upon and would work well for a short to medium length campaign.
Physically, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is cleanly, tidily laid out. The artwork is decent too and everything is easy to read.
Although much of it was originally available for free and of course, all of it is optional, as with previous issues, having it all in print in Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is a great compilation and great support for Cyberpunk RED. There is so much in its pages that will find its way into any Game Master’s campaign and much that will extend it too in unexpected ways, such as sending it onto a Roller Derby rink, giving advice and structure to mysteries (murders and otherwise), and turning up the power for Mercenary Level. Plus, there is much that will add little details to the Game Master’s campaign like creating Screamsheet handouts and giving a touch of agency to Agents. All of it together, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is another great issue.
Solitaire: To Honour And Obey
To Honour And Obey is published by Twelve Pins Press. It is both a solo journaling and an epistolary roleplaying game told in five acts in which a lady must survive the winter faced by travails that her mother failed to warn her about. It uses Blinking Birch Games’ Anamnesis system and thus to play, it requires a Tarot deck, a notebook and pen, and some tokens, as well as a coin. To set up, the player separates the Tarot Deck into five individual decks consisting of the Major Arcana, Wands, Swords, Cups, and Pentacles. The player then draws two cards from the Major Arcana. The first is the Lady’s Strength, which can be a talent, a quality, a skill, or a secret. Whenever the Lady uses her Strength to deal with a problem, a token is placed on the card. The second is reversed and is her Enemy. When the Lady is confronted with a problem that she is unable to deal with at all or simply badly, or acts out of desperation, a token is placed on the card. The player always decides, except when a card is drawn reversed, in which case a token is placed on her Enemy. To Honour And Obey does suggest three sample Strengths and Enemies, but more would have been both nice and further supported its replay value.
To Honour And Obey is played in five acts. The first three acts switch between the action and epistolary, from surveying her situation to writing to her mother, from facing her enemies acting against her to writing to her husband, and so on. Her player draws three cards from the Pentacle. This generates three questions. For example, “You have a friend who you can never spend enough time with when you are attending your wifely duties. Who is she, and how quickly have you made plans to see her?”, “As you stand by the gate a man watches you from a window. What about his gaze makes your skin crawl?”, and “As he rides away, you think about the one person you wish was here to offer you support and wisdom. Why are they not with you right now? Do you cave in, and in a moment of weakness, ask them to come?” The player answers these questions and moves onto epistolary action. As the Lady, the player writes to her mother, telling her about the keep, her duties, insecurities and fears, love and resentment of her husband, and fears for the future, before asking for advice. She has a chance to act on it and gain a token for her Strength card, before the player moves onto the second act.
As the story progresses through the subsequent acts, the Lady deals with issues in her husband’s fiefdom and then writes to her husband, never knowing when he will write in reply and even if he is still alive; tries to find out more about her enemies and writes to the Queen—perhaps even for help; finally ultimately face her foes, in turn direct attack, treachery, scandal, and illness. In the final, the Lady will face Ending, its nature determined by a Major Arcana card, her fate determined by which card has the most tokens. More tokens on her Strength indicates victory, whereas more on her Enemy indicates defeat. It is easier to accrue tokens on her Enemy than it is on her Strength, meaning that the Lady’s ending is often one of tragedy.
The story at the heart of To Honour And Obey is structurally the same and each time the Lady is going to answering the same broad questions and facing the same sort of difficulties. Where the variation comes is in the exact nature of those difficulties as prompted by the drawing of the cards. When it comes to replaying To Honour And Obey, the challenge is creating answers to the broader prompts about the Lady and her relationships rather than the external threats that she faces.
Physically, To Honour And Obey does need a slight edit, but is otherwise well presented. It is also illustrated by a range of fitting Pre-Raphaelite artwork.
The role of the woman and how much she supports and makes sacrifices for her husband even when he is not there in Arthurian legend is often overlooked and often tragic. To Honour And Obey is an opportunity to bring her tale to light and hear it her told from her perspective.
Friday, 20 March 2026
Friday Fantasy: One Bad Apple
One Bad Apple is set in the small village of Two Forks, located in the Borderlands between the twin forks of the Flenderish River and marked by the two stone bridges which cross the sluggish, muddy rivers, the temple, and the Two Forks Distillery and Public House, the most profitable building in the village. Were it not for the quality of its spirits, Two Forks would be utterly unremarkable, a place where nothing happens. That placid nature has been shattered with the sudden change in behaviour by the town’s blacksmith. Victor the Smith has always been a friendly, agreeable man, always ready to help others, but now, a sudden, unprovoked and extremely violent outburst has left his neighbour, Ruprecht Allson, bruised, battered, and bloody, and like the rest of the village unable to explain why he was attacked. Two Forks’ two guards managed to subdue Victor the Smith and lock him in a shed, where he continues to rage and scream and hammer at the door. What has affected Victor the Smith? What is the reason for his rage? How long will the shed hold him?
Assault on Algiers
Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…
Achtung! Cthulhu 2d20: Operation Kindling is a scenario that takes Achtung! Cthulhu 2d20 back to North Africa after the events of the early war campaign, Achtung! Cthulhu 2d20: The Serpent & The Sands, although the two are not connected. Its set-up—and pretty much all of the scenario—is simple and straightforward. This because it is designed to be played as part of, and is included with, the Achtung! Cthulhu 2d20: Quickstart Pack, along with Achtung! Cthulhu 2d20: Operation Ultimatum. The latter is designed to serve as a one-hour demonstration session, whereas Achtung! Cthulhu 2d20: Operation Kindling is slightly more involved and will take a longer session in which to complete. It could easily be run using the players’ own characters, perhaps as a mission to run between the early part of the war and the mid- to late part of the war. However, the scenario is designed to be used as a quick-start, so includes four pre-generated agents. These consist of an indecisive American natural engineer and linguistic, an implacable British Commando with a reputation for surviving combat, a well-read Belgian police detective who has joined the Free French forces, and a French North African sorceress with an eye for clues and reading others. The latter is the only female pre-generated agent.Against the background of distrust between the French and the British because of the Battle of Mers-el-Kébir when the British attacked French vessels to prevent from falling into German hands, the Player Characters are ordered in turn to neutralise a force of Vichy troops at a police station, ideally by getting them to switch sides or surrender; destroy a radio tower; and ultimately, to capture a Nachtwölfe experimental artillery battery and hold it until relieved. The team is also warned that Black Sun forces may also be operating in the area. The set-up is this straightforward and the agents are likely to deal with the mundane Vichy forces very quickly. Only after than does the scenario get interesting. This is with the discovery of a Black Sun convoy which has clearly been ambushed and gunned down. The agents learn too that the ambushers took an object of importance—a ‘horn’. With this information in hand, the Player Characters still need to capture the gun battery, which turns out to be a Blauer Kristall-powered pair of lightning cannons! Once done, their orders are to hold the battery. Which the agents have to do against a force of Black Sun troops which is chasing the Nachtwölfe unit which was responsible for the ambush on the Black Sun convoy. The scenario will come to climax with the agents fighting alongside sudden and temporary allies—the fleeing Nachtwölfe soldiers—and discovering what the ‘horn’ is that they took from the Black Sun convoy.
Physically, Achtung! Cthulhu 2d20: Operation Kindling is generally well presented, though it has clearly been rushed in places. Both maps and agent illustrations are fine.
Monday, 16 March 2026
Miskatonic Monday #424: The Innsmouth Terror
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Author: John Hedge & Miskatonic Playhouse
Setting: 1923 Lovecraft Country
What You Get: Forty-six-page, 68.09 MB Full Colour PDF
Elevator Pitch: Hollywood horror comes to Innsmouth
# ‘The Shadow over Innsmouth’ writ large, but in an entertaining fashion
Miskatonic Monday #423: Hunger at the Campsite
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Author: Phanzar
Setting: 1982 USA forest
What You Get: Three-page, 2.99 MB Full Colour PDF
Elevator Pitch: A cat-tree-cat god is hungry
# No motivation for the Investigators
# Playable in thirty minutes
# Hookless






