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

Friday, 12 June 2026

Friday Fantasy: Glipkerio’s Gambit

In aspiring to great power and in obtaining the patronage of a great power, perhaps a god, a demon, or a celestial, there is sometimes a cost to be paid, a service to be rendered in return such patronage. So it is that the Three Fates, patron to the wizard in the party, call upon his aid and thus the aid of all in the party. There is no denying that is a great hook. It gets the Player Characters involved immediately because the wizard owes his patron a great deal and he stands to lose much, starting with his reputation and standing with the Three Fates, if he says no. What the Three Fates want him and the rest of the party to do is to recapture their temple, the Temple of Destiny. They can tell the Player Characters that it has been captured by the forces of Chaos, but no more, for something blocks their vision of it. To do so, the Player Characters must ascend Mount Tyche, in particular, the Staircase of Fate, close to the top of the mountain, in order to enter the Temple of Destiny and determine who leads the forces of Chaos in its takeover and defeat them.

This is the set-up for Dungeon Crawl Classics #80.5: Glipkerio’s Gambit is a scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. It is designed for a party of Second level Player Characters and it can be played through in one or two sessions. 
What has happened is that the wizard, Glipkerio, emboldened by his dark patron, Obitu-Que, has brashly seized the Temple of Destiny and turned it into his own lair, tapping into the Fates’ wellspring of power to fuel his own magical research. In particular, he has been able to infuse an amulet with enough power to control time and will use that against the Player Characters in what is the best scene in the scenario. However, to get to that scene, the Player Characters have to get through the rest of scenario and the scenes and encounters that make up the rest of the scenario are not bad, they are far from inspiring or exciting. The scenario begins well, with the Three Fates summoning the Player Characters when they return home from a night out and asking for their help. It does not have to be the Three Fates and they could instead be replaced by a Player Character’s own patron, but in this instance, it is the Three Fates and they give the Player Characters a magical artefact, a thread from their spinning wheel to protect the wearer from the forces of Chaos. Once the Player Characters accept the task and are transported near Mount Tyche to bring their ascent. The Player Characters can follow the path that winds round the steeply conical mountain, climb up the side, or fly, but pretty much, after a handful of fights, they get to the top.

If the encounters up the mountain underwhelm, the random events do add some colour and many feel a bit more ominous. For example, the phrase ‘Turn back now’ has been chiselled into a rock wall in gigantic letters and the Player Characters can discover the severed head of a Dwarf propped up on a rock which will croak the same phrase again and again, “You-ooo go-ooo noooooow.” The scenario picks up a pace when the Player Characters reach the Staircase of Fate just below the entrance to the Temple of Destiny. There is a fun puzzle here for the Player Characters to crack, though it has the potential undermine the gift that the Fates gave them, and between that and the Temple of Destiny has turned the temple entrance into a Corpse Gate, a gate of undead flesh, all grabbing arms, formed from the corpses of the villagers who lived below the mountain. If the Player Characters get too close, they will be grabbed, but a Cleric’s Turn Unholy ability will release them or do damage, and if a Thief wants to pick the lock, he has to reach into a gaping mouth!

The finale sees the Player Character confront the wizard, Glipkerio, not just once but multiple times. This is because he has used his newly infused Chronomantic Amulet to reach back in time and recruit younger versions of himself. Fortunately, these younger versions of himself are not as powerful as he currently is, though there are more of them. The number of duplicates also limits his (or their) spellcasting ability, but the Player Characters will need to kill them multiple times before they stop reappearing, and eventually, they will only be facing one, which transforms into the strange cat-headed, partially furry, one tentacled arm creature depicted on the cover. It is a cinematically fun final boss battle which brings the scenario to an entertaining climax.

Unfortunately, an exciting climax does not make up for an otherwise unexciting and underwhelming scenario. There are few opportunities for roleplaying, but worse, the scenario mostly ignores its themes of fate and the Fates with the Three Fates and time travel and manipulation with Glipkerio’s newfound powers. There are elements of both in the scenario, but not enough. Some of this can be explained by a lack of space, the scenario barely running to nine pages in length, but it would have been interesting if the Player Characters had been given the option of exploring three possible Fates somehow and perhaps been flung around in time as well.

Physically, Dungeon Crawl Classics #80.5: Glipkerio’s Gambit is as well presented as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The writing, the artwork, and the cartography are all excellent

Dungeon Crawl Classics #80.5: Glipkerio’s Gambit is a serviceable adventure and no more—as written. If a Judge wants to take it and develop its themes and create some engaging encounters and events around them, whether that is the Player Characters chasing Glipkerio through time or deciding between their fates, then Dungeon Crawl Classics #80.5: Glipkerio’s Gambit could live up to its ideas and its potential.

—oOo—

The next scenario is Dungeon Crawl Classics #81: The One who Watches from Below.

Friday Filler: Lacuna

Lacuna is a very light game that is incredibly fast and easy to learn and quick to play and it also looks good on the table. It is an abstract, highly themed area control game that can be played in ten minutes and set-up again for another go. Published by CYMK, Lacuna is ‘A Cozy Game of Mystical Geometry’ designed for two players, aged eight and over. It stands out for two reasons. The first is the packaging. Lacuna comes as a sturdy tube dotted with flowers in sift pastel shades against a black background. The second is the components. The first of these is the playing surface, a black cloth mat roughly seventy centimetres square, marked with a blank circle in the middle and bordered by different flowers. The second are the game’s wooden tokens, forty-nine flowers divided into seven different shapes and colours. The third are the twelve pawns, six in silver and six in gold, and weighing quite a lot in the hand. The fourth is the tube itself, which serves as a shaker to sprinkle the flowers on the cloth. This is a game that looks good and feels good, but when it is on the table, it is simply pretty.

The idea behind Lacuna is that the players are competing to collect the most flowers from a pond by moonlight. The cloth mat represents the pond and the flower tokens the flowers they are collecting. At the start of the game, the mat is laid out flat and the player who will go first takes a flower token of any colour. This is because the second player will have an advantage in placing his tokens when going last because the first player cannot put a token near his. Then the rest of the flower tokens are placed in the game’s tube and sprinkled onto the cloth, adjust as necessary to ensure that they are not all clumped together. Play proceeds in two phases.

In the first phase, the flowers captured. To do this, a player draws an imaginary line between two flowers of the same colour. If nothing blocks them, he places one of his metal pawns anywhere on that imaginary line between the two flowers and takes the two flowers. This continues until both players have placed all six of their metal pawns.

In the second phase, the players take in turns to collect the remaining flowers. This is determined by the player whose metal pawn is nearest the flowers. If it is unclear whose metal pawn is closer to a flower or group of flowers, the game includes a ruler to determine the exact distance.

Once both phases are complete, the players determine who the winner is. If one player has the most of one colour flower, he wins that colour, and the player who wins the most colours, wins the game. Since there are only seven of each colour, a player only has to win four of a colour to win it, and since there are seven colours, a player only has to win four of them to win the game.

This all sounds a bit simple, even simplistic, and random. Of course, the distribution of the flowers is random, but whilst the mechanics of the play, that is, the placing of the metal pawns, is simple, their placing is not simplistic. There is some nuance to Lacuna. Not necessarily a great deal, but some. And it boils down to this… Where does a player place his metal pawn on the imaginary line between to flowers of the same colour? At one end or in the middle? It all depends on close the metal pawn can be placed to another group of flowers to claim them in the second phase of play. Too close and whilst the player will claim those flowers, the metal token might to far from other flowers to claim them. Too far, and the player might not be able to claim enough of them or any at all because his opponent has a pawn placed closer. After that, Lacuna is a numbers game. Since there are only seven flowers in a colour set, a player only needs to take four of them to hold the majority and claim the point. Consequently, a player cannot simply place his metal pawns at random if he wants to win. He does need to think about the best, or at least, the optimal places, to put them.

Physically, Lacuna is a lovely looking game. It comes in a sturdy tube, the cloth mat is clean and simple, and both the flower tokens and metal pawns are attractive. However, the tube does make the game difficult to store on the shelf along with other board games as much as it does make it stand out. The rulebook is underwritten, not defining quite exactly where the line is drawn between flowers in the game’s first phase. Is it from the middle or any edge? This can matter in play and the players will need to decide on a house rule. The distribution system of using the tube to sprinkle the flower tokens is cute, but there is always the chance that the flower tokens will roll off the table and the players will find themselves on their knees, looking for them on the floor.

Unfortunately, Lacuna is a game that will quickly outstay its welcome. Not because it is a bad game. It is not. Rather, it is charming and simple, and easy to teach and play, but it lacks depth. It is relying upon the attractiveness of its components—and they are very pretty—rather than game play to sell itself. At its worst, Lacuna is slightly fiddly and irksome trying to work out if a line is clear or which is the nearest metal pawn. At its best, Lacuna is cozy and calming, a perfect five or ten minutes between longer, deeper games. Its simplicity and attractiveness make it suitable for play with children and family members who do not play board games, but for veteran board gamer, Lacuna will likely live up to its true meaning.

Monday, 8 June 2026

Companion Chronicles #24: The Adventure of the Deluded Knight

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in GloranthaThe Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for use with Pendragon, Sixth Edition. This can be original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

—oOo—

What is the Nature of the Quest?

It is a full colour, eleven page, 2.16 MB PDF.

The layout is tidy, though it does need an edit.

Where is the Quest Set?
The Adventure of the Deluded Knight is a scenario for Pendragon, Sixth Edition. It takes place in the year 481 CE, during the events of the Uther and Anarchy Periods near Salisbury, but can be set in any year with little difficulty.

Who should go on this Quest?
Any type Player-knight can go on this quest. The scenario suggests that both both Christian and non-Christian Player-knights be included and that Religious Knights will have an advantage.

What does the Quest require?
The Adventure of the Deluded Knight requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
In The Adventure of the Deluded Knight, the Player-knights are sent west towards the Forest of Gloom and in the direction of the market town of Warminster. The town has the ancient right to smelt all the bog iron found on Salisbury Plain. This summer’s mule train which left with the bog iron and is expected to return with Salisbury’s share of the smelted iron has not returned and the Player-knights are sent to investigate. The journey is relatively straightforward barring a possible ambush with bandits/deserters in a chalk gorge along the way, before the Player-knights ride up into the Forest of Gloom. Here they discover the members of the mule train cut down, and its leader, Sir Bursules, missing. Wild-eyed, bruised and bloodied when they finally track him down, Sir Bursules is initially pleased to see the Player-knights, as he is about to pass judgement upon a pair of commoners, whom he accuses of being demons and tools of Satan! The likelihood is that Sir Bursules will soon turn on the Player-knights making the same accusations, though unlike the commoners, they have the means to defend themselves.

Unfortunately, Sir Bursules is a driven individual, even inspired, having been affected by something of a fiendish nature and there is possibility that whatever is affecting him can also affect the Player-knights. Non-Christian Knights have a slight advantage, but Player-knight upon Player-knight action is a distinct possibility and it is not impossible that all of the Player-knights are affected and momentarily made into NPCs! At which point, the players can switch to playing their squires. The scenario accounts for and explores various different possible outcomes that can result from the Player-knights’ encounter with Sir Bursules, but it is likely to get quite chaotic at the end as the finale descends into a mass of whirling blades and cries of “Demon!”

The adventure ultimately forces the Player-knights to confront someone who has fallen prey to deceit and illusion, and potentially themselves, should they also fall prey to it. The scenario lays the groundwork for sequels in which others also fall victim to it as well

Should the Knights ride out on this Quest?
The Adventure of the Deluded Knight is as written, a solid scenario that can easily be added to a campaign, no matter in which period the Game Master is setting it. However, as a campaign introduction it is slightly underwhelming, only hinting at some of the things to come.

Miskatonic Monday #437: The Light on the Hill

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.
Author: Geoff Bridges

Setting: London, 1928
Product: Scenario
What You Get: Fifty-four page, 36.42 MB Full Colour PDF
Elevator Pitch: Missing men lead to pastoral horror
Plot Hook: Ensure that restoration work is complete
Plot Support: Staging advice, five pre-generated Investigators, 
seven NPCs, seven handouts, four floor plans and maps, and one Mythos monster.
Production Values: Excellent

Pros
# Home Counties, market town horror
# Strong on investigation
# Can be adapted to other periods, especially Cthulhu by Gaslight
High production values
# Excellent handouts
# Ecclesiophobia
# Nyctophobia
# Gephyrophobia

Cons
# Portraits heavy-handed
# Short

Conclusion
# Short, but well done and well presented parochial peril 
# Solid investigation and low key horror

Sunday, 7 June 2026

Scouting for Scares

The concept of children versus Cthulhu is not new, but it is challenging when it comes to roleplaying, since it has to provide rules for playing children in Call of Cthulhu, a roleplaying game in which the Investigators are adults, and also make adjustments for the lethality of encountering its alien races and cosmic entities—both mentally and physically. Publisher Trepan’s The Haunted Clubhouse: The Little Play House of Horrors made few changes, whilst The Dare from Sentinel Hill Press stripped the rules back with ‘The Call of Kid-thulhu’. Both of those are single scenarios, whereas Golden Goblin Press’ The Eldritch New England Holiday Collection explored the young lives of scions of the Mythos, making adjustments in terms of the amount of Luck that the youthful Investigators can spend and receive and its campaign framework. Campfire Tales: Scouts Against Cthulhu goes even further. Inspired by the likes of The Hardy Boys and Nancy Drew books, films E.T. the Extra-Terrestrial and The Goonies, as well as the more recent Stranger Things and even Scooby Doo, Where Are You? presents rules for creating pre-teen and teenage Investigators, gives them an Investigator organisation, and the Keeper a complete setting and campaign that plays out over the course of several years.

As the title suggests in Campfire Tales: Scouts Against Cthulhu, what the supplement for Call of Cthulhu, Seventh Edition from Chaosium, Inc. does is make its Investigators the young members of a Scouting organisation. This gives them the reason to be together and bond together, because over the course of their time as Scouts, they will discover strange things in the ‘Westhaven Campaign’ about their hometown, things that few, if any, adults will believe. Then perhaps as result of their experiences in their formative years, they might become adults who will investigate the Cthulhu Mythos in the traditional sense and go on as adult Investigators looking into the mysteries of such campaigns as Masks of Nyarlathotep or A Time to Harvest. To do that, Campfire Tales and the ‘Westhaven Campaign’ shift the story back a few years from the Jazz Age of classic Call of Cthulhu, to the late 1910s and the end of the Great War. This will add its own tensions to the ‘Westhaven Campaign’ in terms of the relationships between the Scouts—both the junior Investigators and NPCs, and adults in the setting, but it also means that if the Scouts graduate from Campfire Tales, that they can attend college and gain some experience and life skills before diving into the myriad of options in terms of scenarios and campaigns set during the Jazz Age. Essentially, instead of a player describing his Investigator’s backstory, he and his fellow players can roleplay it.

Campfire Tales: Scouts Against Cthulhu begins with an origin of the project and a history of the Scouting movement, and also the ‘Wayfarer Scouts’, the fictional organisation that the junior Investigators belong to in the campaign. Notably, the founder’s wife is a supporter of suffrage and thus the organisation allows both boys and girls as members. The Scout-Investigators will all be members of the same patrol and as they age and learn—and also play through the ‘Westhaven Campaign’, they will move through four ranks. These are ‘Wanderer’, ‘Rover’, ‘Ranger’, and ‘Warden’. As a ‘Wanderer’, a Scout-Investigator will be eleven or twelve years old, but by the time he is a ‘Warden’, he will be seventeen or eighteen. As he progresses, each Wayfarer Scout will learn new skills, improve the skills he already has, and earn badges. Badges provide an important benefit during play.

To create a Scout-Investigator, a player rolls for characteristics as normal, although Strength, Size, and Education will vary depending upon the Scout-Investigator’s age and rank in the Wayfarer Scouts. Instead of an Occupation, a Scout-Investigator has a Hobby, such as Amateur Sleuth, Farmhand, Junior Photographer, Junior Police Corps, Library Helper, Religious Assistant, or Shop Assistant. Each suggests the obligations that the Scout-Investigator has, lists eight skills, suggests an associated ‘Trusted Adult’, and a badge that the Scout-Investigator can start play with. All Scout-Investigators receive a set number of points to assign to their Hobby. The ‘Trusted Adult’, whether that is petty criminals or local police for the ‘Street Punk’ or a boat owner, fisherman, or navy veteran for the ‘Junior Sailor’, is an adult that at least will listen to what the Scout-Investigator has to say and trusts them, whereas other adults do not trust the Scout-Investigators and will be wary of them. Through events and roleplaying, a ‘Trusted Adult’ relationship can be soured, but it provides each player and his Scout-Investigator an NPC to interact with and the Keeper with an NPC to portray on a regular basis. In addition, the Scout-Investigator has a ‘Fear’ that can make certain situations for him more stressful.

Henrietta Brinded
Age 11, Hobby: Amateur Sleuth
Family Credit Rating: Average
Trusted Adult: Local Librarian
Badges: Wayfarer Scout Badge, Wanderer Badge, Reading Badge

STR 18 SIZ 36 CON 40 DEX 70
APP 75 INT 75 POW 65 EDU 30
Cool 65 Luck 80 Damage Bonus -2 Build -2
Move 8 HP 5

COMBAT SKILLS
Dodge 35%
SKILLS
Law 30%, Library Use 55%, Locksmith 26%, Persuade 35%, Read Lips 26%, Spot Hidden 50%, Stealth 45%, Track 35%
LANGUAGES
Other Language (French) 11%, Other Language (Latin) 11%, Own Language (English) 30%

BACKSTORY
Personal Description: Tall and skinny, sandy haired and freckled.
Treasured Possessions: Latin-English Primer, magnifying glass
Traits: Honest
Phobias: Heights

Mechanically, Campfire Tales makes a change to one skill and adds three others. The Credit Rating skill is shifted to reflect the status of the Scout-Investigator’s family rather than the Scout-Investigator himself, since he will likely have a few cents in his pocket. ‘Language (Signals)’ covers Semaphore and Morse Code; is imported from Cthulhu Dark Ages and replaces Psychoanalysis, but is more immediate in its effect; and Ride (Bicycle) is self-explanatory. Campfire Tales otherwise lists all of the skills in Call of Cthulhu, but many are marked as uncommon for Scout-Investigators or as suitable only for adults. Luck can be more readily spent to adjust skill rolls and if a Scout-Investigator gets stuck, the Keeper can ask for a ‘Leap of Logic’ roll, enabling the naïve eleven-year-olds to connect the dots in a televisual or cinematic way.

When out camping or hiking, a Scout-Investigator can suffer ‘Adversity’. This comes in the form of five forms—cold, hunger, lost, overburdened, and sore. Campfire Tales details their individual effects, but in addition, the more of them that a Scout-Investigator is suffering, the more penalty dice that a player has to roll for Cool rolls for his Scout-Investigator. However, if a Scout-Investigator overcomes one of the five adversities, it encourages the player to describe what his Scout-Investigator actually does to overcome them.

The major addition to Campfire Tales is that of ‘Badges’. All Scout-Investigators start play with the Wayfarer Scout Badge, Wanderer Badge, and an Ability Badge from his Hobby, and will go on to earn Rover, Ranger, and Warden Badges. Each of which will replace the previous rank Badge in terms of the ability it grants. Every badge gives the holder benefits, which will often alter traditional Call of Cthulhu play. The Wayfarer Scout Badge lets a Scout-Investigator spend Luck to help others; the Wanderer Badge enables Scout-Investigator to succeed at one roll once per session; the Rover Badge to refresh the Scout-Investigator’s Luck; and so on. The Ability Badges include Animal Friendship, Crafting, Cycling, Hiking, Knot-Tying, Nature, Orienteering, Public Speaking, Radio, Signals and Codes, Weather, and more. Each of the Ability Badges grants an increase in an associated skill and an extra bonus once per scenario. For example, the Animal Friendship Badge lets a Scout-Investigator understand whatever it is that a dog or cat is trying to tell him; the Camping grants a bonus to the Mechanical Repair skill; and the Weather Badge to correctly forecast the weather. All of these badges bring a strong narrative element to the play of Campfire Tales as well as enforcing the world of Scouting with its culture of self-improvement and self-reliance.

In terms of combat, Campfire Tales makes some pleasingly thematic changes that both account for the size of a Scout-Investigator and the Scouting ethos. Unlike traditional Call of Cthulhu, in Campfire Tales the Scout-Investigators can not only work together, but are encouraged to do so to gain the benefits of Assisted Fighting Manoeuvres. These are not set in stone, but dependent upon the situation, the imagination of the players, and the goal they want their Scout-Investigators to achieve. Examples given include entangling an enemy in a bedsheet to give time for the Scout-Investigators to run away or pushing an enemy down the stairs. The rules for handling Assisted Fighting Manoeuvres are slightly complex, relying upon the Scout-Investigators’ Builds to determine if they gain bonus or penalty dice, but they do include a fully worked out example which is helpful. Further most weapons are cumbersome for Scout-Investigators and require a Strength check to wield without a penalty. When hurt, a Scout-Investigator heals faster, ignores Major Wounds, and at zero Hit Points is unconscious, not dead. Unless a Scout-Investigator suffers damage equal to his maximum Hit Points in one go or under certain circumstances, he cannot die. Spending thirty points of Luck will also allow a Scout-Investigator to escape death.

The last big change to Campfire Tales is to Sanity. It replaces Sanity with ‘Cool’. A Scout-Investigator’s Cool is equal to his Power and unlike Sanity does not go up or down. Instead of losing Sanity points and going insane if a Cool roll is failed, a Scout-Investigator can suffer one of five involuntary reactions—‘Fawn’, ‘Fight’, ‘Flight’, ‘Flop’, or ‘Freeze’—which the player is free to choose from (though the Keeper can dictate which reaction a Scout-Investigator has), and his player must tick a Distress Box on the Scout-Investigator sheet. These are labelled ‘Stressed’, ‘Jumpy’, and ‘Upset’, but have no mechanical effect, though of course, they should be roleplayed. When all three are ticked, the Scout-Investigator is ‘Distressed’ and possibly subject to ‘Delusions’ as per standard Call of Cthulhu. A Scout-Investigator’s Fear will make a Cool roll harder. Ticks can be removed from Distress Boxes with a night of rest at home, a good night’s camping round the fire, or at the end of a scenario.

The setting for ‘Westhaven Campaign’ is Westhaven, a quiet town some forty miles west of Arkham, Massachusetts, near the border with New Hampshire. So, on the edge of Lovecraft Country. The notable locations, including the scout hut, and NPCs, including any ‘Trusted Adults’, are all detailed, as is the ‘Sons of Seth’, a branch of a secretive cult with Egyptian origins that governs the town. Also detailed are the members of a second, rival Wayfarer Scout squad in the town, a very helpful Hobo, Boxcar Jim, and there are also options for shifting the campaign to the relative metropolis of Arkham and the heart of Lovecraft Country.

The ‘Westhaven Campaign’ is divided into four parts, one for each Wayfarer Scout Rank and thus two years apart. All four scenarios include ‘Leads’—obscure and obvious clues—at the end of particular key sections to help the Keeper each run one. They start with ‘Tremors Below’, which is for Wanderer scouts. The Scout-Investigators are taking regular hikes to work towards their Hiking Badge in the nearby Orth-Beane Forest Preserve when the fog sets in and suddenly, Don Blackwell, the assistant scout leader in charge of the hike, is grabbed from below and pulled under the earth, leaving his scout hat behind. Lost out in the woods, the Scout-Investigators must find their way back to Westhaven, perhaps plagued by bad dreams and fears of what exactly it was that attacked Don Blackwell, but a friendly and desperate dog leads the Scout-Investigators to what is both a bloody discovery and a potential source of solutions. The scenario culminates in a chase back to town, the Scout-Investigators harried by the thing from below.

Two years later and the Scout-Investigators are Rover Scouts when one of their number’s curiosities are aroused by the arrival of a large car from which two men in dark suits deliver a wooden crate to the home of Colonel Grimm, local celebrity author and semi-retired explorer, and they seemed to be talking to the crate. The scenario plays better if one of the Scout-Investigators is related to Colonel Grimm since it makes it easier for him to gain access to his house and strengthens the reason why the Scout-Investigators want to, and otherwise, the Scout-Investigators will have to break in, which may not be in keeping with the Scouting code of conduct. The Scout-Investigators do have a potentially sympathetic ally in the house in the form of Colonel Grimm’s housekeeper, but they also have to get into Colonel Grimm’s study where the crate is kept. Get past the possible issues with the set-up and the scenario has some nasty secrets to unleash within the house, which the Scout-Investigators will need to battle to defeat.

As Ranger Scouts, the Scout-Investigators can discover the ‘Treasure of the Secret Way’ after Boxcar Jim gives them a map to an old mine marked with the word, ‘gold’. Worse, after some research, the Scout-Investigators learn that it is also haunted. This is an exploration scenario, as much like a dungeon as a children's adventure film from the eighties, one filled with secrets, some mundane, some connected to the Mythos and the history of nearby Westhaven.

More secrets of Westhaven are revealed in the fourth and final part of the campaign, ‘Shadow Over Westhaven’. This is a two-part scenario and will take longer to complete than the previous three scenarios. In the first part, ‘Lakeside Horror’, now Warden Scouts, the Scout-Investigators as well as the Scouts from the other patrol are invited on a three-day camping trip to New Hampshire’s Green Mountains, and everything seems to be going well when two Scouts go missing from their tent. This combined with the odd behaviour of the brother and sister hosts and strange discoveries made in the woods, puts everyone on edge, with good reason as the trip comes to a brutally nasty conclusion.

If the first part sees the Scout-Investigators acting directly against adults in the form of the sinisterly bucolic brother and sister, the second part escalates this as they act against many of the adults in Westhaven. In ‘Hands of Winter’, when they return to town, the Scout-Investigators find it in an icy grip—figuratively and literally—as fires are banned, the temperatures drop, and many of the townsfolk are driven to construct a series of wooden towers, whilst the rest cower in fear. The Scout-Investigators’ inquiries point to the home of the brother and sister hosts of their ghastly camping trip and potentially one of the creepiest scenes in the campaign. The scenario ends with a traditional summoning ceremony which requires careful staging by the Keeper. However, one advantage that the Scout-Investigators have is that they can ‘Be Prepared’ and have to hand many of the items and artefacts that they gathered in the previous three scenarios. The scenario includes notes on how each of them can be used in the finale to give them all manner of boons. The scenario does suggest what happens if the Scout-Investigators fail (and if they do fail, it could set up a more traditional Call of Cthulhu campaign with the town under the sway of an evil cult), as well as what happens if they succeed. A nice touch is that if they do succeed, the Scout-Investigators earn the respect of the adults in Westhaven.

Rounding out Campfire Tales is a set of four appendices. These provide extra scenario seeds, a glossary of Scouting terms, a list of spells in the campaign (including three new ones), and a quick reference guide for the campaign’s new rules. These are all useful.

In addition to the fact that it is designed to be played with teenage Scouts, the ‘Westhaven Campaign’ is not a traditional campaign for Call of Cthulhu. Its story is more physical than mental and what holds it together is not the Sons of Seth as a threat, but the presence of the Scout-Investigators and what they experience in and around the town. Indeed, the Sons of Seth as an organisation does not play a role in the campaign, though several of its members do. Where in a traditional campaign for Call of Cthulhuu, the Investigators would be directly making enquiries into the cult, here the Scout-Investigators are never given the opportunity and it is not part of the campaign as a whole. Consequently, the ‘Westhaven Campaign’ is more a series of adventures with some occurring adversaries, than a campaign with a beginning, a middle, and an end. The Mythos is also non-traditional until the very end.

The ‘Westhaven Campaign’ is relatively straightforward and the experienced Keeper could run it without reference to the Call of Cthulhu Keeper Rulebook (though the Keeper may want to refer to the Chase rules for the first scenario). However, Campfire Tales is not a standalone book. It just could have been. One thing it is missing is advice for the Keeper on writing and creating more for the genre. So, Campfire Tales is a campaign with a very specific set-up rather than a supplement. Had it had that advice it might better have lived up to its tagline.

Physically, Campfire Tales: Scouts Against Cthulhu is well presented. In particular, the artwork is some of the best of any supplement for modern Call of Cthulhu. It is directly inspired by the work of Norman Rockwell—and this is intentional. Rockwell painted scenes of Americana and pastoralism and had a strong association with the Boy Scouts of America, illustrating covers for the organisation’s publications and calendars. So, it is fitting that his style is adhered to here.

Campfire Tales: Scouts Against Cthulhu is the most radical campaign and supplement for Call of Cthulhu, Seventh Edition since Regency Cthulhu: Dark Designs in Jane Austen’s England. The latter forced the players and their Investigators to think about their social status and their reputation in investigating the Cthulhu Mythos, but Campfire Tales forces the players to think about investigating the Mythos from a very different position where the players cannot bring the force of the adult world to bear and must see things from a child’s perspective. It counters this with the narrative elements such as the effect of the Badges and the Assisted Fighting Manoeuvres that also reinforce the Wayfarer Scouts set-up and the Investigators as Scout-Investigators. Campfire Tales: Scouts Against Cthulhu presents and supports a great set-up and a different way in which to play Call of Cthulhu, and does so with some entertaining scenarios rather than a campaign in the traditional sense.

Saturday, 6 June 2026

The Other OSR: Down Among the Dead

Down Among the Dead describes itself as ‘A Terrible Expansion’ for Pirate Borg, the ‘Worst Pirate RPG Ever Made’. In the case of the latter claim, Pirate Borg is actually highly accessible, especially in the form of the Pirate Borg Starter Set, an Old School Renaissance-style roleplaying game is set in the Dark Caribbean, a sea of tropical islands marked with European towns and fortresses and ruins of civilisations long gone, of shipwrecks with rich cargoes and even richer treasures, and of the Scourge. The Scourge made the dead walk once again, ghosts return to haunt the living, and monsters lurk ready to smash the foothold that the Europeans have established in the region. The governors and the viceroys, representatives of kings and queens, have forced to adapt and rule with no contact from home following the Scourge and even take advantage of the situation, especially since the discovery of the abilities and addictive nature of ASH, the ash of the burned and ground undead. Some seek to make money from the trade in ASH and some seek to control it, whilst others seek to repress it. This is another cause of the conflict in the Dark Caribbean. Pirate Borg casts the players as members of a crew who will sail the ASH-tinged waters the Dark Caribbean, raiding and smuggling, carousing and drinking, adventuring, and exploring. In the case of the former, Down Among the Dead is the first official supplement for the roleplaying game, providing four adventures, three new Classes, skills, motivations, even house rules, and a lot more.

Down Among the Dead is published by Limithron via Free League Publishing following a successful Kickstarter campaign. It contains three new Classes, new skills, adds motivations for Player Characters, four sets of tables for generating different aspects of the setting and game, and three lengthy adventures, all of which can be added to an ongoing campaign. The first new Class is ‘The Antiquarian’, which is essentially Indiana Jones (or other swashbuckling archaeologist of your choice) for the Age of Sail, complete with a phobia, a holy grail—perhaps discovering lost temples or ruins and ancient treasures or the origins and dark secrets behind the creation of ASH, and an ’Expertise’ such as ‘Theology/Arcana’, ‘Athletics’, or ‘Occultism’. The ‘Deep One’ brings a Lovecraftian touch to Pirate Borg, its origins such as ‘Hybrid’, ‘Bathyal’, and ‘Abyssal’—the type and depth of water it comes from—determining starting stats, and its options include either ‘Shaman’ or ‘Warrior’. The former learns Pelagic Sorcery Spells, whilst the latter is armed with a cultural weapon like a coral and seashell long knife or a piece of driftwood with stingray spikes and learns combat techniques. Lastly, the ‘Unlocked Soul’ is resurrected spirit who has returned to the surface after dying and being cast into Davy Jones’ Locker. This Class is living on borrowed time as there is a increasing chance that Charon will reclaim his soul, but in the meantime, he can regenerate wounds and regrow limbs, ask questions of the dead, become like transparent water, and more, though his skeleton might itch from within because it is made of coral or his head might be able to spin right round and he cannot see a particular colour.

All three Classes are good, bringing fun archetypes into Pirate Borg. All three can be played as written, but the ‘Unlocked Soul’ is best used for an NPC or for Player Characters who have also escaped Davy Jones’ Locker—perhaps after playing through ‘Lost to the Locker’ later in the book—and wanting to multi-class upon returning to the surface.

One possible negative aspect of Pirate Borg is the limited number of Class features that a Player Character can have. A Player Character gains one per Level, so typically by Fifth or Sixth Levels, there are no more abilities to choose from. ‘d66 Skills for the Seasoned Sea Rover’ remedies that with a list of alternative skills that a player can select from instead of taking a Class feature, and not once, but twice for each skill. For example, with ‘Gunsmith’, a Player Character can repair black powder weapons, lower their chances of misfires, and improve their accuracy and damage inflicted, and if taken a second time, improve their accuracy and damage inflicted again. With ‘ASH Apothecary’, a Player Character can cook ASH down to a potent crystallised form that when consumed has a greater effect, but also sells for triple the price, and if taken again, these effects are doubled! From ‘Deadshot’, ‘Barrelman’s Eyes’, and ‘Font of Chaos’ to ‘Salvage Diver’, ‘Agile Amputee’, and ‘Siren’s Tongue’, this is an entertaining selection and there are a lot here that a player will want to choose from rather than one of his character’s Class Feature. There is the option to roll randomly, but the Game Master could also use these skills as rewards during play or simply allow Player Characters to have both these skills and their Class Features to make them more capable and heroic.

The ‘Motivations During the Apocalypse’ can be used for both the Player Characters or NPCs, whilst ‘House Rules’ gives options for the Game Master in terms of design notes, examples, and tips. These range from rerolling initiative each day and adding Armour Class to the game when one Player Character fights another (instead of rolling to defend) to having damage dice explode and playing Pirate Borg in either Nightmare or Heroic modes! Many of these address issues that a Game Master might have with the roleplaying game and some of them push Pirate Borg away from the Mörk Borg model and closer to a Dungeons & Dragons-style roleplaying game. All though are options that enable a group to play the roleplaying game in the style it prefers. The other general support for Pirate Borg includes four sets of tables for generating elements of the Dark Caribbean setting, including a ‘Jolly Roger Flag Generator’, ‘Dark Caribbean Island Generator’, ‘Coral Reef Generator’, and ‘Coin Generator’. ‘Dark Caribbean Island Generator’ and ‘Coral Reef Generator’ both come with examples, but all four are useful adding further details to the Game Master’s Dark Caribbean campaign.

The first of the four scenarios in Down Among the Dead is ‘Anchor Drop Falls’. It is a short, two-page location detailing a set of caves behind a five hundred foot high waterfall where pirates and/or conquistadors are said to have buried their treasure, Deep Ones have made a home, and then been driven out by a hungry, giant crab. It is a plain and simple affair, with the location descriptions placed around the map, that is very easy to run from the page and just as easy to slot into a campaign. ‘Anchor Drop Falls’ can be played in a single session, whereas the other three scenarios are much longer and much more detailed.

‘Lost to the Locker’ is a seabed, sandcrawl in which the Player Characters awaken to find themselves dead in a purgatory of small islands and shipwrecks, and will very likely do so again should they die again. The aim is for the Player Characters to escape back to the realms of the living, requiring a vessel and an exit, as well as several coins called ‘Obols’. Finding all of these forms the focus of the scenario. Once they freed themselves from the floating rocks they have been chained to, the Player Characters will be ferried by Charon to the liminal space of ‘The Locker’. Overseen by Lady Oblivion—ethereal, watery Egyptian priestess or Reef Ghoul?—this region consists of just eight locations, including the pirate-town-like Port Oblivion with its wrecks and boulders home to Lost Souls like the Player Characters; the Pellucid Palace of volcanic glass where Lady Oblivion holds court; and the Inverted Galleon, capsized and chained to the seabed. Every location details vessels that might be repaired or stolen, how Obols might be gained, as well as numerous NPCs, random encounters, and more. There is a lot of detail to this concentrated sandbox and a lot of elements that the Game Master can bring into play. It is fantastically liminal place with plenty for the players and their characters to do and plenty of random elements that Game Master can use to enhance the undersea unreality. ‘Lost to the Locker’ can be used as written, following a ‘Total Party Kill’, but it could also be used as a non-standard campaign starter.

The second scenario veers towards the fantasy horror of Robert E. Howard, rather than the Lovecraftian horror of ‘The Deep One’ Class, with its use of Serpent Men as the villains of the piece. ‘Venom in the Veins’ details an ancient shrine to the Slithering One, rumoured to be the last known location of a missing conquistador, to hold ancient knowledge, to be target of French spies and revolutionaries, to be source of a deadly venom, and so on. Overseen by a once-human shaman corrupted by necromancy and his undead serpentfolk guardians, this is snake-infested, trap ridden, but nicely detailed dungeon that requires some set-up to get the Player Characters to explore its depths. There is plenty of treasure to be found and no little forbidden knowledge, but lingering over that has its own consequences. Particular attention is paid to the traps and puzzles, which makes running it easier. ‘Venom in the Veins’ would be a perfect adventure for the Antiquarian Class given at the start of the supplement.

‘Into The Maelstrom’, the third scenario in the supplement requires more experienced Player Characters and takes a classic Gothic set-up and gives it a piratical, nautical twist. Instead of a haunted house, the setting is a haunted galleon, The Maelstrom, a galleon with blood-red sails of flesh that is home to  Albrecht the Tideborn, a Deep One vampire, and his vampiric crew. The Player Characters are hired to sneak aboard and rescue an important VIP that Albrecht the Tideborn is holding prisoner and also to slaughter as many of the vampires as they can. However, that is not the only reason the Player Characters to want to board The Maelstrom. They will each have their reasons. All of this is set up ahead of time, using a deck of ordinary playing cards and the rules for ‘Three-Eyed Parrot’, a game provided prior to the scenario. This includes the identity and location of the VIP being held prisoner, the identity of the Player Characters’ Patron, the location of a powerful ritual, the location of an artefact, and so on. The cards are then divided into their suits and then used as decks to determine random prisoners, mundane items, treasure, and encounters. The scenario is played against the clock and there is a strong chance that prisoners will be sacrificed before the Player Characters rescue them—the scenario even suggests that the Game Master tear up the card for a particular NPC if the Player Characters fail to save him!

The main feature of the scenario is The Maelstrom, but also detailed are ‘The Dead islands’, the former Virgin Islands in the Lesser Antilles, infested by ASH addicts, cannibalistic pirates, and the undead, its coats marked by numerous derelict ships and wrecks waiting to be picked over. Several locations are detailed on the island, including Charlotte’s Cove, the main settlement now overrun with vampires, the swamp encroached Ruins of Whitby Abbey, Sanctum of the Feathered Tree—home to an orangutan sorcerer, and other locations. This gives the setting longevity beyond the scenario itself, and there are notes too, if the Game Master wants to run it as a one-shot, short campaign, or a long campaign, and even includes tournament mode and scoring! As such, ‘Into The Maelstrom’ is a tool kit that the Game Master needs to adjust fit her players and for full effect is best run over multiple sessions. This brings all of the brine and rot of the sea to the Gothic and the doomed romance and horror of the Gothic to the Dark Caribbean. When their characters  have enough experience to play it through, ‘Into The Maelstrom’ should be a grand, memorable scenario for the players.

Physically, Down Among the Dead is very well laid out, and the artwork and cartography are excellent. Everything is very easy to use.

Down Among the Dead has everything a Pirate Borg Game Master would want. Three good scenarios, two of which have really memorable locations, content that the Game Master will still come back to, and options that the Game Master and her players can pick and chose from to make Pirate Borg theirs.

Solitaire: Be Like a Cat

There is a world out there for every cat to explore—gardens to laze in, rooftops to laze on, trees to climb, sheds to investigate, fences to scamper along, other cats to scowl and yowl at, humans to run away from and humans to properly socialise, and all in territories to mark and make that cat’s own. Be Like A Cat: a solo/two-player roleplaying game offers the opportunity for a player to explore that world from cat’s own eye level and tell the story of that exploration in a journal. By default, that story will be one set across the urban world that we are all familiar with, but options included in Be Like A Cat can take the player and his cat into other genres, including a dystopian future, ancient Egypt, the far future aboard a space station, and  even aboard a pirate ship! If this sounds familiar, then it is because it follows the format of Be Like a Crow: A Solo RPG, in which the player takes the role and tells the story of a Corvidae—crow, magpie, jackdaw, or rook—over multiple landscapes and differing genres. Indeed, Be Like A Cat is by the same author and from the same publisher, Critical Kit Ltd. Where Be Like a Crow requires a deck of ordinary playing cards to play, Be Like A Cat requires a handful of dice.

Be Like A Cat: a solo/two-player roleplaying game casts the player as either a Feral, Stray, or Domestic Kitten. The Kitten will explore a world mapped out on a Territory Tracker, adding rivers, parks, houses, trees, shops, businesses, restaurants, churches, street markets, and more, encountering all manner of creatures, including other cats, dogs, pigeons, rats, humans—old and young, and goats and llamas! Some of these encounters will be resolved with a fight, but not all of them, and as the Kitten moves from one type of territory to another, it can mark it as their own, hopefully permanently. As a Kitten explores, it will age, first into a Young Adult, and into a Mature Adult and a Senior. It will improve many of its skills when it does so at these stages of its life. The play of the game continues until a scenario’s goals have been fulfilled, all of the Territory Tracker for a scenario has been mapped out, the Kitten has reached the age of a Senior, or when it has run out of Lives.

A Kitten—and thus a cat of any age—is defined by sixteen skills, grouped into four categories. The skills are rated between one and six. The Kitten will have a Background— Feral, Stray, or Domestic—which will determine its appearance, behaviour, starting location, and bonus and weakness. For example, a Feral Kitten takes good care of itself; is unsociable and prefers to retreat or aggression; has a starting location of woodlands, countryside, a farm, or park; as a Bonus, rolls Prowl and Hunt skill checks with courage; and as a Weakness, rolls Cute and Signal skill checks with timidity. Of course, a Kitten has nine lives, each of which is lost when a Kitten loses all of his Health.

Hercule
Lifecycle Stage: Kitten
Background: Domestic
Starting Location: Back Garden
Bonus: All Social skill checks
Weakness: Balance and Jump skill checks
Health: 5
Lives: Nine
SKILLS
Survival: Prowl 1, Hunt 1, Mark 3, Preen 1
Social: Cute 3, Scare 1, Play 2, Signal 2
Travel: Jump 1, Climb 3, Balance 1, Land 1
Combat: Claw 1, Bite 1, Pounce 1, Evade 1

Mechanically, Be Like A Cat is a dice pool system. When a player wants his Kitten to undertake an action, he rolls the dice for the appropriate skill. Results of four and five count as one Success, whilst six counts as two. Rolls of one count as minuses and reduce the number of Successes rolled and if the total number Successes is negative, the Kitten loses Health. One or two Successes counts as a successful action, whilst three or more Successes is an outstanding outcome and the next roll is made with Courage. If the roll is made with Courage, a player can reroll any die that did result in a one, whilst rolls with Timidity means that results of four do not count.

Combat use the Claw, Bite, Pounce, and Evade skills. Claw and Bite are used to attack and inflict damage, whilst Evade is used to avoid attacks. Pounce is rolled to pin the defender down and if this can be done for three rounds, the defender will yield and if the defender holds territory, it also gives this up to the attacker. Social encounters are set up using the reaction table and the encounter verbs in the ‘Urban Cat’ scenario. In addition, a Young Adult and Mature Adult suffer a ‘FRAP’ or ‘Frenetic Random Activity Period’ or a ‘zoomie’. It occurs when two sixes are rolled for any action, and then the Cat rushes off in random direction.

The structure of Be Like A Cat consists of four phases. These are to move or stay, check for and resolve any encounters and any events, and then potentially take control of the location. The roleplaying game includes a cheat sheet and each scenario includes tables for locations, encounters, ‘Yes, and…’, and genre appropriate tables. The ‘Yes, and…’ table gives events that help the player add depth and detail. The genre scenarios also add objectives. For example, for ‘Brave Mew World’, the Kitten is uploaded to a corporate mainframe and sent to locate and copy eight databases, equipped with augmentations that can be salvaged from opponents the Kitten defeats, whilst the Kitten is searching for scrolls under the temple of Rameses II in ‘The Book of Bastet’, from which it can gain Boons, ultimately leading to a showdown with Bastet’s sworn enemy.

In addition, Be Like A Cat includes options for two players instead of one. These include taking it turns to control the actions of the Kitten; competitively, with each player controlling a different Kitten; and finally with a Game Master. The competitive option shifts Be Like A Cat towards being more like a board game, with the players competing for territory, whilst the option with the Game Master makes Be Like A Cat more of a traditional roleplaying game.

Physically, Be Like A Cat: a solo/two-player roleplaying game is a clean little book with some decent artwork. It is an easy read.

Be Like A Cat: a solo/two-player roleplaying game enables a player to explore the world (and other worlds) from a cat’s eye view. Some worlds are more fantastical than others, but the point of view has its own magic, that of an animal whose life we as owners and passersby we only see parts of. Be Like A Cat: a solo/two-player roleplaying game lets us imagine all of that world and in some cases, more. Be Like A Cat: a solo/two-player roleplaying game is perfect for the cat lover who roleplays and for the cat lover who wants to try something a little different.