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

Sunday, 23 August 2026

Ours is the Anarchy

It is the Year of our Lord 1376. England is a land of unrest. The Great Mortality—the Black Death—has swept the country twice in the last three decades and now half of her people are dead. With half of the labourers and serfs who worked the land also dead, labour is much in demand and wages have risen, enriching the working man and so giving him the possibility of improving his life and that of his family. In response, the authorities have passed laws that fix wages at pre-plague rates and made it a crime to refuse work or break a contract, imposing fines and even branding and imprisonment should such laws be broken, in practice applying it to the labourer rather than the labourer and the employer. Sumptuary laws have even been passed to regulate the goods that the increasingly wealthier labourer can consume! In France, King Edward III continues to press his claim to the French throne, but as the French conduct cross-Channel commerce raids, the war is becoming increasingly more expensive maintain, Parliament levying poll taxes upon every adult in the country more than once and sending commissioners from one County to the next in search of those who refuse to pay. In London, the city’s populace resent the presence of foreigners, Flemish weavers in particular, and loath John of Gaunt, Duke of Lancaster, for his support of the religious reformer John Wycliffe, whom they regarded as a heretic, and this will continue upon the death of King Edward III in 1376 and the accession of his grandson, Richard II. The new king is only ten years old and John of Gaunt will go on to serve as his regent for many years. The infamous Peasants’ Revolt led by Wat Tyler is five years away, yet England buckles under the authority of the Crown, the Church, and the Nobility and there are many ready to throw off the shackles of oppression and their desperate despair, to rise up and make England theirs. And when they do, when they drive off their feudal lords and officers of the King, their land is theirs, their land is ‘The Anarchy’.

This is the backdrop to Gallows Corner – A Peasants’ Revolt RPG, published following a successful Kickstarter campaign by Three Sail Studios—whose previous roleplaying game was the joyous Mappa Mundi. Taking its name from the road junction where a set of gallows once stood in the old County of Essex where the Peasants’ Revolt of 1381 rose, Gallows Corner – A Peasants’ Revolt RPG is a storytelling game of struggle, hope, and community. Of struggle against the adversity of the environment and the enmity of authority, of hope for better future, and in connecting a community having the strength to survive. The players takes the roles of peasantry, tradespersons, and even the intelligentsia, natives to one of the counties of England, confronting the rich and the powerful, bettering the community, attempting to improve their Influence whilst reducing the Control that the authorities hold over the countries, and in the process acquiring retinues and retainers, and from their humble beginnings in a single hundred in one County, the Player Characters will travel to neighbouring hundreds and work to liberate them in a Point-Crawl keyed to themes based on verbs.

Gallows Corner – A Peasants’ Revolt RPG, an alternative history roleplaying game, but one which does not ignore the grim realities of history. This means that violence against people and animals, arbitrary punishment, torture and execution, conflict at any and all levels of society, slavery and serfdom, refugee displacement, and sexual violence as a weapon are all part of the realities of the period. Whilst they are part of the setting for Gallows Corner, they are not the focus of it. Where they do factor, it should be as actions or the consequences of actions of the authorities, yet further signs—as if needed—of how little the authorities value the ordinary man or woman, let alone the Player Characters. However, Gallows Corner suggests setting boundaries (or Veils) during Session Zero and having any contentious issues happen off camera and make use of a stop sign (or X Card) in play).

A Player Character has three Experiences—Physical, Emotional, and Intellectual, but at the core of a Player Character is a Trade and a Job. Gallows Corner – A Peasants’ Revolt RPG categories its forty-eight Jobs across eight Trades. ‘The Body’ represents those who work their muscles to earn their bread; ‘The Earth’ is made up of those who till the soil, grow the food, and tend to the animals; ‘The Flesh’ consists of those who see the inner workings of bodies and know exactly where to cut, either to kill or to cure; ‘The Hood’ are made up of those who work from the shadows; ‘The Market’ is where deals are made, goods are traded, and coin is earned; ‘The Masque’ is worn by performers and entertainers; ‘The Mind’ involves the learned and the clever; and ‘The Stranger’ is home to outlier, those that survive on the edge of society, often doing the unpleasant jobs that no-one else will. With Jobs such as Servant, Herbalist, Barber-Surgeon, Smuggler, Merchant, Minstrel, Scribe, and Gravedigger there is a distinct hint of Warhammer Fantasy Roleplay to the options. Even the Rat-catcher is depicted with a small, vicious dog! However, there is a grimmer tone to Gallows Corner with inclusion of Jobs such as Sex Worker, Marshman, Dung Farmer, and Sin-Eater.

Each Job has four skills. For example, the Rat Catcher has the skills of ‘Cunning’, ‘Good with Traps’, ‘Knows Poisons’, and ‘Terrier Companion’, whilst the Butcher has ‘Anatomy’, ‘Cause of Death’, ‘Precision Cuts’, and ‘Tools of the Trade’. Each represents knowledge or an ability that a Player Character has learned and instinctively understands. Each encompasses only a small area of expertise, but they are open to interpretation and if the Narrator agrees with a suggested interpretation, then that is how they work. In general, they allow a Player Character to undertake a relevant action without the need to roll any dice for a Test, though the Narrator may sometimes state that a Test is required.

To create a character, a player assigns a single eight-sided die to one of his Traits, either Physical, Emotional, or Intellectual. A single six-sided die is assigned to the other two and then also to the character’s Trade and Job. He picks a single skill from the four listed for the Job. The die size for all of a Player Character’s Traits, Trade, and Job can all be increased with experience, but instead of a die increase, a player can pick another Skill. Player Character creation is quick and simple.

Name: Hugo Brackenridge
Trade: Mind d6
Job: Lawyer d6

EXPERIENCES
Physical d6 Emotional d6 Intellectual d8

SKILLS
Good in an Argument

Mechanically, Gallows Corner – A Peasants’ Revolt RPG uses a dice pool system. When a player wants his character to act and pass a Test, he forms a dice pool starting with one or more of his character’s Experiences and then adding dice for his Trade and his Job, if appropriate. A result of five or more is counted as a success, four or less a failure, and only a single success is required for the Player Character to succeed. Another Player Character can help. This can be to increase the size of the Experience die that the player making the Test is going to be rolling or if appropriate, add a Trade or Job die to his dice pool. Gallows Corner advises the player to advocate for as many dice as he can to form the pool, but since the roleplaying game is narrative-led, a player and his character should ideally rely upon roleplaying and Skills rather than attempting Tests.

The size of a die can also go down as well as up. This may be due to injury or illness and if it falls to a four-sided die, it means that the Player Character cannot succeed with that die and its associated Experience, Trade, or Job, because the minimum needed for a success is five. If the Player Character is solely relying upon that die for a Test, then he is in trouble. In such cases, the player should definitely be trying to increase the size of the dice pool, whether that is trying to use his character’s other Experiences and Trade and Job, along with help from his character’s Retinue and other Player Characters.

The players as a group can also spend ‘Opportunities’ to alter the world around or give an order to members of their Retinue. This might be to send a member of their retinue to scout out a village, to wait in ambush ready to strike at an enemy, or to gather resources or craftsmen to reinforce their camp or improve their community, but they can also be spent to allow a player to bring their character’s Job into play once again.

Combat is quick and deadly. It is played out as a series of opposed Physical Experience rolls, each combatant attempting to reduce his opponent’s condition from ‘Standing’ to ‘Knocked Back’ to ‘Down’, and then ‘Retreating’. This also applies an increasing penalty to the roll. The victor always chooses the outcome, but can also improve his own condition, aid an ally, kill or capture an enemy, and so on.

Gallows Corner – A Peasants’ Revolt RPG also advises that a player rely upon his own abilities as much as those of his character, since he will be more aware of the world rather than the character, that collaboration is the key to success, death is likely and combat to be avoided—most of the time, and that they should embrace failure.

Chronologically, Gallows Corner – A Peasants’ Revolt RPG is played out over a series of Seasons and Scenes with Clocks being used to track something that the Player Characters are struggling against, such as being hunted by a local Sheriff's soldiery, attempting to erect fortifications in a hurry, and so on. By undertaking acts of liberation and challenging the power of the state such as writing and spreading mocking songs, disrupting the activities of tax collectors, and even burning the manors of the landed classes, each Player Character garners ‘Influence’, a combination of their fame and notoriety that enables them to do greater and bigger things as it grows. As it rises from zero and ‘Unknown’, all the way up through ‘Spoken Of’, ‘Recognisable’, ‘Well Known’, and ‘Notorious’ to ‘Famous’ and one hundred, a Player Character gains Benefits that can be used once per season, whilst the Narrator gains Detriments or negative events that she can bring into play once per season. For example, a Player Character who has an Influence of ten or more is ‘Spoken Of’ and gains the Benefit that because rumours of his good name are beginning to spread and people are willing to help him, he can turn a failed Test to influence an NPC into a success instead. However, the Narrator can select an NPC known to the Player Character who rejects his radical ideas out of fear for his safety. A Player Character’s Influence can also fall due to failure or defeat.

In addition, the Benefit gained at each rank of Influence, a Player Character can recruit a Retainer to his Retinue, up to a total of five. Each Retainer is an NPC in his own right and created just like a Player Character. Once a Retainer is part of a Retinue, a player and his character gains access to his Experiences, Trade, and Job as well as his skills and in combat, a Retainer contributes his Physical die to the Player Character. Retainers can also be sent off on missions, though this costs ‘Opportunities’ to do so, with the outcome determined by a Test after two or more scenes. There is some scope for troupe-style play here and a player is free to roleplay a Retainer as necessary. However, a Retainer is always a secondary character to a player’s main or perspective character. Should a Player Character die, he can be replaced by a Retainer. Thus, a Player Character’s Retinue is not just a source of replacement characters, but also an extension of his physical capabilities and knowledge.

Whilst each Player Character has his own Influence, they are combined together as the party’s Collective Influence. It is this value that is measured against ‘Control’, which represents the power and domination that the state—the crown, the nobility, and the church—holds over the immediate County or Region and ultimately, over all of England. If the Player Characters’ ‘Collective Influence’ is increased above the ‘Control’ for a County or Region, a Showdown can be staged. This is a significant and ideally cinematic confrontation with the leading antagonist for the County or Region. Now the text suggests that ‘Control’ might be reduced by a single point for writing and spreading mocking songs about the local sheriff, two points for skirmishing soldiers, and four points for attacking and burning manorial holdings, but there is not a useful list that the Narrator can easily reference. Whilst this does allow a Narrator a lot of flexibility, arguably it is too much and some guidance could and should have been included.

Chronologically, Gallows Corner – A Peasants’ Revolt RPG is played out as a ‘Point Crawl’ that scales up from the Hundreds and Liberties which make up each County, and then the Counties that make up a Region, and the Regions which make up England. Each Hundred, Liberty, County, and Region is a Point, a location where there is a problem or situation to resolve and several scenes will play out as the Player Characters attempt to resolve it. The ‘Point Crawl’ is set up by the Narrator. The Narrator selects a County and determines its degree of ‘Control’, based on the number of Hundreds and Liberties plus a die roll for NPC antagonist in charge, and then assigns a single ‘Verb’ to each of the County’s Hundreds. For example, ‘Destroy’, ‘Entertain’, ‘Fight’, ‘Grow’, ‘Organise’, ‘Play’, ‘Sin’, and ‘Steal’. These are prompts around which the Narrator can set up a situation or storyline and they can come from the players—indicating what type of stories they want to tell in playing Gallows Corner, chosen by the Narrator, or selected from the suggestions given and developed in the rulebook as potential related scenes. A Clock is also set up which tracks the reactions of the authorities to the Player Characters’ rebellious activities.

Gallows Corner – A Peasants’ Revolt RPG includes descriptions of London and of the thirty-nine counties of England in the late fourteenth century. London and its districts are given more detail, whereas the counties receive a page each. This gives a broad overview and feel for the county along with an encounter that the Narrator can develop into something more and one or more reasons why the peoples of that county might want to revolt. Each region is also given a scenario for a total of eight. There is an NPC generator which can also be used to create potential Retainers as well as antagonists.

The Narrator will need to download the forms for the different Region and Counties she plans to use. These are not in the core rulebook itself, but it would have been nice if the boxed set for Gallows Corner – A Peasants’ Revolt RPG had included them, perhaps in a forms booklet that would also be available separately.

Gallows Corner – A Peasants’ Revolt RPG makes clear that the Player Characters are both custodians and victims of England and working towards becoming more of the former and away from the latter. That ‘Point Crawl’ is a way to explore England starting from the very small and local and scaling up, with the surrounding villages, towns, and counties reacting in response to the actions of the Player Characters, but also having their own stories going on. The advice suggests that the Narrator should not get too bogged down in the historical details of the period, since the roleplaying game is intended to be an alternate history. There is some detail in the London and County descriptions and there is a section describing the English which includes details of various NPC types by class, but nevertheless, Gallows Corner is a roleplaying game that will benefit from some historical research if just to add a degree of verisimilitude.

Physically, Gallows Corner – A Peasants’ Revolt RPG is a stunning looking book. It is easy to read, and as good as the production values are, what shines is its artwork. It is brutally bright and beautiful in its depiction of the hope and hardship of the setting.

Unfortunately, Gallows Corner – A Peasants’ Revolt RPG does not feel quite complete as a roleplaying game. There could have been clearer and fuller examples of set-up and play and the guidance on handling certain aspects of the roleplaying game, such as the reductions in ‘Control’ for certain actions by the Player Characters, that would have made the roleplaying game easier to grasp and easier to run, could have been given. Gallows Corner – A Peasants’ Revolt RPG is not a complex roleplaying game by any means and anyone with any storytelling game experience will have no problems either running it or playing it. Anyone with less experience, perhaps attracted by the high production values of the roleplaying game, may have more of a problem. Overall, Gallows Corner – A Peasants’ Revolt RPG is just underwritten enough in places to make it not quite as accessible as it should be.

Gallows Corner – A Peasants’ Revolt RPG is magnificently ambitious in its scope and parochially English in its setting and tone. This is a gloriously brutal, beautiful roleplaying game that with the right Narrator and players is going to tell a great campaign of hardship and hope.

[Free RPG Day 2026] Earth & Root

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of Waylands Forge in Birmingham.

—oOo—

For Free RPG Day 2026, Magpie Games published not one book, but six—Adventure Booklet 1: Earth & Root, Adventure Booklet 2: Fire & Brimstone, Adventure Booklet 3: Ash & Steel, Adventure Booklet 4: Air & Wind, and Adventure Booklet 5: Water & Mist as well as the Expanded Rules supplement. These are all for Avatar Legends: The Roleplaying Game, one of the most successful Kickstarter campaigns for any roleplaying game. This is the roleplaying adaptation of Avatar: The Last Airbender and The Legend of Korra, animated series which are inspired by the indigenous cultures of North America and Asia, in particular, China, Chinese martial arts, and the ability to ‘bend’ or manipulate the four elements—water, earth, fire, and air. Only one person can bend all four elements, and he is known as the ‘Avatar’, and not only does he serve as the link between the physical world and the spirit world, but he is also responsible for maintaining harmony between the world’s four nations. In the roleplaying game, the players roleplay characters, or companions, who are capable of bending one of the elements as well as practising martial arts, all with the aim of protecting the world from harm and those unable to stand up to misuse of power.

As with the other four Adventure Booklets, Adventure Booklet 1: Earth & Root originally appeared in Wan Shi Tong’s Adventure Guide, which explores and presents adventures in the different eras of the Avatarverse, including the Kyoshi, Roku, the Hundred Year War, Aang, and Korra periods. Adventure Booklet 1: Earth & Root presents a Kyoshi Era Adventure whose action takes place in Ba Sing Se, the massive, heavily fortified capital city of the Earth Kingdom. Its Lower Ring is home to many ordinary citizens as well as ‘Daofei’, organised bands of criminals and outlaws who live according to sophisticated codes of honour and conduct, as well as honour. The normal hustle and bustle of the Lower Ring have been thrown into chaos as the city’s Anti-Corruption Task Force, led by Yong, a highly diligent earthbender, rips it apart in search of Mengyao, a notorious Daofei has been identified as the kidnapper of the two children of Fire Nation Ambassador Quin. As Yong and his men tear the Lower Ring apart, targeting citizens and criminal alike, the Ambassador has sent in her own highly-skilled Fire Nation guards to find her children as she does not wholly trust the motives of the Anti-Corruption Task Force.

As the lives of ordinary citizen and criminal alike are disrupted in the Lower Ring, the Player Characters are approached by Rangi, famed firebender and companion of the Avatar, to help keep the district stable and to search for Mengyao before any riots break out before she returns with the Avatar. The Player Characters have an advantage in that most of them are former outlaws who live in Ba Sing Se and are trying to make up for their past misdeeds. This gives them a shared connection and backgrounds, even though hidden, may be useful in finding the accused Daofei and keeping the Lower Ring from following into further chaos. They consist of Tao the Adamant, a waterbender who grew up on a pirate ship and lost the person most important to him when they took the blame for a crime Tao committed; Masaru the Bold, a technologist and former thief who wants to turn over a new leaf and still support her family; Sarnai the Guardian, a weapons-user and former criminal who has found a family in the other Player Characters; Jing the Prodigy, a clever potion-maker and concocter who is worried that her creations will fall into the wrong hands; and Quartz the Successor, an earthbender who is heir to a criminal empire, but is not sure if that is what he wants.

Beyond this set-up—and it is a very detailed set-up—the Player Characters are free to approach the problem however they want. To that end, all of the NPCs, groups, and important locations are described in detail and backed up with solid advice for the Game Master. This covers movement around Ba Sing Se, creating more Daofei, ways to escaleate situations and increase the action and tension, handling bystanders and also Rangi and the Aavatar, and exploring various situations that are likely to occur as the scenario plays out. There is advice too for the Game Master on who to set up the scenario if the players are using their own characters rather than the pre-generated quintet which is included in Adventure Booklet 1: Earth & Root. This consists of asking the players why their characters are in Ba Sing Se and how they know Mengyao and the Game Master making adjustments as necessary. It adds too, scope for flashbacks that explore prior incidents or exploits in Ba Sing Se, but this cannot be used too often without an escalating penalty that ultimately, will force the Player Characters to recall events that went badly for them.

Also included are details of the Basic Moves and Balance Moves in Avatar Legends: The Roleplaying Game—in addition the Moves for all of the Player Characters—and the techniques that are not in the core book, plus the combat exchanges, statuses, and basic techniques. Rangi is also fully described and there is advice too on how to use Legendary NPCs like Rangi. In some ways, the Game Master advice is so complete and feels longer than the broader description of the situation in Adventure Booklet 1: Earth & Root and Ba Sing Se.

Physically, Adventure Booklet 1: Earth & Root is well presented, sturdy booklet.

Adventure Booklet 1: Earth & Root is not a scenario in the traditional sense, but very much more of a highly detailed set-up backed up with all of the background, stats, and advice that the Game Master needs to respond in what will very much be a Player Character-driven story. Fans of Avatar: The Last Airbender and The Legend of Korra will enjoy the background too and overall, Adventure Booklet 1: Earth & Root is great support for Avatar Legends: The Roleplaying Game.

Saturday, 22 August 2026

Water Works

Twilight 2000: Roleplaying in the World War III That Never Was opens with the Player Characters on the run, attempting to escape the last hurrah of the US 5th Mechanized Infantry Division near the city of Kalisz in central Poland or the 2nd Marine Division near the central city of Örebro in Sweden. Where do they go? Where do they find shelter? Where do they find food and water? Spare parts for their vehicles? Extra ammunition for their weapons? Published by Free League Publishing, Twilight 2000 presents an expansive sandbox setting that the Player Characters can explore, forage, loot, protect, and even settle. A sandbox setting consisting of a broken world, torn apart and poisoned by war and weapons of mass destruction, followed by disease and starvation. In the immediacy of the aftermath of the war, it is a grim setting where every day is a struggle to survive at best, a fight at worst. Urban Operations, the first supplement for Twilight 2000: Roleplaying in the World War III That Never Was, examined the status of cities and other settlements in the broken world of 2000, in particular, updating the supplement, The Free City of Krakow, for the first edition of Twilight 2000 from 1984. This was followed by The Black Madonna, a scenario that updated the original The Black Madonna from 1985 and detailed the Silesia region of southern Poland. This journey and that of the Player Characters continues with Hostile Waters.

Hostile Waters is the marine and riverine supplement for Twilight 2000
It explores one of the few remaining and most reliable means of travel in the post-apocalyptic world of Twilight 2000—rivers, canals, lakes, and even the sea; presents specific rules for travel and combat on the water—whether up and down rivers and canals , or along the coast; details new equipment and vehicles; and describes factions that can be encountered and plots that can play out as the Player Characters try and find a safer way to cross Poland or Sweden. It maps out and offers two routes for that. One is the River Vistula, which runs all the way across Poland from Kraków, Warsaw, and Toruń, before emptying into the sea at Gdańsk, whilst the other is Göta Canal, Sweden’s ‘Blue Ribbon’, which runs from Gothenburg to Söderköping, connecting western and eastern Sweden via series of lakes and rivers as well as the canal. 

In doing so, Hostile Waters is an update and expansion of the scenario, Pirates of the Vistula, published in 1985 for the first edition of Twilight 2000. This pushes on the rough campaign outline begun with ‘OPERATION Reset’ in Twilight 2000 and continued with The Black Madonna and Urban Operations. It will conclude with Operation Reset, based on The Ruins of Warsaw, also published in 1985. These are not the only links other to scenarios in Hostile Waters. During the course of their travels, the Player Characters may learn about an operation to repatriate surviving Americans more fully explored in Going Home from 1986 and even discover the existence of a surviving Ohio-class nuclear submarine, foreshadowing perhaps, the events of The Last Submarine Trilogy.

Hostile Waters is a boxed set as is standard for Free League Publishing’s supplements for Twilight 2000. It contains the one-hundred-and-four-page ‘Hostile Waters’ source and scenario book; twenty-six new Encounter Cards; sixteen modular battle maps; six scenario specific battle maps; tokens for the battle maps; and a large, double-sided map, with northern Poland on one side and southern Sweden on the other. Both maps on the double-sided map abut the one included in Twilight 2000 which depicts southern Poland on one side and northern Sweden on the other. Together they cover the whole of Poland and Sweden respectively and depict the main riverine environments along which the Player Characters are likely to be travelling in Hostile Waters. The tokens depict the various vessels detailed in the ‘Hostile Waters’ book as either fully operational or as a wreck. The scenario specific battle maps in turn depict a castle, a submarine—inside and out, an island, and a floating village. There is a set of floorplans for the River Queen, a tugboat that appears in one of the scenarios. The depict stretches of river with docks, bridges, islands, banks (and or shores), harbours, and even a canal lock! The Encounter Cards can be mixed and matched with those released with Twilight 2000 and its supplements, but are in the main designed provide random encounters when travelling along a river, whether that is on the water or on the bank. They include storms, discovering bodies floating in the water, mines, a ship cemetery, Russian fishermen, pirates in speedboats, a shootout on a nearby bank, and more. All of these are of a solid quality, full, and look great on the table. The only thing missing is perhaps a map with a river section with a more pronounced curve to it. As per usual, all of the modular and will work with the maps previously published for Twilight 2000.

Hostile Waters is a boxed set as is standard for Free League Publishing’s supplements for Twilight 2000. It contains the one-hundred-and-four-page ‘Hostile Waters’ source and scenario book; twenty-six new Encounter Cards; sixteen modular battle maps; six scenario specific battle maps; tokens for the battle maps; and a large, double-sided map, with northern Poland on one side and southern Sweden on the other. Both maps on the double-sided map abut the one included in Twilight 2000 which depicts southern Poland on one side and northern Sweden on the other. Together they cover the whole of Poland and Sweden respectively and depict the main riverine environments along which the Player Characters are likely to be travelling in Hostile Waters. The tokens depict the various vessels detailed in the ‘Hostile Waters’ book as either fully operational or as a wreck. The scenario specific battle maps in turn depict a castle, a submarine—inside and out, an island, and a floating village. There is a set of floorplans for the River Queen, a tugboat that appears in one of the scenarios. The depict stretches of river with docks, bridges, islands, banks (and or shores), harbours, and even a canal lock! The Encounter Cards can be mixed and matched with those released with Twilight 2000 and its supplements, but are in the main designed provide random encounters when travelling along a river, whether that is on the water or on the bank. They include storms, discovering bodies floating in the water, mines, a ship cemetery, Russian fishermen, pirates in speedboats, a shootout on a nearby bank, and more. All of these are of a solid quality, full, and look great on the table. The only thing missing is perhaps a map with a river section with a more pronounced curve to it. As per usual, all of the modular and will work with the maps previously published for Twilight 2000.

The ‘Hostile Waters’ source and scenario book begins by making the point that since the Twilight War has smashed much of the infrastructure—sources of food, sources of water, transport networks, and more—that made modern life possibly, the post-war world has been turned back centuries to a time when waterways—rivers, lakes, and canals were vital society. Not only did they provide the fastest and most reliable form of transport, but they were sources of water, whether that was to drink, to irrigate crops, to supply livestock, or even use in various manufacturing tasks. As survivors abandon towns and cities without ready access to water, those that do have access or stand on navigable waterways become important trade hubs and places to protect. Or target, because in the post-war world, pirates have reappeared, preying on the traffic up and down the river and the towns along the river. Some pirates have ambitions beyond merely raiding as well. And since the war is not officially over, militaries on both sides of the war often patrol these waters too, clashing with other and pirates. Armed boats are not the only hazard on the waterways of Europe. Some routes are mined to stop traffic or barricaded by brigands looking to collect a toll, wrecks—submerged or not are a shipping hazard, and the war has prevented maintenance of all and any waterways, which can lead to rivers and lakes silting up and broken canal locks. That is in addition to any water having been poisoned by chemical or biological contaminants, let alone radiation.

Mechanically, riverine and nautical combat is treated like an extension of the vehicle rules in Twilight 2000. A boat can be anywhere from a rowboat or sailboat all the way up to patrol boats and missile boats. The larger the boat, the bigger its crew and the less manoeuvrable it is, but the more likely it to have fixed weapon points. Otherwise, crews will use portable weapons. The rules cover boat size, movement, water depth and running aground, sinking, and damage to both the hull and components, as well as travel and combat. In general, unless on the open sea, boats of all sizes will be limited in their manoeuvrability on rivers, lakes, and canals, and the players to take both this and the depth of the water into account. There is a good example of naval combat to show the Game Master how the rules work along with descriptions of various types of mine sown in the waterways of Europe and different naval weapons like  anti-ship missiles, surface-air missiles, and torpedoes. This is backed up by the descriptions, illustrations, and stats for twenty-two water vessels of various kinds, including civilian boats and those operated by the USA, the Soviet Union, Poland, Sweden, and NATO. The rules also cover swimming, fighting in water, and drowning.
The four new factions added to Twilight 2000 in Hostile Waters can all be encountered along the waterways of either Poland or Sweden. They include the Pirates of the Vistula (or Sea Wolves in Sweden), which can be independent of or under the command of Baron Czarny (King Vasa), the warlord of Warsaw (or Stockholm), but which is attempting to take control of the river and its various towns, and has been quite ruthless in doing so. Led by an ex-popstar turned crime boss, the Pirates of the Vistula are the default antagonists in Hostile Waters, having been adapted from the earlier Pirates of the Vistula scenario. The other factions include the remnants of the U.S. 6th Fleet, assigned to blockade any Soviet naval operations, but currently planning a repatriation effort back to the USA, whilst a Russian Naval Spetsnaz group, reporting to the KGB rather than the GRU, currently monitors activity in a broken Europe, looking for loyal Soviet units, but prepared to target smaller threats like the Player Characters if necessary. The last of the factions, the Troupe, is perhaps the most fun, a travelling group of actors, performing classic Shakespearian plays as well as Star Wars and classic episodes of original Star Trek. All four factions are fully detailed, complete with important NPCs written up and goals for the group as well as the NPCs.

The five new plots provide frameworks for stories that can play out as the Player Characters travel up and down Europe’s waterways. The first, ‘Operation Reset’, first introduced in Urban Operations, brings a slight Science Fiction element into play with a secret Soviet technology programme that CIA and DIA are trying to track down. The Player Characters will not find it here, but instead locate it in the ruins of Warsaw in Operation Reset. Nor do the details actually explain what it is, but that does not matter here because the Player Characters are really only looking for clues and people who know more at this stage. The other plots include locating a decorated Russian general being held by pirates; looking for a missing US submarine that might still be armed with nuclear missiles; finding a way to get home to the USA via the US 6th Fleet; and supporting one town or another over access to a supply of water. The four plots are nicely detailed and come with a detailed, often lengthy countdown of events suggesting how they might play out once the Player Characters get involved.

Several scenario sites are detailed that tie in with the plots and the factions. The River Queen is a moving location, a mobile base, or river tugboat, that will travel up and down the River Vistula. In the original Pirates of the Vistula, the tugboat’s captain was travelling down the Vistula to Warsaw to rescue his family and this can still drive the plot forward. The other scenario sites include a floating village of boats which is being targeted by river pirates; the castle base of the river pirates where they are also holding an important prisoner—but are not aware of how important; the USS Maine, an Ohio-class nuclear submarine; and an island where some hoped to escape to form a utopian society, but which is now on the verge of collapse and hides a very deadly secret!

Obviously, some of the factions, plots, and scenario sites do tie together. The Pirates of the Vistula are the major threat during the scenario and the Player Characters can run into them as a result of an Encounter Card or because of the plot involving the prisoner they hold or the floating village scenario they are targeting. The U.S.S. Maine has its own plot and scenario location, whilst the other factions and scenario sites have their own internal plots as well. Some of these can be used on their own, but travelling aboard the River Queen journeys to Warsaw (Stockholm) is intended as a spine around which the other plots will revolve. Together, the various factions, plots, and scenario sites form a toolkit or set of options, some of which can be used on their own, but are really intended as a means for the Game Master to create a set of interlocking hooks and events for a lengthy journey and multiple stories.

To that end, the ‘Hostile Waters’ book comes to close with a pair of appendices that detail in turn the Vistula and the Göta Canal. Complete with history, rumours, a guide to travelling their lengths, and inhabitants that the Player Characters might encounter, these provide a geographical guide to the terrain through which they will be travelling in Hostile Waters.

Physically, Hostile Waters is very well presented. Everything is in full colour, the artwork is excellent, and the maps are clear and easy to use.

Much like Urban Operations and The Black Madonna before it, Hostile Waters is a toolkit rather than a traditional scenario. It can be pulled apart and its individual parts run as the Game Master wants in her campaign, but she can also use those parts to construct a darkly picaresque voyage into the unknown, whether down the Vistula in Poland or along the Göta Canal across Sweden, setting up some great stories in the process. All backed up with surprisingly straightforward nautical rules and ably supported with some great maps.

[Free RPG Day 2026] Rescue on Raxil

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of Waylands Forge in Birmingham.

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Since its original publication in 2017, titles for the Starfinder Roleplaying Game—the Science-Fiction/Science Fantasy role-playing game published by Paizo Publishing—have been a regular feature of Free RPG Day. Free RPG Day 2026 is no exception, but this year, the scenario is for Starfinder Roleplaying Game, Second Edition. This is Rescue on Raxil, a short scenario for five Third Level Player Characters. Its plot and set-up are simple. Raxil is a peaceful, fertile world with a delicate ecology, which is suddenly threatened by the arrival of a clandestine expedition from Absolute Zero, an augmentation research group with little regard for both the effect of their research on the environment and the ethics when it comes to its experiments, and even worse secret backers, Frozen Trove! Despite the best attempts of Absolute Zero, word has got out about its operations and contact has been made off world with the mystical protectors known as the Xenowardens. They have dispatched a team of operatives to land on Raxil, get as close to the Absolute Zero laboratory as possible, and then shut its operations down as well as gathering proof of the connection between Absolute Zero and Frozen Trove.

The scenario is short and so throws the Player Characters into the action in the first of three scenes. They are dropped deep in the forest near the Absolute Zero where they suddenly see two strange creatures. These are Dracotoads, the first signs of Absolute Zero’s activities, two toads spliced with modified dragon glands. The Player Characters can fight them, but two of them have Wildwise Grafts which allows them to talk to animals, so they can use other means to get past the Dracotoads. They can do the same with the next encounter too. The scenario will climax in the laboratory with Player Characters confronting the leader of the Absolute Zero expedition, Feskagazar, a non-binary dragonkin genetic scientist. This is a nicely staged affair with the Player Characters needing to decide whether they want to fight Feskagazar or save the research data they have set to delete.

Rescue on Raxil includes five pre-generated Player Characters. They consist of an Elf Envoy, a Skittermander Witchwarper, a Raxilite Mystic, a Ryphorian Operative, and a Dragonkin Solarian. All are Third Level and all are given a two-page spread which includes a background, advice on playing the character in and out of combat, and relationship to the other Player Characters. Besides the Starfinder Player Core, the scenario also makes use of the Starfinder Galaxy Guide and Starfinder Galactic Ancestries. Maps of the two locations in the scenario are placed inside the front and back cover.

Physically, Rescue on Raxil is as professionally presented as you would expect for Paizo, Inc. It is in full colour, the art and cartography are excellent, and the adventure is well written.

Rescue on Raxil is a straightforward Science Fiction adventure. In fact, too straightforward. Even simplistic. Two of the encounters can be solved by talking and it ends with a big fight at the end. There is not enough variety in the game play or the challenges and it could have done with another encounter to give it some variety and perhaps a little less in the way of character backgrounds for what is a short adventure. Rescue on Raxil is as professional a product as you would expect from Paizo Publishing, but just too short and lacking variety to make it a good one-shot or demonstration scenario.

Friday, 21 August 2026

Friday Fantasy: Shrine of the Cabbage God

High in the mountains, across the sea in an old colony, there is plateau long dried out and dusty from drought and the wind. Once it was fertile, dominated by fields of rich brassica, or cabbages, and at the centre stood a temple. A temple to Oleracea, petty-god of cabbages. His followers and priesthood were slaughtered men who came in boats and the temple was all but destroyed, partially buried by a vengeful Earth goddess. For decades, if not centuries, Oleracea has been forced to sleep, weakened by a lack of worshippers and a lack of tribute, but now the weather has turned and rain has soaked the soil of the plateau and cabbages are growing again. Word is spreading that there is one last temple to plunder, a temple to a minor agricultural god, but a temple said to be full of gold and precious gems that was ignored when the colony was originally conquered. Perhaps the Player Characters learn about the temple by rumour or are sold a map showing its location? A priestess of the god of earth has received visions of a minor, but annoying god of old stirring in the mountains and wants to hire adventurers to ensure that this god remains buried or a messianic nobleman wants proof of his divinity and wants the wak’as—or relics—of other gods for planned new temple, and his aides have identified Oleracea’s shrine as a potential source? A famous hero has gone missing and the only clue is a map to Oleracea’s shrine that he left behind or a local family is getting annoyed by the recently awakened skull of an ancestor which keeps telling his descendants to go to the shrine in the mountain and they want someone to return the skull to the shrine.

This is the set-up to Shrine of the Cabbage God, a dungeon-scenario published by Coldlight Press. It is designed for a party of Fourth to Sixth Level Player Characters and is written for use with the B/X version of Basic Dungeons & Dragons. Which means that it will work very well with Old School Essentials from Necrotic Gnome and can be easily adapted to the retroclone of the Game Master’s choice.

The background to the scenario does have some demands to make it fit a Game Master’s campaign world. In particular, a Mesoamerican world faraway over the sea that long ago was discovered, conquered, and colonised, much like Central and South America. Sufficient time also needs to have passed for the temple to Oleracea to have fallen into ruin, and of course, it needs to have a pantheon with an earth goddess. Surprisingly, the one setting that is actually more or less fits much of those demands is Pirate Borg!

The temple complex itself consists of several crumbling Offering Houses above ground with the two Levels of the temple below ground. Everywhere there is dust and other signs of disuse, but the brassica theme shines through, whether it is the statues of men with cabbages for crowns, a seedbank of ancient cabbage varieties, and a tomb where an Avatar of Oleracea crouches in deep sleep, its bolted cabbage body humanoid in shape, but with its ears and eyes covered by the stony hands of a rocky statue. This rocky statue is an earth elemental assigned by the earth goddess to ensure that Oleracea can see or speak through his avatar, its presence a pleasing reminder of the earth goddess’ desire to punish the minor god! This is not this is not the only sign of the earth goddess’ presence in the temple as several earth elementals prowl the complex. The Player Characters may also discover other manifestations of Oleracea.

There are some utterly fantastic details to the scenario. For example, there are classic traps in the scenario a la the film Raiders of the Lost Ark, corridors with poison dart traps in the walls. It is called the ‘Genuflectory’ and its walls are carved with scenes of priests bowing deeply and kneeling, a hint as to what the Player Characters should do. Yet if they do activate the poison dart traps, it is so long has passed since the temple was actively used, the darts themselves have crumbled and all the holes out of which the darts were once fired do is belch the poisonous dust that remains. In the past, the priests would have kneeled and bowed to avoid the darts flying overhead, but now, if the Player Characters take the hint on the walls, they will be bowing and kneeling into the poisonous dust! It is a lovely detail that although effectively a bait and switch, is thematically appropriate.

Elsewhere, the Player Characters find a table with two masks on it, one of which has a melted face on the inside of it, whilst on the floor lies a dead man with his face missing! Both masks are valuable, but will literally melt the face off anyone who wears it without the correct vestments being worn. Nearby, there is a mummy on a table who will communicate with the Player Characters only sarcastically unless she is plied with food and alcohol. A gleaming golden dagger hangs suspended five feet above a raised square platform in a Calendar Chamber, a domed chamber with a ceiling painted in now yellowing white, marked with black specks for the stars. The dagger is one of the more powerful magical items in the scenario and the Player Characters are likely to want to grab it. Should a Player Character do so, he will find his hand and arm inserted in goopy acid! The platform is actually occupied by a translucent gelatinous cube, with the dagger suspended at its centre.

However, the scenario is underdeveloped in places. For example, the scenario does not explain to the Game Master what the mummy will tell the Player Characters and there are various bodies strewn about the complex, all of them thieves who were pillaging the temple, but none of the bodies are detailed. Similarly, the Game Master may want to detail the thieves who have survived the dungeon so far and have been unable to find their out. She will also need to decide where some of the individual locations are in a room since they are not clearly marked.

Physically, Shrine of the Cabbage God is scrappy. There are few illustrations and the maps are serviceable at least. The writing is often rushed and could have been better phrased in places.

Shrine of the Cabbage God is thematic delight! Who knew you could design such an interesting and enjoyable dungeon around a common garden vegetable—and do so as effectively as this? However, the scenario needs a polish, some development of the details, and an edit. In other words, Shrine of the Cabbage God deserves for someone to give it the professional treatment and make it shine as much as it deserves to.

[Free RPG Day 2026] The Archivist’s Curse

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

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Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

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What is it?
The Archivist’s Curse is the quick-start for Vaesen – Nordic Horror Roleplaying, the roleplaying game based on Vaesen: Spirits and Monsters of Scandinavian Folklore as collected and illustrated by Johan Egerkrans, and published by Free League Publishing. It is an investigative horror game set in Scandinavia during the nineteenth century that explores the clash between modernity and folklore.

The Archivist’s Curse is a forty-four page, full colour booklet.

How long will it take to play?
The Archivist’s Curse
can be played in roughly a single session or two.

What else do you need to play?
The Archivist’s Curse needs at least six six-sided dice per player and a set of cards numbered from one to ten. These can be taken from an ordinary deck of playing cards.

Who do you play?
The Archivist’s Curse includes five pre-generated Player Characters.
The consist of an Occultist, Private Detective, Servant, Academic, and Vampire Hunter, who all five have the ‘Sight’ and can see vaesen.

How is a Player Character defined?
A Player Character in Vaesen – Nordic Horror Roleplaying is defined by his Attributes and Skills; a Motivation, a Trauma, and a Dark Secret; a Talent and a relationship with another Player Character, a memento, and some equipment. The Attributes are Physique, Precision, Logic, and Empathy, and rated between two and five, whilst Skills are rated between one and five. Motivation explains why the Player Character is prepared to hunt down and confront vaesen, whilst Trauma explains why or how the Player Character gained the Sight; and the Dark Secret is something that the Player Character wants to keep. Each Talent is a special ability, such as ‘Medium’, which enables the Player Character to predict other people’s futures and to contact the dead or ‘Elementary’ which lets a player ask the Game Master to explain how certain clues are connected once per session. A Memento is a possession which the Player Character holds dear that by interacting with it, will help him overcome a Condition.

How do the mechanics work?
The Archivist’s Curse and Vaesen – Nordic Horror Roleplaying uses the Year Zero Engine. When a player wants his character to undertake an action, he rolls a number of six-sided dice equal to a combination of his character’s Attribute and Skill, plus whatever bonus or penalty dice the Game Master awards, such as from the situation or a Talent. To succeed, the player typically needs to roll a single Success or six—though sometimes it may be more—on any of the dice. Extra Successes can be expended to gain various effects. In combat, this will be more damage, but in other situations it will usually mean learning more information.
If a player fails a roll, he can instead choose to Push the roll. This enables the player to reroll the dice which did not result in Successes in the hope of getting some or more Successes. Doing so will inflict a Condition on the Player Character, either Exhausted, Battered, or Wounded for Physical Conditions, or Angry, Frightened, or Hopeless for Mental Conditions. Suffer too many of either Physical or Mental Conditions and the Player Character will be Broken, meaning that he cannot act.

How does combat work?
Initiative in Vaesen – Nordic Horror Roleplaying uses Initiative Cards, numbered from one to ten, which determines when a Player Character, NPC, or Vaesen acts each round, though it is possible to swap Initiative cards between Player Characters and/or friendly NPCs each Round. In each Round, a Player Character has a Slow action and a Fast action. A Fast action is typically movement or a reaction—such as dodging or parrying—whilst a Slow action will usually be an attack, whether ranged or melee. Each weapon has a base damage, which can be increased with extra successes on an attack roll, whilst some weapons also grant a bonus to attack rolls. Damage from combat is also inflicted in terms of Conditions.

In general, vaesen cannot be killed or destroyed in combat. Investigators in Vaesen – Nordic Horror Roleplaying usually confront and fight a vaesen long enough to perform a ritual that will drive it away or destroy it.

How does fear work?
A Fear test is required if a Player Character encounters a vaesen or magic, the number of Successes required determined by the Fear value of the creature, magic, or situation. Although it can be bolstered by the presence of allies, if a Fear test is failed, the Player Character can suffer from one or more metal conditions, but will be Terrified. In which case, the Player Character will either flee, freeze, faint, or frenzy. A Terrified Player Character can attempt a Fear Test on subsequent Rounds to act normally.

What do you play?
The Archivist’s Curse includes the scenario of the same name. It is not a traditional scenario for Vaesen – Nordic Horror Roleplaying in terms of its set-up. Usually, after the Player Characters have each had an encounter with one of the vaesen, they are individually invited to join The Society, an organisation dedicated to investigating and cataloguing the vaesen and their clashes with mankind. Unfortunately, The Society was dissolved and nobody has been investigating the vaesen for decades. The Player Characters are handed the keys to its decrepit headquarters, Castle Gyllencreutz, in the Swedish city of Uppsala, and directed to begin its activities once again. In ‘The Archivist’s Curse’ all five Player characters have reasons to visit the National Archives on Knights’ Isle in central Stockholm in Sweden. The set-up also requires that two Player Characters appear first in the scenario, one after the other.

The scenario is entirely location bound in the four-storey building of The National Archives. It combines a haunting and a family tragedy which are revealed over the course of the Player Characters’ investigation and exploration of The National Archives—the Esoteric and Egyptology Sections in particular. There are plenty of handouts, a superb map of The National Archives, and a countdown of weird and spooky events which will drive the story to its climax. Overall, it is a very well done investigation.

However, ‘The Archivist’s Curse’ is set up to tell the story of one particular Player Character, whilst another Player Character has been hired to investigate the other. This calls for careful roleplaying upon the part of the two players assigned those characters. The scenario also does not involve traditional vaesen and players expecting a Nordic threat may be disappointed. The scenario also works best with all five Player Characters.

‘The Archivist’s Curse’ can be played as a one-off scenario, but it could also be used as a prequel, especially if the players decide to keep the same characters from the scenario. This can be as a prequel to both the Vaesen – Starter Set and Vaesen – Nordic Horror Roleplaying itself, the former providing a short, but effective introduction to Castle Gyllencreutz and the activities of The Society. Another option is as a prequel to Vaesen: City of my Nightmares, an urban-based campaign set in and around Stockholm which involves a scenario in The National Archives.

Is there anything missing?
No.
The Archivist’s Curse has everything that a Game Master needs to run the included scenario.

Is it easy to prepare?
Yes.
The Archivist’s Curse uses a familiar set of rules in the Year Zero Engine and their explanation is very clear and includes several examples of play.

Is it worth it?
Yes. The Archivist’s Curse is well-appointed with great artwork, good handouts, and a superb set of floorplans of The National Archives. The scenario is excellent and a very good introduction to Vaesen – Nordic Horror Roleplaying
.

The Archivist’s Curse is published by Free League Publishing, and is available to download here (coming soon).

Monday, 17 August 2026

Companion Chronicles #25: Friends to Friends, Enemies to Enemies

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The 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.

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What is the Nature of the Quest?
Friends to Friends, Enemies to Enemies is an extended mini-campaign for use with Pendragon, Sixth Edition.

It is a full colour, twenty-four page, 2.01 MB PDF.

The layout is tidy, though it does need a slight edit.

Where is the Quest Set?
Friends to Friends, Enemies to Enemies is a scenario for Pendragon, Sixth Edition. It does not have a specific year or geographical location, but should ideally be placed near the lands of the Player-knights’ liege lord where there could be two feuding lords whose lands border each other’s.

Who should go on this Quest?
Any type of Player-knight can go on this quest.
The Player-knights should have sufficient standing represent their liege lord. The Trusting and Suspicious Personality Traits will play a big role in the campaign.

What does the Quest require?
Friends to Friends, Enemies to Enemies requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
The events of Friends to Friends, Enemies to Enemies take place over the course of four years and concern the allegiance signed between the Player-Knights’ liege lord and Sir Cynwall of Brickwall Manor, who lives relatively close to the liege lord’s lands. The Game Master will need to decide upon the reason why the Player-Knights’ liege lord wants the alliance, but Sir Cynwall seeks the support of the Player-Knights’ liege lord because he has a feud with his neighbour, Sir Ulprus, over land use rights. Unfortunately, this feud will be the source of growing friction between and Sir Cynwall and Sir Ulprus that will be the cause of an actual war between the two knights. However, the situation in Friends to Friends, Enemies to Enemies is not as simple or as straightforward as it may seem. The Player-Knights may realise this early on if they succeed in a roll against their Suspicious Trait, whilst if they instead succeed in a roll against their Trusting Trait, it will be much later on in the campaign that their doubts will be raised.

The campaign begins in Year One with the Player-Knights at the signing of the treaty as their liege lord’s representatives. At the following banquets, they witness a miracle performed by a travelling pilgrim and establish a relationship with one of Sir Cynwall’s friends, Fray Senach. The scenario foreshadows the campaign as a whole, relying upon the Player-Knights’ Trusting and Suspicious Personality Traits to determine its flow and their reactions. Ideally, Year One will end with the Player-Knights having gained Sir Cynwall’s trust. They return to his castle in Year Two to follow up on the signing of the alliance and assess his defences. To everyone’s surprise, Sir Cynwall announces that he and his son, Sir Effin, will go on pilgrimage, but before they can, Fray Senach is found dead. The evidence points towards one of Sir Cynwall’s household as being responsible. This greatly upsets Sir Cynwall and in Year Three, he seeks to end his feud with Sir Ulprus. Tragically, as an agreement is about to be announced at a banquet, Sir Cynwall drops dead! He has been poisoned and surely, Sir Ulprus was responsible. Anger leads to war and Sir Effin lays siege to Sir Ulprus’ castle. By now, the Player-Knights may have their own suspicions as to who might be actually behind this, but may not have proof or their suspicions confirmed. Whether they do or not, in Year Four, they will gain confirmation—or revelation depending upon the players’ rolls—and hunt the villain down.

Friends to Friends, Enemies to Enemies is a scenario that demands that the players respect the rolls made against their Knights’ Personality Traits. Experienced players will probably quickly ascertain who the villain is, if not the motive of that villain, and need to roleplay against this knowledge. This is the scenario’s primary weakness, but good roleplayers should be able to cope.

Friends to Friends, Enemies to Enemies is best run mixed with other scenarios so that the players and their knights can focus on other events and adventures rather than solely on the events of this scenario. This allows its story to shift into the background as the Player-Knights get on with other duties, and then pop out again the next year. This grants the Game Master some flexibility in what she runs parallel to it whether that is single scenarios or parts of an ongoing campaign of her own.

Should the Knights ride out on this Quest?
In places, Friends to Friends, Enemies to Enemies could have been more clearly written. For example, the explanation of the scenario could have been more clearly written for the benefit of the Game Master. However, this does not mean that it is necessarily harder to run, rather that it requires more preparation than it otherwise should. It demands good roleplaying from the players and that they cab keep their knowledge separate to what their Knights know. This can be challenging, but rewards careful play and the pay-off at the end when the villain behind it all is truly unmasked will be all the more delicious.