Sunday, 8 November 2026
Monks & Mysteries
This is the set-up for Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries. Published by The Rolistes, it is inspired primarily by The Name of the Rose, the 1981 novel by Umberto Eco, and its 1986 film, as well as the television mystery series, Cadfael, based on the books by Ellis Peters. The tone of the roleplaying game is one of mundanity, that is, there are no spiritual, folkloric, or horrifying explanations to events in and around the abbey and the village, though they are something that the brothers will have to refute and disprove. In fact, because Rosewood Abbey has roots in Walloon, Flemish, and European folklore, its attitude towards religion is irreverent. Thus, it engages with imagery of both the Catholic Church and God, as well as actions regarded as being sinful or virtuous. This includes acts of criminality, blasphemy, and intimacy and sexuality, as well as violence and murder. What this means is that Rosewood Abbey is a roleplaying game for mature players.
Rosewood Abbey is a Carved from Brindlewood roleplaying game, which means that it uses the same rules as Brindlewood Bay: A Dark & Cozy Mystery. This roleplaying game is notable because it changed how mystery scenarios in roleplaying are run and played. Traditionally, the Game Master starts the game knowing the answers to the mystery—the victim, the suspects, the culprit, the means, and the motive—and the players and their characters have to deduce which of these is correct. In Brindlewood Bay—and thus in a Carved from Brindlewood roleplaying game—there is no set solution to any mystery. Instead, the Game Master has a slew of suspects and motives, and it is up to the players and their characters to hypothesise who the culprit is and why he committed the heinous act, and put it to the test. If it passes, the mystery is solved. If not, the players and their characters must continue their sleuthing. In Brindlewood Bay: A Dark & Cozy Mystery (and Mavens of Mystery), this is as elderly female amateur detectives; in Cryptid Creeks, it is as young River Scouts; and in Rosewood Abbey, it is as monks, or Friars, of Fratres Herodoti.
However, what is noticeable about Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries is that half of its one-hundred-and eighty pages are not devoted to setting or rules as much as an example of a playthrough or ‘Replay’. This relates the complete transcript of the third playtest of the roleplaying game and in particular, its first scenario. Such lengthy presentations are extremely rare in roleplaying outside of the Japanese roleplaying hobby, and this at a time when not every roleplaying game includes useful or even any examples, whether of the rules or play. It gives the reader a good idea of how Rosewood Abbey is played, but it is as a whole rather than showcasing specific aspects of the roleplaying game. What this means is that if the reader wants to look up a specific example of a rule in play, he may have to flip through all eighty pages of the Replay.
A Friar is defined by his Name and Moniker, Place of Birth, a Monastic Purview, Abilities, a Friar Move, and several items that give him ‘Joy in Small Things’. The Monastic Purview is what his primary task is at the abbey, such as beekeeper, copyist, or illuminator and he has five Abilities—Vitality, Composure, Reason, Presence, and Community—each rated between ‘-3’ and ‘+3’. Of the Abilities, Community, used when a Friar attempts to sway a large group of people, replaces the standard Sensitivity of Brindlewood Bay, as obviously, the world of Rosewood Abbey is devoid of the supernatural. His Friar Move is a special benefit or action that can be brought into play, typically providing a bonus to an Ability, another item that gives him ‘Joy in Small Things’, a separate Move that only he can do, and so on. A Friar Move also indicates a saint that the Friar is devoted to or reveres. For example, the Friar Move of ‘St. Brendan the Voyager’ indicates that the Friar has travelled to the various courts across Europe and has given him a touch of charisma, represented by a bonus to his Presence Ability; ‘St. Agatha the Nursing’ means that the Friar has a medical background and thus a medical bag which grants him Advantage when used, but is never marked as used; and ‘St. Ralph the Liar’ which enables the Friar to potentially distract or deflect from the consequences of a failure by advancing a Rumour from the Rumour Mill by making a Move roll. The Friar has several ‘Joy in Small Things’ items, each of which can be used once to grant him Advantage on a Move roll.
To create a Friar, a player chooses his Name, Moniker, Place of Birth, Monastic Purview, assign a single point to an Ability, and chooses one Friar Move, whilst the items that give him ‘Joy in Small Things’ are selected by the other players and the Cantor (as the Game Master is called in Rosewood Abbey). The process is simple, but is hidden in the Cantor section of the rulebook and does feel underwritten.
Friar Mathias of Dorsetshire
Place of Birth: England
Monastic Purview: Bookbinder
Friar Move: St. Gabriel the Herald
ABILITIES
Vitality 0 Composure 0 Reason +1 Presence 0 Community 0
JOY IN SMALL THINGS
Needle and thread, quill, parchment, cross, knife
Mechanically, Rosewood Abbey uses the Carved from Brindlewood rules, a stripped down version of Powered by the Apocalypse, the mechanics first seen in Lumpley Games’ Apocalypse World. To undertake an action or ‘Move’, a player rolls two six-sided dice, adds one of his Friar’s Abilities and aims to roll high. The results are either a ‘Miss’, a failure on a roll of six or less or a ‘Hit’ and a success on seven or more. Some Moves provide a more granular ‘Hit’ with different results if the roll is seven or more, ten or more, or twelve or more. Under certain circumstances, the player may roll with Advantage or Disadvantage, meaning that he rolls three dice and counts the highest two if he has Advantage or or lowest two if he has Disadvantage. Advantage can be gained from a Move, use of an unused item from the Friar’s ‘Joy in Small Things’, or the situation, whilst Disadvantage can come from a Condition the Friar is suffering from or is appropriate for the situation.
Every Friar has access to the Basic Moves of Rosewood Abbey as well as his own Friar Move. Providence Moves are only triggered under certain circumstances. The Basic Moves include the ‘Pious Move’ for when a Friar does something risky or faces a fear when inside the walls of the abbey, whilst the ‘Profane Move’ does the same, but when outside the abbey. Searching for a Clue, conducting research, gathering information, and so on is covered by the ‘Meddling Monk Move’. The ‘In Horarium Move’ is a way of removing Conditions—which when suffered typically inflict Disadvantage to a Move—when two Friars directly interact with each other, whilst the ‘Every Work of the Lord Move’ enables the Friars to draw upon an inspirational passage that is relevant to a situation to introduce an element to the Mystery that the Friars are investigating. Lastly, the ‘Confabulation Move’ enables the Friars to conjecture a solution to the Mystery. The roll is modified by the total of Clues found so far and the Complexity of the Mystery. If the result is a ‘Hit’, the solution is correct, but if the roll is not high enough, it can result in complications, whereas a very good roll can have additional benefits.
Rosewood Abbey is more confrontational than most roleplaying games in terms of the Cantor exposing the Friars to adversity, even to the point of Friar death. However, a Friar has access to the ‘Prick of a Thorn Move’. This is an automatic Move that is used after the outcome of another Move has been narrated to change the outcome by shifting the result by one tier, so a ‘Miss’ becomes a ‘Hit’ and a ‘Hit’ can be improved. In this way, a Friar can change his fate, but it is not without its consequences. The ‘Prick of a Thorn Move’ will be tied to a Thorn of Virtue or a Thorn of Sin depending upon the circumstances. At a subsequent point in the Friar’s routine, the player narrates a memory associated with the virtue or the sin whether it applied to the Friar himself or someone else. When this happens, a rumour in and around the village or abbey will be designated as virtuous or sinful.
Much of the play of Rosewood Abbey revolves around the Rumour Mill which tracks the rumours flying around the village and the abbey over the course of a campaign. These rumours attribute mundane events to the work of God or malicious spirits, though underlying all the other rumours is the speculation that a deity known as the Ancient exists and maybe revealed soon, though the Friars very much doubt it. In the long term, at the end of a campaign, as more rumours are marked as either virtuous or sinful and they are associated with a particular individual, the reputation of that individual can arouse the adulation or the ire of the mob. If the individual is associated with virtuous rumours, then he attracts the attention of the Apostalic See which will investigate see if he deserves to be canonised, but attracts the attention of the Papal Inquisition, which will likely torture him and excommunicate him as heretic if the rumours are sinful. Effectively, the last scene of a campaign is likely to be the Friars going before the bishop to argue the case for or against the person under scrutiny. Depending upon the roll, this can end badly for any Friar involved!
In the short term, play focuses upon solving mysteries and refuting rumours. There is good advice for the Cantor on running and presenting a mystery, as well as structuring to set a campaign up, including creating Friars. There is relatively little advice on creating individual mysteries, but the Cantor can build them around the rumours that appear and spread and model them on the three included in Rosewood Abbey. They start with ‘The Rose in the Garden’ in which a rose that bloomed recently in the cemetery orchard despite the cold weather goes missing. This is intended as an introductory mystery and is used for the Replay earlier in the book. In ‘Mocking Grotesquery’, the Friars try and find out why one of the grotesques in the abbey has changed its appearance to a likeness of a local person, whilst in ‘Fugit Inreparabile Tempus’ the Friars are tasked with discovering why the abbey’s bell was not sounded at the appropriate time as this has dire consequences! All three mysteries come with clues, locations, and suspects that the Cantor can lay before the Friars and their players to investigate and deduce a solution to each mystery.
Physically, the small and compact Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries is well presented. It is lightly illustrated, but the writing is engaging and in the form of the Replay, also entertaining.
If the Cantor and her players have any experience with playing another Carved from Brindlewood roleplaying game, the likelihood is that they will have no issues adjusting to playing Rosewood Abbey. Even a Cantor with experience of other storytelling games should have no problem running the mysteries given in Rosewood Abbey, but the Game Master or players coming to the roleplaying game afresh may be daunted by its play style and certainly its campaign structure. The Replay at the front half of the book does show the Cantor how the roleplaying game is intended to be played, but as a learning tool it is imperfect. The problem is that it is not written to be consulted so much as read through from start to finish, so cannot be used as a workable reference. It does need more and clearer advice in terms of set-up for both the campaign framework and individual mysteries, but Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries is thematically accessible and lends itself first to one-shot mysteries, but second offers a depth to short campaigns that pull the Friars into a swirling morass of rumour and superstition that can escalate and put them onto a potentially dangerous stage at odds with their previously provincial existence.
Saturday, 7 November 2026
The SHIVER Files
This is the setting for SHIVER Classified, an expansion setting for Shiver – Role-playing Tales in the Strange & the Unknown, the horror roleplaying game published by Parable Games. It consists of two volumes, SHIVER Classified: Agents of L.A.N.C.E. and SHIVER Classified: The Unseen War. The first of these supplements introduces the setting and L.A.N.C.E. itself, explains its mission and its organisation, including its various departments and sub-agencies, and standard equipment carried by agents of L.A.N.C.E. It also provides guidance on creating agents of L.A.N.C.E. as Player Characters and investigations and case files that the Director can run as part of a SHIVER Classified campaign. The second supplement expands the setting with a complete timeline for L.A.N.C.E., details of its allies and enemies, a trilogy of adventures, and more case files. Where SHIVER Classified: Agents of L.A.N.C.E. focuses on investigative horror in a very familiar style, SHIVER Classified: The Unseen War goes to war with the Player Characters as members of Point Guard, the elite para-military arm of L.A.N.C.E., dedicated to fighting evil in all its forms, whether that is Doomsday cults, spectral killers, or malicious aliens.
All together, SHIVER Classified: Agents of L.A.N.C.E. presents multiple declassified files drawn from the archives of L.A.N.C.E. This enables the Director and her players to explore the history of L.A.N.C.E. and some of its most famous—or infamous—cases. What this means is that it presents a series of one-shots rather than a cohesive campaign involving Agents of L.A.N.C.E. Indeed, the investigations and case files in SHIVER Classified: Agents of L.A.N.C.E. could be used as one-shots, whether involving L.A.N.C.E. or not, but some of the investigations and case files, particularly those set in the last thirty years or so, could be used as origin stories that tell how Agents came to be recruited by L.A.N.C.E. Or they could even be used as training missions before the fresh-faced Agents are sent out on a case of their own. However, what this does mean is that the Director wanting to run a SHIVER Classified: Agents of L.A.N.C.E. campaign in the here and now will be disappointed by the lack of support that the supplement provides to that end. In such a case, the Director will need to create her content or perhaps even adapt the investigations and case files given to the modern day. (Another option, of course, is to look at SHIVER Classified: The Unseen War.)
Solitaire: Bow
This is the background for the BOW Solo Journaling Game, in which a player—or Freediver—explores a dangerous aquatic world hoping to survive and return to tell the tale. It is published by Hatchlings Games, best known for Inspirisles, the Deaf-aware, sign-language as magic, Arthurian roleplaying game, and shares much in common with another solitaire roleplaying game from the publisher. This is Dragon Dowser: A Journalling Game for One Player, in which the player will use his dowsing crystal to overcome the elements, uncover ancient secrets, battle long-buried machinery, and in the process, save the last of the dragon eggs. Both Dragon Dowser and BOW take place in similar, if not the same world (dragons appear in both); are inspired by Japanese anime, in particular, Studio Ghibli’s Nausicaä of the Valley of the Wind; and share the same mechanics and play structure, the Carta System from Peach Garden Games. So as with Dragon Dowser, what a player requires in BOW is a standard deck of playing cards, a six-sided die, a set of tokens, and a journal for the Free Diver to record his story. As an alternative to the deck of playing cards, the roleplaying game has its own deck of cards. These have their art and text, so that the player does not have to refer to the book for the card descriptions, although the rulebook can still be used as a reference guide for all of the cards.
BOW requires some set-up before play begins. Key to this set-up is deciding upon the Marker for the playthrough. This is the location that the Freediver must reach in order to win the competition and is represented by one of the deck’s four Ace cards. Each of the Aces and its associated suit is linked to a particular theme. Clubs to ‘Sea Life’, Diamonds to ‘Secrets’, Hearts to ‘Seafarers’, and Spades to ‘Survival’. The player chooses one of the four Key Markers and draws twenty-three cards from the deck. Together with the selected Key Markers, these are placed face down in a six by four grid. Two Haven cards are placed to either side, represented by the Jokers in a standard deck of playing cards. The player’s die is put on one of these Haven cards as harbour from which his Freediver will set sail. Together, this forms the play area, that is, the sea across which the Freediver travels and explores.
On a turn, the player moves from one card in the play area to another in any direction. This costs a single ‘Seaworthy Token’, each a representation of the seaworthiness of the Freediver’s boat. The Freediver starts play with ten ‘Seaworthy Tokens’ and if he runs out of them, he is not lost, but stranded at sea. He will be rescued and brought ashore at the other Haven, from where he can set out again. Should this happen again, the Freediver’s rivals reach their goals before can reach his, effectively ending the game.
The rules to BOW are simple and easy to learn and play. The process is helped by an extended example of play at the end of the rulebook and this, combined with the fact that the Freediver cannot die, merely be rescued once and once again (and in the case of the latter, fail at the attempt), serves to make it suitable for younger players.
Friday, 6 November 2026
Friday Fantasy: The Hunt for the Storm Calf
Physically, The Hunt for the Storm Calf is nicely presented in the house style of RuneQuest: Roleplaying in Glorantha. It is well written and laid out, and both the cover and the single illustration inside are excellent. The character sheets pack a lot of information onto a single page, but there are no illustrations of the characters themselves.
Although it will need a little effort to bring out some of the tensions in the scenario to their fullest, The Hunt for the Storm Calf is an exciting scenario that offers a good mix of roleplaying opportunities and plenty of action as the Sable Riders race to restore their reputation.
Friday Faction: At Death’s End
The story of the three men is told in At Death’s End, a graphic novel set in a world that will be familiar to the roleplaying hobby. This is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Written by Alex Jarcor and drawn by Chucho Mendoza and published by Sanity Check, this is a graphic novel that takes the reader far from the failing world, somewhere that is never depicted, but only hinted at in the setting of the roleplaying game. It is a gruelling journey, often pushing the protagonists to call upon themselves in ways that they would otherwise forget as they first seek to open and enter the gate before anyone else can and then march across the deserts of death in search of their desired destinies. Lord Arrant von Shatten wishes for the restoration of his kingdom and to be rid of the thing that leeches his soul and whispers promises of power in his ear (much like the sword Stormbringer does to Elric of Melniboné); Snaga wants to be recognised for his power and his thwarting of death; and Alstor Ironhead desires to be free of his bloody past as a soldier. In comparison to the options presented in terms of what you can play in Mörk Borg, these three are not grotesques, but they are each flawed and failed men. They arrive at their intended destination bruised, battered, and bloody, just as you would expect from a Mörk Borg tale, and once there, they do each achieve their destiny, though of course, not necessarily as they imagined. In this way, and in showing the journey through the Gates of Eternity to Death’s End, the Game Master could take inspiration should her Player Characters ever aspire to escape the fate that the mortal world otherwise has for them
Monday, 2 November 2026
Miskatonic Monday #472: Warm Transfer
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.
Elevator Pitch: Call centre of madness
Pros
# Ergophobia
Miskatonic Monday #471: An Ominous Herald
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.
Elevator Pitch: Recognition places the life of the Emperor and the future of the Empire in their hands
Pros
# Toxiphobia






