Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday, 14 November 2026

Affirmation & Alarm

With Vaesen – Mythic Carpathia, the roleplaying game, Vaesen: Spirits and Monsters of Scandinavian Folklore goes east! The investigative horror game set primarily in Scandinavia during the nineteenth century that explores the clash between modernity and folklore explores the curve of the Carpathian Mountains as they stretch from Bohemia and the city of Prague in the west through the Austro-Hungarian Empire, the Kingdom of Prussia, Poland and Ukraine of the Russian Empire, before turning south into Rumania and Transylannia of the Ottoman Empire. Primarily occupied by the politically and culturally suppressed Slavic peoples, parts of the region have seen political and cultural awakenings following the ‘Spring of Nations’ in 1848 combined with the Romanticism movement which encouraged inspiration, subjectivity, and individualism, including of specific ethnic groups. Nowhere more so than in Bohemia and the city of Prague, where the Czech population has asserted its identity whilst still remaining part of Austro-Hungarian Empire. The city is home to ‘The Society for the Integration and Adaptation of the Carpathian Tradition, Based in Prague’, known locally as ‘Pravda’ (or ‘Truth’) which for decades since its move to Prague, and hundreds of years before that, been dedicated to the study, and if necessary, repulsion of vaesen, much like its cousin, the Order of Artemis, based in Castle Gyllencreutz in Upsala, Sweden. In comparison to the Order of Artemis’ whose remit is confined to Scandinavia, the territory that ‘Pravda’ has to cover is vast, from the Baltic regions of Estonia, Latvia, and Lithuania in the north to the Ottoman Empire-occupied Balkans in the south and from Poland in the west to Ural Mountains in the east. It means travelling great distances and across different empires and it means encountering a wide variety of vaesen.

Vaesen – Mythic Carpathia is the sourcebook for Vaesen: Spirits and Monsters of Scandinavian Folklore which covers this area, highlights some of its notable vaesen, and introduces ‘The Society for the Integration and Adaptation of the Carpathian Tradition, Based in Prague’ as well as providing three scenarios which take the Player Characters across the region. Published by Free League Publishing, some of its vaesen have appeared in the roleplaying game before, notably in the fan-based Vaesen: Spirits and Monsters of Mythic Ukraine, but like Vaesen – Mythic Britain & Ireland before it, Vaesen – Mythic Carpathia is written by authors local to the region, so it has an authentic tone to it.

In terms of a region sourcebook, Vaesen – Mythic Carpathia is very much an overview. This covers the history of the Slavs across the four empires—the Austro-Hungarian Empire, German, Ottoman, and Russion—but is not an examination of those empires. Instead, it looks at the conditions under which people lived as the nineteenth century progressed, mostly from the revolutions of 1848 onwards. The primary focus is on Bohemia in the Austro-Hungarian Empire (what will eventually become Czechoslovakia) and then on the city of Prague. A detailed description is provided of the city, the aim being that it serves as the Player Characters’ base of operations as Upsala is in the core rulebook. This includes its key sites, history, and of course, the details and history of Pravda. Like the Order of Artemis, it is based in a fortification, in this case, the Prašná brána or Powder Gate, a gothic tower that was once Prague’s gunpowder store. Unfortunately no floor plans are provided for it, but suggested upgrades are included as well as books held in its library and possible threats it faces. Notably, it has a very different feel in comparison to the Order of Artemis. Where the latter’s base of operations, Castle Gyllencreutz, is very much in need of restoration, Pravda’s Gunpowder Gate headquarters are organised with clerks and a library and it is organised, possessing a lay membership as well as experts and investigators, and being led by a president and council.

Only one new archetype is given in Vaesen – Mythic Carpathia. This is the Vampire Hunter. Its Key Attribute is Precision and its Key Skill is Close Combat and its Talents consist of ‘Hateful of Bloodsuckers’, ‘Impaler’, and ‘On the Hunt’ which all together make the archetype very focused in what it does. Which is combat against vampires. This focus and its inclusion in the supplement are understandable given that the region is infamous for its vampires, and vampires are predatory monsters. Yet this is at odds with the usual game play of Vaesen: Spirits and Monsters of Scandinavian Folklore where the aim is to resolve any conflict between men and vaesen rather than fight the vaesen. Its inclusion is also obvious. Which leaves you to wonder what other archetypes could have been included alongside it?

In terms of vaesen, their appearance and activities are still very driven by the loss of knowledge of how to interact with them as rural life declines and urbanisation and industrialisation attracts people away from the countryside and into the towns and cities. Vaesen – Mythic Carpathia adds another interesting reason—Romanticism. The Romantic movement’s interest in culture and ethnicity has gone hand in hand with an interest in folklore and this has caused some vaesen to wake up, resulting in conflict with the local inhabitants. This is a really nice touch, essentially laying the blame for the rise in vaesen activity upon the poets and authors who only see them as part of the folklore of ethnic groups and a possible bone of contention if the Player Characters includes a poet amongst their number.

Vaesen – Mythic Carpathia details sixteen vaesen. They include the Dhampir, Strigoi, and Vampir, because this is Carpathia after all, but other familiar vaesen include the Golem and Baba Yaga. In terms of roleplaying, they feel very traditional, but they are all very well presented with examples of conflicts which serve as scenario hooks. Alongside these are vaesen that are unlikely to be as familiar. These include the Babai, an evil night spirit of the forest who looks like an old man with eyes that glow like ember and steals naughty children and carries them in the bag over his shoulder; the tiny, lizard-like Khocca-Yarokha which collect children’s baby teeth; and the Udinytsia, an evil female spirit who steals luck, fate, and talent, preying on the unborn and their mothers. There is plenty here that Game Master can use to enhance her Vaesen campaign and all are very nicely presented stats, descriptions, examples of conflict, and a secret.

The second half of Vaesen – Mythic Carpathia consists of three scenarios of varying length and complexity. The first, ‘A Treaty of Blood’, initially appears to be a classic vampire story when Pravda is asked by the noble ruler of an isolated valley in Transylvania, in the Carpathian Mountains for help in dealing with a beast that has killed two farmers. However, trapped in the valley by the winter weather, the Player Characters need to look beneath the surface to work out what is going on and who the culprits are. There is more than one ‘monster’ involved in what is a Gothic horror story that pleasingly tweaks expectations about what a roleplaying game investigation into vampires involves.

‘The Gathering Storm’ sends the Player Characters even further east into the Ukraine and Brygidki, the oldest prison in the city of Lemberg (now known as Lviv) where several prisoners have fallen ill and others died. The investigation is hampered by prisoners who will not speak if the guards are around and will often ask for banned items in return for their information, prison guards who want to keep the prisoners in order, an outbreak of what looks like chickenpox, and a constant chilly wind blowing through the building. This is a shorter scenario, much grimmer and grimmier given its prison location and involves a monster that will likely be unfamiliar to most players.

Lastly, ‘The Secret of the Maharal’ is set in Prague. The city is on the verge of uproar over a series of deaths involving a lot of blunt force that the police have been unable to solve and so they turn to the Pravda Society for help. Of the three scenarios, this is the most obvious in terms of knowing what the culprit is, which means that the players need to roleplay against their knowledge until their characters know what is responsible. Where the scenario is interesting is working out why the deaths are happening and in the need to navigate the politics of Prague and attitudes in the Austro-Hungarian Empire. What this means is that some of ethnic tensions highlighted earlier in the book’s background do feature in the scenario and thus they do need to be handled with care.

Vaesen – Mythic Carpathia is a good introduction to the region, but it is in no way a comprehensive guide, and to be fair, it cannot be. The region of the Carpathian Mountains and their surroundings is just too vast for one book to really cover. That really leaves the Game Master with no little research to conduct should she want to set a scenario outside of Bohemia and Prague, and perhaps a bibliography would have been useful to that end since the region and its history is not going to be familiar to everyone. Both parts of the Austro-Hungarian Empire would be worthy of a supplement of their own, let alone Poland, and hopefully setting gets more support. Another issue perhaps is that the scenarios focus too much on the well known vaesen over lesser known regional ones, but to be fair, the two scenarios involving familiar vaesen twist and tweak their plots in unfamiliar and interesting ways. Plus, it leaves the unfamiliar vaesen for the Game Master to use herself and thus surprise and challenge her players.

Physically, Vaesen – Mythic Carpathia is as well presented as you would expect a book for Vaesen: Spirits and Monsters of Scandinavian Folklore to be. The artwork is excellent, the layout clean and tidy, the handouts good, and the index is useful. Also, the cultural issues raised by the history of the region and its peoples are handled with sensitivity. The separate map of Prague is good, but the regional map takes a little careful study to really understand.

If its background and history does leave the reader very much wanting more, Vaesen – Mythic Carpathia does a fantastic job of introducing a new region and a new, more organised and focused society dedicated to the investigation of vaesen, ready for the Player Characters to make their enquiries and ease some of the conflicts between man and monster. It supports this with some lovingly presented vaesen, both familiar and unfamiliar, and three solid scenarios. In Vaesen – Mythic Carpathia there is a wonderful sense of hope and optimism in Bohemia and the city of Prague, which ebbs away as the investigations of the Pravda Society take the Player Characters east and into the grimmer, foreboding realities of lives under the dark peaks of the Carpathian Mountains.

Trenchcoats & Tinies

Small Folk in Big Coats is a roleplaying game about small folk not getting noticed in the big world and deciding to work together to get noticed and get what they want done by collectively wearing the same outfit and trying to work together. Of course, whilst the temporary small folk collective might share an aim or two, every individual has his aims and wants to be in charge. So whatever the agreed plan might have been at the start, the attempts to fulfil that are going to go awry as chaos ensues… Fortunately, everyone around the collective just thinks that they are dealing with a hopefully charming, if hapless and probably accident prone eccentric rather than what they actually are. And what they actually are is several small creatures in an overcoat! Small Folk in Big Coats is a roleplaying game that draws the roleplaying meme of ‘three kobolds in a trench coat’ or ‘three goblins in a trench coat’. The meme is humorous and thus so is Small Folk in Big Coats. It is also designed to be played with as minimum an amount of preparation possible—even no preparation at all—and as one-shots. What this means is that Small Folk in Big Coats works as well for convention sessions as well as those nights when not everyone is available to play.

Small Folk in Big Coats is published by Armstrong Games following a successful Kickstarter campaign. The game needs a single six-sided die and ten tokens per player, and it works best with at least three or four players who together choose from or roll on the tables that make up the first half of the slim rulebook. This includes ‘Species’, ‘In A’, and ‘Flourishes’, the latter the only thing that the Small Folk Player Characters can agree on. So for example, this might be ‘Ratmen In A Plumber’s Outfit’, ‘Little Mushroom Guys In A Cocktail Dress’, or ‘Owls In A Suit of Full Plate’, and their Flourish might be to ‘Down your pint’, ‘Leave a generous tip’, or ‘Do a backflip’. Each player’s Small Folk has two objectives, one big, one small. A Small Objective might be ‘Show of Skill’ such as to ‘Juggle something valuable’ or ‘Lie’ and ‘Reassure someone by saying you’re a doctor’. A Big Objective could be to ‘Defeat A Dragon’, ‘Change The World’ and ‘Found a Religion’, or ‘Win A Quiz for Boffins’. These objectives are kept secret, whereas a Player Character’s skills, of which he has two, need not be. Skills include Pickin’ Pockets, Inciting Riots, Knives (Chopping), Seamanship, Correct Dinner Party Etiquette, and (knowing) The Exits. Lastly, each player begins play with ten tokens. Everyone is randomly assigned a role—Head, Legs, or Limbs—and anyone who is Limbs receives a Mischief which is a different colour to the normal tokens. Set-up like this is simple and quick.

There are three Roles in Small Folk in Big Coats, which all together form the Stack. At the top is the Head, at the bottom is the Legs, and in between are the Limbs. One Player Character is the Head, another is the Legs, and everyone else is the Limbs. The Head is in charge—nominally—and can interact with the world and speak. If the Head wants to act and failure is likely, or better still, funny, his player must roll a six-sided die. The action is a success on a result of six, though if the Head has a relevant skill, there is a bonus. Alternatively, a player can spend coins to adjust the roll. If the Head succeeds, he can continue to act, but any failure is automatically a dramatic failure and can trigger a ‘Contest’ with his ‘allies’ lower down in the trenchcoat (or other outfit). The Legs handle movement, and whilst the Head can tell the Legs where to go, the Legs can negotiate the exact details of where he goes. If this takes too long, the Game Master can decide that the Player Character to the left of the Legs kicks him out and replaces him.

Player Characters who are Limbs cannot handle either the walking or the talking, but can add to the chaos by causing something that the Head has to deal with such as grabbing something, pushing a button, knocking a pile of crockery over, and so on. This requires a Mischief token. This is the only way in which Mischief tokens change hands and if the current Head later ends up as a Limb, then his player now has one or Mischief tokens to cause mayhem with.

Contests occur when everyone else in the Stack decides the Head is having it too good or too bad. A closed auction occurs with everyone bidding as many or as few of their tokens as they want. Whomever bids the most becomes the new Head, whilst whomever bids the lowest becomes the new Legs, and everyone becomes Limbs. However, everyone, but the new Head keeps his bid, half of which goes to the new Legs and the other half is lost. What this means is that both tokens and Mischief tokens can flow back and forth between the different roles and players can bid low in order to refresh or gain more tokens in readiness to try and grab the Head position later in the game. Game play continues until all but one player offers an empty fist in a bid to be the new Head.

Small Folk in Big Coats is a competitive roleplaying game, meaning that a player can win. This is determined by whomever scores the most points and points are scored by achieving Objectives and performing a Flourish. A Flourish can only be performed once an Objective has been achieved and the Head only has a short time in which to do it before the Legs and Limbs trigger a Contest.

Physically, Small Folk in Big Coats is decently, simply presented, with daft pictures. The writing is clear and simple.

Small Folk in Big Coats is a very quick and easy roleplaying game in every sense. That includes preparing it, learning it, and teaching it. That can all be done in minutes and so it is a perfect back up roleplaying game to have in the bag or on the shelf.

Friday, 13 November 2026

Friday Fantasy: The Serpent in the Henhouse

The Serpent in the Henhouse is a scenario for Shadow of the Weird Wizard, the roleplaying game from Schwalb Entertainment set on the world of Erth in the Borderlands between the remnants of once great empires and the realm of the Weird Wizard greatly changed by his magics. The unexplained disappearance of the Weird Wizard allowed all manner of creatures and strangeness to flood into the empires and kingdoms causing strife and civil war, as refugees fled into the borderlands and adventurers ventured into the Weird Wizard’s lands into explore its strangeness, hopefully stop any dangerous threats, and perhaps return with treasures both magical and mundane. Player Characters progress from Level One to Level Ten, their progress divided between three Paths—Novice, Expert, and Master, gaining greater ability, skill, and specialisation. A Novice Path begins at Level One, an Expert path at Level Three, and a Master Path at Level Seven. Adventures for Shadow of the Weird Wizard are tailored to these three Paths. The Serpent in the Henhouse is designed for Master Heroes and can be run as a scenario for experienced players and characters for Shadow of the Weird Wizard. It presents the Player Characters with a strange situation and a dark tomb to explore late into their careers for Shadow of the Weird Wizard.

The Serpent in the Henhouse takes place in and around an abandoned town in the borderlands. Word has reached the authorities that not only has the town been abandoned, but also that strange things have been happening in the surrounding area. People have disappeared, never to be seen again, but then statues started appearing in the middle of nowhere, in fields and forests, and some of them actually looked like the people who disappeared and others like the sheep who disappeared! Others looked like bandits and some were even posed as if they were running away. Which begs the questions as to who would sculpt and carve sheep and who would sculpt and carve bandits? With all of this strangeness going on, the inhabitants of the surrounding area are convinced that some terrible monster is stalking the land, something probably left over from when the Weird Wizard disappeared! So the authorities have hired a respectable group of adventurers to investigate the problem, see if they can solve it, and report back. These, of course, will be the Player Characters, likely working for a patron or someone who knows them by reputation.

What the Player Characters discover is a long abandoned town, surrounded by statues of villagers and other travellers, with the tracks of what appear to be large chickens or turkeys. Now most experienced characters, even most experienced players of fantasy roleplaying games, will have some idea of what the threat is given that so many animals and people have been petrified. They will also probably guess right as a nasty ambush is sprung upon the Player Characters in the deep grassfields. With careful work, they should be able to clear out the town of the immediate threat, but perhaps the most curious feature of the town is that close by stands a hill. A single hill that is the only hill for miles around and atop are the ruins of a temple whose carvings suggest that it was dedicated to Draconus. The bulk of the adventure concerns what can be found below the temple. This is a small tomb complex used by the cult which worshiped in the temple long ago. Obviously, it is full of undead, but it is also full of puzzles. Now none of the puzzles are challenging, more requiring some experimentation to work out how things operate in the tomb complex, though there are dangers too if the experimentation goes wrong. It is possible to use brute force to break through some of the puzzles, but this alerts the surviving denizens of the tomb. However, if the players do work out how the puzzles work, their characters can control access to different parts of the tomb complex, which will make exploration that bit easier.

Physically, Serpent in the Henhouse is cleanly and tidily laid out. It is well written and the map of the tomb below the temple is easy to read.

Serpent in the Henhouse is a dungeon adventure with an emphasis on traps and puzzles, exploration, and combat. There is no real opportunity for roleplaying, but that should not be held against it as not every fantasy adventure needs to involve roleplaying. Plus, if the Sage wants to include some. she could add a scene with the patron of the Player Characters or have them talk to an inhabitant of the villages affected by the disappearances of people and subsequent appearance of the statues.
Serpent in the Henhouse should satisfy players wanting some dungeon action and exploration for Shadow of the Weird Wizard.

Evade & Escape

The Imperials consider the psionically capable Zhodani as treacherous, mind-sucking scum, whereas the Zhodani believe the Imperials to be violent, expansionist, mentally disturbed, psionic bigots, and guilt-ridden liars and thieves. In other words, the peoples of the Third Imperium and the Zhodani Consulate hate each other and have fought multiple wars where their respective frontiers meet in the Spinward Marches. When there are no open hostilities, a state of Cold War exists between them as each side readies itself for the next conflict to come. As part of that preparation, Alspr Detspreflstebr, Vice-Admiral of the Cronor Fleet, Zhodani Consular Navy, renowned for her expertise in naval tactics, has analysed the current situation and has concluded that there is a weakness in the disposition of the 67th Frontier Fleet’s squadrons, especially along the ‘Dietevriabr Wall’, the border between the Third Imperium and the Zhodani Consulate that runs through the Cronor and Jewel subsectors. With tensions growing along the border in the run to what will later be called the Fifth Frontier War, the Admiral commandeers the Courier Priebr to get her, her assistant, and bodyguards—Naval Provost Marshals Dliant and Shetlke—to the frontier world of Chachtinch as fast as possible. Unfortunately, the journey does not go as planned, almost as soon as the Priebr enters Jump space, the sirens begin blaring. It is quickly obvious that the courier has misjumped, but where? The Admiral and her team as well as the crew of two have a week to wait and find out. A misjump could send them anywhere. When they exit Jump space, the news is probably the worst they could have expected. The Priebr has entered normal space, high above the ecliptic of a settled system, hurtling at high speed towards the system’s star, and if that is not dangerous enough, the world is in Imperial space! And then...

Delta 3 is Down is a scenario of danger and disaster for Traveller, the Science Fiction roleplaying game and setting published by Mongoose Publishing. The scenario itself is published by BITS UK Limited, or ‘British Isles Traveller Support’, a British organisation dedicated to supporting Traveller, especially at conventions. To that end, Delta 3 is Down began life as the BITS tournament adventure for Gen Con UK 1999. It is designed to be played in roughly four to five hours, but includes notes on pacing so that the Game Master can run it within the timeframe of a convention slot. It comes with six pre-generated Player Characters and is both demanding technically and in terms of roleplaying. Technically, because the Player Characters will be faced in the scenario by a series of technical challenges that cascade almost from the start. In terms of roleplaying because the six pre-generated Player Characters are all Zhodani and in standard Traveller scenarios and campaigns, the Zhodani are traditionally seen as the enemy! Although members of Humaniti, the Zhodani are also ‘aliens’ and have a decidedly different culture and outlook in comparison to Imperials. To that end, Delta 3 is Down does include a good overview of Zhodani society to provide to the players that gives them everything that they and the Game Master needs to know.

Delta 3 is Down is a scenario of escalating disaster and tension. First, the Player Characters realise that their ship has misjumped; second, it is hurtling towards the sun of the system it has misjumped into; third, the system is in the Third Imperium; fourth, the Imperial Navy is very quickly likely to spot their ship; and so on. The Player Characters are in a constant battle to prevent one disaster from overwhelming them before another strikes. Which does make the scenario feel like a series of skill challenges in places. Ultimately, the Player Characters will find themselves on the Imperial frontier world of Emerald and trying to either find the parts they need to repair their ship or find another way off world, all the whilst avoiding Imperial entanglements. As well as encounters with the local flora and fauna, the former including some large carnivorous plants, there are moments where the characters will be challenged in ways other than technical and allow the players some roleplaying creativity. This includes helping out a farmer who needs a tire changed, investigating a Scout Service research station, and even in the long term, helping to foment an uprising amongst the rebels in the outback!

The scenario is technical, and there are lots of things to analyse and lots of repairs to make from start to finish. Fortunately, the scenario breaks these tasks down succinctly so that the Game Master can work through them and present them easily to her players. It is also very well supported. It details and deckplans for both the Priebr, the Vehrsabl Class Courier that the Player Characters begin the scenario aboard and the Lintula Class Iiss Extended Duration Survey Vessel that the Player Characters might be able to steal towards the end of the scenario.
There are details too and a map of the world of Emerald, as well as an assessment of its military capabilities by the Zhodani Consular Navy Strategic Intelligence Directorate; a list of the contents of the Ship’s Locker.

The six pre-generated Player Characters consist of the Admiral and her assistant, two Naval Provost Marshals who serve as her bodyguard, and the two crew of the Priebr. These come with backgrounds and thoughts on what each thinks of the five others, and are not only given stats that are compatible with most versions of Traveller, but also GURPS Traveller. If there is an issue with the pre-generated Player Characters, it is that the pilot is young and cocky at best, despised by the others at worst. He has the strongest and most adverse personality characteristics and in comparison the other five feel a little flat.

To support the play of the scenario, Delta 3 is Down does include some slightly alternative rules. The ‘BITS Generic Task System’ is designed to handle Classic Traveller, Mongoose Traveller, Traveller 4, GURPS Traveller, MegaTraveller, and Traveller T20, and despite all of those games systems were available in the noughties when Cold Dark Grave was first published, its inclusion has really been superseded by Mongoose Traveller as the dominant rules for Traveller. The ‘BITS Generic NPC System’ is more useful since it simplifies the handling and presentation of NPCs in the scenario.

Physically, Delta 3 is Down is solidly presented. The illustrations are all of a technical nature as is the writing in many places.

Delta 3 is Down is a good one-shot scenario, though likely too long for a traditional four hour convention slot. It has potential for combat, but firmly places an emphasis on avoiding combat and solving problems in order to engineer the escape attempt by the Player Characters. Its technical nature does mean that the Game Master has a lot of information to impart to her players and its technical nature means that it will not suit all players. lastly, and what Delta 3 is Down most enjoyably does is make the players roleplay characters who are traditionally regarded as the enemy in Traveller and see the Third Imperium from a different perspective.

Monday, 9 November 2026

Miskatonic Monday #474: The Black Tide Engine

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.

—oOo—

A dockside explosion in which labourers and stevedores are killed is undoubtedly a tragedy, but when strange effects are reported and it appears that someone is attempting to cover up the cause and those effects, it becomes a mystery. A mystery which attracts the attention of the Bureau of Occult Clearance whose mandate is to investigate events that cannot be readily explained through conventional means. Witnesses reported their ears popping, headaches, dizziness, watches appearing to lose time, lights flickering, and metal vibrating, close things suddenly appearing faraway and faraway things suddenly appearing close, and the explosion itself was unlike anything they had ever witnessed—it seemed to explode both outwards and inwards! It is 1934 and on the docks of the city of Liverpool, a deadly explosion has been reported unlike any other. What is the cause of the explosion? Who is trying to cover it up and why? To gain answers, the agents of the Bureau of Occult Clearance will find themselves investigating a deadly accident and a desperate coverup in the city of Liverpool that hint at the activities of a dangerous conspiracy in the northwest of England and ultimately following the conspiracy to the Lancashire coast and beyond in an effort to thwart science so ambitious it threatens the fate of the world!

This is the set-up for The Black Tide Engine: An Industrial Horror Investigation, a four-part mini-campaign set in the northwest of England for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. Ordered by their superior in the Bureau of Occult Clearance to investigate the explosion at the dockyards in Liverpool, the campaign proper begins there two days after it occurred (though feeling as if it took place only hours before). After experiencing some of the strange effects described by the witness, the Investigators help in a rescue mission before having the chance to properly investigate the cause and who might have been behind the explosion. In traditional Call of Cthulhu, this would have involved interviews and visiting libraries for access to newspaper reports and occult tomes, but not so in The Black Tide Engine. Whilst there are plenty of NPCs to ask questions, the industrial nature of the campaign means that they are not consulting libraries or Mythos tomes—in fact, there is no Mythos involvement in this campaign—but looking through shipping manifests and railway timetables that point to conspiracy not of esoteric scale, but industrial scale. Whilst ‘Act 1: Smoke Over Liverpool’ begins in Liverpool, ‘Act 2: The Terncross Problem’ takes place in rural Lancashire where it becomes clear that the conspiracy has been operating as part of the country’s railway network and behind the cover of a former Admiralty programme which took place during the Great War and was subsequently and hastily shut down.

Along the way, and again and again, the Investigators will run into the agents of the conspiracy, revealed to be the Prometheus Foundation, a conglomerate of military, industrial, and criminal interests, whose total scope lies outside of the campaign. Their aim is harassment and diversion rather than termination, and whilst they are loyal to the Prometheus Foundation, they are not fanatics or insane. This is only one sign that there is a lack of madness to the campaign in comparison to others for Call of Cthulhu or Pulp Cthulhu.

If the first half of the campaign seems oddly geographically focused and bureaucratically obsessed with railways and railway timetables, it is in the second half where it begins to become clear why and the efforts of the Prometheus Foundation take on a scale previously imagined. Previous encounters and locations, like the furloughed construction sites, surely inspired by the shipyards of Barrow-in-Furness in neighbouring Cumbria, only hinted at the scale of the Black Tide Project and the aims of the Prometheus Foundation. The incongruous discovery of an underground railway like the London underground echoes both a James Bond villain’s lair and the BBC television series, Edge of Darkness, but until the ‘villain’ of the campaign is confronted in its final scene, it has more of a blue collar feel. There are yet more discoveries to be made alongside some moments of respite, but as the Investigators and the campaign hurtle towards the climax, the weird environmental effects escalate and the Investigators need to withstand them if they are to successfully confront the mastermind in his lair!

As a horror campaign, The Black Tide Engine leans more into its conspiracy and its industrial elements rather than its horror elements. It often feels as if the Investigators are facing the thirties equivalent of the
‘Men-in-Black’ rather than a horrifying threat. There is a surprisingly Sanity loss rate across the whole of the campaign and much like a ‘Men-in-Black’ style story, The Black Tide Engine is ultimately more about prevention and containment to the point that whatever the Prometheus Foundation is attempting to do or connect to, it is beyond the pay grade of the Investigators to know (or really, the Keeper).

Throughout, the staging advice for the Keeper from one act to the next and from one scene to the next is excellent. For the act, this includes its tone and feel, what the Investigators’ objectives are, and what they discoveries they might make and what they should have learned by the end of it, whilst for various scenes, it includes typical heroic actions that the Investigators might do depending on their role—physical, technical, social, and so on, staging particular scenes, whether it involves combat, action, or a chase, and also opportunities for them to learn more. Overall, the campaign goes out of its way to help the Keeper run it moment from moment.

One quarter of The Black Tide Engine is dedicated to support for the campaign and the campaign is for the most part, very well supported. There are eight appendices in total, the first of which details all of the campaign’s NPCs, including the leaders and notables of the Bureau of Occult Clearance and the Black Tide Project, as well as the subsequent Prometheus Foundation conspiracy, and other NPCs. The writeups for some of them include roleplaying notes too which nicely supplement the quotes given for each earlier in the campaign. The ‘Adversaries’ appendix covers the lesser figures in the Prometheus Foundation and its weird technology, whilst the third appendix presents the campaign’s technological wonders. First with an overview of the devices and weaponry developed by the Black Tide Project, though the Investigators are unlikely to get their hands on most of it during the campaign itself, and then with the Bureau of Occult Clearance experimental technology, which the Investigators do get use some of (and are amusingly given some warnings about their use at the start of the campaign). The fourth appendix details the campaign’s organisations, both the Bureau of Occult Clearance and the Prometheus Foundation, and their means of operation and this is followed by a detailed historical timeline for the campaign, the campaign’s handouts, Keeper Reference Sheets, and the pre-generated Investigator details in the remaining four.

The six pre-generated Investigator consist of an experienced sailor and salvage diver, an ambitious photo-journalist, an absent-minded scientist, a retired semi-professional boxer, a mystic and diviner, and a less-than retired smuggler and thief. All come with detailed backgrounds and some definitely have decent scores in the Electric Repair, Mechanical Repair, and Science (Engineering) skills that the campaign demands. These skills are likely to be the most useful throughout The Black Tide Engine.

Although the introduction to the campaign does prepare the Keeper, there is a lot in the appendices that she will need to read to fully understand the campaign and the motivations of the NPCs and the Prometheus Foundation as it gives more context and background. In terms of organisation, it does mean that initially, the campaign feels underwritten.

However, despite all of the background material presented, The Black Tide Engine lacks verisimilitude, feeling as if it was shot on a soundstage or film backlot like a Saturday morning serial in many cases rather than in actual places. This is not an issue in the campaign’s second half, as both ‘Act 3: The Deep Works’ and ‘Act 4: The Black Tide Engine’ are set deep underground, so there is a sense of unreality to them. Whereas in the first half, which is set in Liverpool in ‘Act 1: Smoke Over Liverpool’ and rural Lancashire in ‘Act 2: The Terncross Problem’, there is no real sense of place. There is no background to Liverpool or the Lancashire of the period, let alone England, so that the Keeper is likely to struggle to bring these parts of the campaign to life. More so if the Keeper is unfamiliar with either the period and the city and its adjacent county. Bringing the ordinariness of the setting of the campaign’s first half would arguably contrast very nicely with the outré nature of the second half.

The campaign’s maps and handouts are very well done. Many of them capture the bureaucratic nature of the campaign’s backstory and its current events very well. That said, it is a pity that the railway network map for ‘Act 3: The Deep Works’ is done across two pages rather than one and that there are no maps of the city of Liverpool and the county of Lancashire across which the events of the campaign play out as they would have also been useful

Physically, The Black Tide Engine: An Industrial Horror Investigation is well presented in an easy to read fashion. It uses period photographs rather than illustrations and these are generally well chosen. It does need an edit in places.

There are disappointing elements to the campaign such as the lack of period setting detail and ultimately the nature of what the Prometheus Foundation is trying to harness. In the case of the latter, how disappointing depends on how much the players and their Investigators want answers. It is in keeping with the conspiracy genre that the Investigators may never know, but for some players that may not be enough. However, The Black Tide Engine: An Industrial Horror Investigation has an energy pace and bureaucratic structure that gives it a markedly different feel in comparison to other campaigns for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, a surprising combination of the Pulp conspiracy and the railway timetable versus Pulp science!

Miskatonic Monday #473: Snowfall Over Arkham

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.

—oOo—
Publisher: Chaosium, Inc.
Authors:
Gisle Kirkhaug

Setting: Christmas, Arkham in the 2000s
Product: Scenario
What You Get: Five page, 2.91 MB Full Colour PDF
Elevator Pitch: “Sleigh bells ring
Are you listening?
In the lane
Snow is glistening
A beautiful sight
We’re happy tonight
Walking in a winter wonderland”
– Walking in a Winter Wonderland, Felix Bernard and lyricist Richard Bernhard Smith.
Plot Hook: A cold snap is not the time for a zombie flash mob
Plot Support: Staging advice, four pre-generated Investigators, three NPCs, three handouts, and one Mythos monster.

Production Values: Clear

Pros
# Short one-session scenario in the style of Gateways to Terror: Three Evenings of Horror
# Easy to adapt to other cities with rivers
# Easy to adapt to any time in the last century
# Includes notes for adapting to the 1920s
# Easy to adapt to other cold-based Mythos entities
# Chionophobia
# Frigophobia
# Somniphobia

Cons
# Needs a slight edit
# Layout is cramped
# Does not explore the situation’s Mythos origins in depth
# Demands a scene of mass sleepwalkers in the snow and resultant Sanity loss

Conclusion
# Short, sharp, sub-zero scenario that is easy to prepare and run
# Mythos elements and origins are slightly underwritten

Sunday, 8 November 2026

Monks & Mysteries

Standing at the foot of the alps in northern Italy, the Abbazia di Palissandro is a refuge away from the politics and turbulence to the south between the Holy Roman Empire, Lombard League, and the Papacy. Here, the brothers of the Fratres Herodoti dedicate themselves to the writing, copying, and illuminating of manuscripts, and over the years, have greatly expanded the monastery’s library thanks to the donations of patrons and revenues earned from locally produced goods. Nearby is a village whose inhabitants the monastery and its brothers take a paternal view of, feeding the poor, caring for the sick, and educating its children. As far as the Abbot is concerned, this is as much dealings as the brothers should have with the villagers, but again and again, circumstances dictate otherwise. Superstitious and often misguided, many villagers resort to exaggerations, lies, erroneous beliefs, rumour, and folklore when attempting to explain fortune that befalls them, for good or ill. The brothers deny the validity of such claims and beliefs, let alone the suggestion made by some of the villagers that either the village is or the monastery is home to a saint or a heretic. This leads to doubt and uncertainty and even mysteries, and in order to dispel confusion and credulity, some of the Fratres Herodoti investigate these mysteries and persuade the superstitious and credulous otherwise.

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.