Sunday, 15 November 2026
Malice & Miasma
Saturday, 14 November 2026
Affirmation & Alarm
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 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.
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.
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.
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.
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).
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.
Elevator Pitch: “Sleigh bells ring
Pros
# Somniphobia






