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

Sunday, 14 June 2026

Calm & Charm

Far out in the ocean lies a land of peace and tranquillity, where the people live in harmony with the spirits and the spirit world, and each other. Where magic is woven into the fabric of the land, where folk magic, academy wizardry, and witches covens are as acceptable as each other, whilst potions are often used to help with work and other tasks, and where certain technology of the ancient past remains and has been adopted and adapted to work in the present. They include cartridges, cassettes, and VHS tapes, and instaprint cameras. The cartridges, cassettes, and VHS tapes have been discovered to contain hidden messages—singing, music, and voices, and on the VHS tapes, images too, but spellcasters have turned them into spellbooks, played on portable cassette players. The pictures developed and shaken from the instaprint cameras show up magical auras in addition to their pictures. However, the most common technology left over from the first age is that of Vending Machines, and they can be found anywhere and everywhere. Enchanted by wizards and witches they are used as workshops and to sell magical trinkets, but are often prone to theft by skilled thieves, so often they have guardians, awakened cats being the most common. There is no one government on the island, the various communities agreeing to get along and nor is there true evil, though there is villainy and there is corruption. The island was recently beset by a great earthquake and tsunami, just three months ago, and there are rumours of zones of supernatural Corruption on the eastern side of the island where the tsunami struck. This is a quiet self-contained island, its inhabitants rarely wanting to see what lies beyond the horizon—and when those that do, they do not return, instead preferring lives of contemplation of the island around them and companionship with family and friends. The island is not perfect though, for there are perils and there are dangers, and when conflicts arise, the islanders seek to resolve them peacefully rather than combatively.

This is the setting for Obojima: Tales From The Tall Grass. Published by 1985 Games, best known for its dice and its Dungeon Craft range of map and terrain packs, following a successful Kickstarter campaign, it is a campaign setting for Dungeons & Dragons, Fifth Edition, but do not let that put you off. Obojima: Tales From The Tall Grass describes itself as ‘leisure fantasy’, intended to tell cozy, charming stories that are character rather than conflict driven. There is room still for conflict and heroism, but it is not necessarily the focus of the setting, or least not the whole focus. It is as much about exploration and interaction as conflict and heroism. Much of the charm of the setting is imparted by the illustrations which are a delight, done in the style of Studio Ghibli, also one of the inspirations for Obojima: Tales From The Tall Grass, along with the Zelda series of computer games and the rural Japan of the eighties.

The setting and background to the island of Obojima is richly detailed. This includes the primary differences between it and any other Dungeons & Dragons setting. These are that it consists of the Primary Realm and the Spirit Realm only, that it possible to travel between the two, though getting in is usually easier than getting out, and that bustling markets, floating shrines, ghost ships, and megalithic temples might be found there. As Obojimans have no ‘souls’, there are no ghosts, though a spirit in the Primary Realm might act like one and technically no demons or fiends, though a sinful spirit might act like one. Numerous organisations, such as the Academic Adventurers of the AHA, the Knights of the Postal Service of Courier Brigade, Sword Schools, Witches and Covens, and more, which the Player Characters can interact with and even join, are detailed, along with numerous locations, each with NPCs, wandering encounter tables, points of interest, adventure hooks, and rumours and legends. There are notes too on the tone and vibe for each one, such as ‘Festive, Jovial, Inviting, Magical’ for Matango Village, Mysterious, Ancient, Hopeful, Ominous’ for the Temple of Shoom, a partially submerged ziggurat, ‘Adventurous Spirit, Innovation All Around, Industriousness’ for Sky Kite Valley, and ‘Witchy, Academical, Focused, Mysterious, Closed Off’ for the Domain of the Fish Head Coven. The names of these locations are evocative on their own, but each is richly detailed with lots of flavour that as player you want to have your character visit and as a Game Master you want to take the characters there. Even a minor location, such as the ‘Wandering Line’, train tracks that assemble out of nowhere and a three-car train appears to take the Player Characters anywhere they want as long as the Conductor accepts their payment for the tickets, and then both tracks and train disappear as soon as they alight (or are kicked off), feels fantastical and adorable. That said, in comparison, the millennia long history of Obojima is distinctly underwritten, but then it almost does not matter. There is plenty of room in that history for the Game Master to add her own details, but not enough history that it might get in the way of storytelling.

In terms of Player Character options, Obojima: Tales From The Tall Grass provides four Ancestries, eleven Subclass Options, six new Backgrounds, twenty new Feats, and two new skills. The Ancestries are Humans, Dara, Elves, and Nakudama, but there are guidelines on how the other Dungeons & Dragons Ancestries might be brought into play. The Dara emerged from the forests of the island three centuries ago and are divided into two types. Blue Dara are tall, hairless, and have a single eye, and can create Knowledge Talismans that anyone can use to gain a one-off bonus to an ability check. Red Dara are short, have two eyes, and can create Might Talismans that grant a bonus to Saving Throws. All Dara can gain knowledge from the fingerprint-like glyphs left in the forests and can create a range of other talismans. Elves are born to human parents and are connected to the Spirit Realm as indicated by the Oaka Mark they each bear and the cantrip and extra spell that each Oaka Mark grants. Elves also have Ethereal Sight, enabling them to look into the Spirit Realm. The Nakudama are oldest people on Obojima, frog-like and amphibious with a grasping tongue, and highly social. The new Backgrounds include Apprentice of AHA, Apprentice Diver, Apprentice Witch, Courier Brigade Cadet, Mechanic, and Spirit Kin, and the new skills are Mechanic and Salvage. Feats include Boomerang Expert, Canden and Moon’s Master Cut, Tellu and Scale’s Master Cut, and Toraf and Bolder’s Master Cut for defeating a master at their respective sword schools, Potion Brewer for creating more potions and with finesse, and Nakudama’s Electric Bloodline or Nakudama’s Toxin Bloodline which awaken the abilities of the ancient Nakudama warring bloodlines.

Instead of whole new Classes, Obojima: Tales From The Tall Grass provides an extra Subclass for the Classes in Dungeons & Dragons, Fifth Edition. The features and abilities for some of these Subclasses come in play at First Level, mostly for the arcane spellcasters, but other at Third Level as standard and others later still. Only the Cleric does not receive a new Subclass, but the others consist of the Path of the Belly Brewer for the Barbarian, College of Masks for the Bard, Circle of the Petal for the Druid, The Spirit-Fused for the Fighter, the Sheep Dragon Shepherd for the Monk, the Oath of the River for the Paladin, the Corrupted Ranger for the Ranger, the Waxwork Rogue for the Rogue, the Oni Bloodline for the Sorcerer, The Lantern for the Warlock, and the Origami Mage for the Wizard.

Many of these Subclasses are a delight. For example, Circle of the Petal enables the Druid infuse the magic of the island into flower petals, summoning them to perform a dance, improving Armour Class, making lunge attacks with them, and even taking damage for allies, and later imbuing the petals with life to form beasts that serve the Druid, whilst The Spirit-Fused Fighter becomes the vessel for a spirit that has died and channel its essence to increase damage, into objects to various effect such as finding objects, bonding with a First Age vehicle like a bicycle or moped which is indestructible and can be summoned anywhere for a hour, and later cast the Jolt cantrip to power technology. The downside is that The Spirit-Fused Fighter only has access to a couple of these channelling options, when all of them are good. The Sheep Dragon Shepherd for Monk brings the skills and abilities herding sheep dragons, often regarded as the epitome of goodness and authenticity on the island, to bear in other situations. This includes summoning allies he can see closer to him, to blast enemies using the Sheep Dragon’s wind pistol, to deflect attacks against allies, and even walk in the air.

Perhaps the strangest is Corrupted Ranger, whose body has somehow become fouled by the strange magic. When struck, the Corrupted Ranger gains curse markers which are then released as necrotic damage when the Corrupted Ranger strikes an opponent, and his body sometimes seems to act or move of its volition (this allows the Corrupted Ranger to replace the result of a Strength or Dexterity check with a set value rather than a rolled value). In the long term, the Corrupted Ranger suffers an ailment like greying vision, failing lungs, or loss of feel. With the Oni Bloodline, the Sorcerer has an Oni trapped within him, desperate to get free. Oni traits—eyes, horns, skin, tongue, and hair—manifest the more Sorcery Points that the Sorcerer expends. The Oni traits grant abilities of their own, such as charismatic eyes and tongue that adds a fear component to any spell with a verbal component. However, with this Subclass it does feel as if there should be more of a downside to transforming into an Oni.

The magic and ordinariness of Obojima continue with the equipment. There are martial weapons such as a Secret Stone Sword, Sheperd Crook, and Vertebrae Sword—the tines of which can be twisted off for extra damage, but the simple melee weapons include fans, frying pans, iron tea kettles, and umbrellas! Magical items are delightfully mundane, such as a Burnright Brand Hair Dryer which can be used to cast Burning Hands, Cone of Cold, and Gust of Wind; a CRT TV & Chicken Timer that records a fuzzy video of events in its vicinity; Cube of Cubes, which is used to cast a particular spell when one of its sides is solved; a Gametoy which activates a different skill proficiency every time a new cartridge is inserted into it; and a Ruby Red Bike, that when ridden at the right speed creates a Wall of Fire spell!

Since the island is restricted to two planes—the Primary Realm and the Spirit Realm—Obojima: Tales From The Tall Grass omits spells that deal with other planes, such as Astral Projection, Plane Shift, and Teleport, as well as reality-altering spells like Wish and True Resurrection. It includes its own spells amongst the various lists for the spellcasting Classes. For example, Butterfly Storm creates a cloud of butterflies that obscures an area, but also clears fog and smoke; Festival King temporarily turns a target into a festival king complete with gaudy crown and cape who enamours anyone who comes too close to him; Origami Bird Swarm launches a flock of origami birds at a target inflicting slashing damage; and with Create Spirit Train Stop, the caster creates a temporary stop for the Wandering Line.

The biggest change to magic in Obojima: Tales From The Tall Grass is its emphasis upon potions. They come in three types and three rarities. Combat potions such as Rabbit’s Speed, Gargoyle Hooch, and Dragon Frog Transmutation grants bonuses and benefits in a fight. Utility potions like Detective’s Tonic, Pocket Stomach, Breakfast in a Bottle, and Umi’s Powerful Undertow provide advantages and benefits out of combat. Whimsical potions such as Melodious Bird Calls, Pocket Portal, and Chicken Chaser grant odd, even silly benefits. Potions are further divided by their rarity, which can be common, uncommon, or rare. Obojima: Tales From The Tall Grass gives sixty for each type of potion for each rarity, for a total of five-hundred-and-forty potions, all of them inventive, all of them interesting, and all of them illustrated. Yet, that is not all.

Obojima: Tales From The Tall Grass includes detailed rules for brewing potions too. Numerous ingredients are listed and illustrated, again common, uncommon, or rare, and again, delightful in their detail. For example, a Living Spud is an uncommon ingredient, a potato that pops up out of the ground and wanders off on a long meandering trek, revered wherever it goes, whilst Bubble Gum is rare, found stuck to floors, walls, under tables, and the bottom of shoes, typically in ruined buildings from the First Age. Unchewed Bubble Gum still in its wrapper is rarer still. Many of the common ingredients can be purchased, but others have to foraged for, and Obojima: Tales From The Tall Grass lists the ingredients by region too. Once found—and regional almanacs can help with that, they can be scanned with an Arcane Detection Kit to determine their suitability and added to the pot. Each ingredient has a rating for its Combat, Utility, and Whimsy rating. When a potion is brewed, three ingredients are used and the Combat, Utility, and Whimsy ratings for all three are added together. The highest of the three values determines the category of the potion and its actual type. What this means is that there is no one way in which to brew a particular potion. Mechanically, it comes down to the numbers, but thematically, it gives a lot of flexibility, and the Player Character wanting to focus on potions, through play, he can create his own recipe book. Further, potions only take ten minutes to brew, so the process does not slow play, and of course, finding the right potion and the right ingredients can an adventure in itself.

However, there is no skill check associated with potion brewing and so no chance that it can go wrong. Although anyone can brew potions, the Player Character options for brewing are slightly underwhelming. There is no Subclass option which specialises in brewing potion, so no potion master or alchemist. There is the Potion Brewer Feat, which primarily allows the potion brewer to choose from the two highest totals of Combat, Utility, and Whimsy ratings, and the Apprentice Witch background begins with some ingredients and with the Coven Witch Feat, the Player Character will know two potion recipes. Another option is the Path of the Belly Brewer Subclass for the Barbarian, which brews concoctions in his stomach. However, this is all internalised, so only he can use the results rather than they be bottle for use by the rest of the party and whilst the Barbarian can learn common potion recipes, he is limited in what can learn. This is a missed opportunity.

Character development is encouraged not to be just mechanical in Obojima: Tales From The Tall Grass. During character creation a player is encouraged to create some goals, weaknesses, desires, and so on for his character as well as think about what the character will be like at Tenth Level. The Game Master is encouraged to account for these in the campaign and as part of Obojima: Tales From The Tall Grass’ ‘Hero’s Journey Boon System’ reward the player for good roleplaying and for the character changing and evolving through play. Boons can also be lost if the character reverts from the change and not all of Boons are positive. For example, the Mercy Boon is earned when a Player Character has the power to deal out judgement, but learns the compassion and understanding to hold back. When the Player Character makes an attack that would reduce an opponent below zero Hit Points, he can forgo the damage and instead make a Charisma skill check with Advantage. Whereas the Selfishness Boon is gained when a Player Character’s actions have been to the detriment of those closest to him and means that when he takes damage, he can instead heal Hit Points for every ally he has close by, and they suffer necrotic damage in return! There are some great roleplaying opportunities here, but as the authors advise, not all of these boons are going sit well with every group and they should definitely discuss their inclusion at the start of a campaign.

Obojima: Tales From The Tall Grass has an extensive bestiary, and whilst it includes monsters in the traditional since, the emphasis is on friends and foes, on companion spirits and their goals, and on antagonists rather than enemies. Companions, typically spirits such as an animated pocket video game, flying goose spirit, animated bubbles, or a flaying radish, are NPCs, controlled by the Game Master. They give her another way to interact with the players and their characters, drive stories, and so on. The advice for creating and running antagonists is excellent, focusing not just on why an antagonist is acting the way he is, but also the ultimate outcome of the Player Characters’ interactions with him. The bestiary is really engaging and fantastically illustrated, from the Cat Of Prodigious Size, the Corrupted Muk that emerges from pools of Corruption, Dragons, and Dragon Frogs to Goro Goro (or Sake Demon), Mosslings, Sheep Dragons, Skeletal Fish, and Soda Slimes.

Lastly, Obojima: Tales From The Tall Grass includes three adventures. In ‘The Curious World Within’, the Player Characters help out a Postal Knight and are shrunk to the size of a mouse in order to find a letter in a witch’s house; ‘Below the Shallows’ sends the Player Characters to the ocean floor to explore a sunken town in search of a kite-plane hijacked and stolen by fish folk pirates; and after saving a Dara novelist and her dog companion from a dangerous howler attack (howlers are humanoid hyenas) in ‘Lost Within The Crawling Canopy’, the Player Characters are engulfed by the Crawling Canopy, a moving forest that roams the Gale Fields. What is odd is that none of the three adventures is for First Level Player Characters, which leaves Obojima: Tales From The Tall Grass without a clear starting point.

Obojima: Tales From The Tall Grass is a setting with secrets, and more importantly, a setting that will raise questions from the players. Most commonly, why is there eighties technology from Japan on the island? Penultimately, in a chapter for the Game Master’s eyes only, ‘Mysteries, History, and More’, the designers do address this and other mysteries. In some cases, there is no definitive answer, and in others, multiple possible answers are given, leaving it to in-world and in-game discussion to debate as much as decide on the answer. This may not satisfy every Game Master, but it keeps the setting mysterious and magical.

Physically, Obojima: Tales From The Tall Grass is presented in a very clean and accessible fashion. What stands out though, is the artwork, which is superb, depicting both the world and its tone, whilst making its inspirations clear. Pick this book up and you are transported to another world on the strength of the art alone.

Roleplaying games which take inspiration from Studio Ghibli are not new; Golden Sky Stories and Ryuutama being the most well known examples. However, no roleplaying game or setting has embraced or depicted that inspiration as strongly as
Obojima: Tales From The Tall Grass. Whilst Obojima: Tales From The Tall Grass is not perfect, it successfully and engagingly brings its world to life, first through its illustrations, and then through its description. Obojima: Tales From The Tall Grass presents a world that you would be happy to see on screen or in a manga or play on a screen, but lets you roleplay in it, explore it, experience its charm, and delve into its mysteries. Obojima: Tales From The Tall Grass becalms Dungeons & Dragons in a world of wonder and whimsy and it is utterly adorable.

Saturday, 13 June 2026

Relatives at Risk

Nephews in Peril: A Collection of New Mysteries in BRINDLEWOOD BAY is a companion volume to Brindlewood Bay: A Dark & Cozy Mystery Game. Published by The Gauntlet, Brindlewood Bay upended the traditional concept of murder mystery scenarios in roleplaying and changed what we play. In the traditional murder mystery scenario, the Keeper has the answers to hand—the victim, the suspects, the culprit, the means, and the motive—and the players and their characters have to deduce which of these is correct. In Brindlewood Bay, there is no set solution, but there are plenty of suspects and motives, and it is up to the players and their characters to hypothesise who the culprit is and why he committed the murder, and put it to the test. If passes, the murder mystery is solved. If not, the players and their characters must continue their sleuthing. Plus, the players are doing this with elderly female amateur detectives as their characters, such as Jessica Fletcher and Miss Marple, for example. Brindlewood Bay changed how we thought about investigative scenarios in roleplaying and how we played them. Besides the rules, Brindlewood Bay: A Dark & Cozy Mystery Game also detailed numerous murder mysteries, the Dark Conspiracy behind them that threatens the future of the quiet New England tourist spot, and a little about the town itself. Nephews in Peril: A Collection of New Mysteries in BRINDLEWOOD BAY presents the Keeper and her players—and their Mavens—with even more of this.

Nephews in Peril: A Collection of New Mysteries in BRINDLEWOOD BAY gives the Keeper a total of twenty new Mysteries, seven of which are of a new type of Mystery, which change the way in which Brindlewood Bayy is played—ever so slightly, and details more of Brindlewood Bay itself. It does not waste any time beyond simply listing the contents and describing the first mystery. After all, the Brindlewood Bay Keeper already knows what she is getting as far as the content goes. Each follows the same format as the core rulebook, with sections labelled, ‘Presenting the Mystery’, ‘Moments’ for various particular scenes, ‘Suspects’ complete with their quotes, ‘Locations’ with a guide on how to ‘Paint the Scene’ at each, ‘Clues’, and ‘Void Clues’, the latter connecting the mystery to the Dark Conspiracy playing out behind the scenes in the town. Also included is a ‘Complexity’ value, which represents the number of elements of the solution that the players and their Mavens need to discuss and hypothesise before they can make the ‘Theorise Move’ without a penalty. Some of the Mysteries do include elements that only come into play once parts of the Dark Conspiracy have been revealed, so the Keeper will need to pick which ones she wants to run and when. Further, some also have special rules, such as that for Brindlewood County Charity Poker Tournament which the Mavens can enter in the first mystery, ‘Dead Man’s Hand’.

The mysteries vary in tone. So, ‘Dead Man’s Hand’ takes place at a charity poker tournament, whereas ‘Lies and Dolls, or A Very Brief Tenure’, in which a corpse is discovered at the Museum of Brindle-Dolls, home to a collection of historic, locally-made dolls, and is thus a bit creepy. There is a sequel to ‘The Great Brindlewood Bay Bake-Off’ , with the Mavens again judges, but this time at Faversham’s Favourite Fudge competition at a farmer’s market in a neighbouring town, in the process, expanding the world of Brindlewood Bay, if only a little. The title of the latter, ‘Fudge, Jury, and Executioner’ is in the running for the best named mystery in the book, although ‘The Long Dark Tea-Time of the Soulless’ and ‘Have Yourself a Merry Little Murder’ are almost as good. There are classic locations for murder mysteries too such as auctions, high school reunions, and carnivals, but also odder ones too, such as at a high school wrestling tournament. One of the most potentially fun is ‘A Throng of Vice and Liars’, set at the Mavens’ own headquarters, The Candlelight Booksellers which is hosting fantasy author, Herb L. L. Paxton, currently facing some criticism about how long it is taking him to finish the sixth volume of what was originally planned to be a trilogy. It very knowingly and amusingly pokes at fandom and fantasy, both onscreen and on the page.

Seven of the Mysteries are ‘Sweeps Week Mysteries’. These are designed emulate the type of stunt episodes of a television series in the USA in the eighties and nineties, typically involving a weird plotline or celebrity guest star, intended to attraction higher advertising revenue. In Nephews in Peril, ‘Sweeps Week Mysteries’ are intended to be played late in Dark Conspiracy campaign, as Mysteries after the campaign has been completed, or as one-off Mysteries. ‘Sweeps Week Mysteries’ emphasis the supernatural rather than murder, and to account for this, instead of solving a murder, the Mavens are answering key questions about the mystery. Further, there are limitations on the mechanics, most notably negating the effect of several Maven Moves, removing the Occult Move, and the replacement of the ‘Theorise’ Move with the ‘Answer A Question’ Move. Where in normal murder mysteries, there are Suspects, here there are Side Characters, and where in normal murder mysteries, solving a mystery would be enough, here the Mavens get rewards. These can come in the form of new Moves, recurring Side Characters, decorations for the Cosy Little Place, and so on.

The ‘Sweeps Week Mysteries’ start out with the amusingly named ‘The Hex Files’, which finds the Mavens on a road trip to Who Dunnit? Con, a mystery book convention in California when they discover an overturned car in a ditch outside of Devilwood, New Mexico—a New Mexico which looks surprisingly like Vancouver—and it so happens that there are bodies of two dead FBI agents in the vehicle with files about missing persons on the road on their person. ‘Dressed to Kill’ shifts the mystery to the Peak District in the United Kingdom, whilst in ‘Let the Night One In’, the Mavens are invited to visit another famous crime writer, this time living in an isolated town in the Canadian north in deep winter when the sun never rises and people are going missing… There is a good mix of mystery types to these ‘Sweeps Week Mysteries’ and they show off the flexibility of the Brindlewood Bay mystery format, though with some mechanical changes.

The third part of Nephews in Peril is devoted to ‘The Village of Brindlewood Bay’. This expands greatly upon the setting presented in the core rulebook that add a mixture of new and old businesses, old and new locations. So, there is Historic Brindlewood Congregational Church, The First Well Historic Restoration Trust, and Minuteman Memorial Statue versus the Foam coffee house and Nerdcore, which caters to nerd culture including players of Sorcery: the Coalescence! Each entry includes a description that explains what it does and its role in the community, details of its proprietors and employees, and with ‘Pose a Question’, a reason why a Maven might visit. The sense of Brindlewood Bay as a place is further developed in the last part of the supplement is ‘A Cozy Little Place’ which gives advice for the Keeper in bringing the town to live and playing up its cosy nature, developing each Maven’s attachment to both her home and community. The aim is to provide a counterpoint to the rash of murders that beset the town and the growing realisation that something else is going on with the Dark Conspiracy. The advice is optional, but if used it can enhance the setting of Brindlewood Bay.

Physically, Nephews in Peril is clean and cosy, and thus in keeping with the main rulebook. It is well written and engaging, but the illustrations by Cecilia Ferri are stunning, veering between showing the Mavens joyously having the time of their cosy lives, not just in Brindlewood Bay, but around the world.

Although entirely optional, Nephews in Peril: A Collection of New Mysteries in BRINDLEWOOD BAY can be both expand the play of Brindlewood Bay: A Dark & Cozy Mystery Game and continue its play even after the Dark Conspiracy at its heart has been confronted and thwarted and the campaign is over. Nephews in Peril: A Collection of New Mysteries in BRINDLEWOOD BAY simply gives you more. More mysteries and more cosiness and more of Brindlewood Bay itself, but also a slightly different way to way to play which remains faithful to the inspiration for the roleplaying game itself.

Quick-Start Saturday: ShadowSun Revised

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.

—oOo—

What is it?
ShadowSun Revised – Quickstart is the quick-start for ShadowSun Revised, a dark, post-apocalyptic desert setting which uses ShadowDark as its rules. It is inspired by, and implements, the world of Athas, the setting for Dark Sun, the ‘Swords & Planet’ Conan-meets-John Carter-style campaign for Advanced Dungeons & Dragons, Second Edition, published in 1991. It is one of the few Dungeons & Dragons settings not to have been updated to Dungeons & Dragons, Fifth Edition despite it being a fan favourite. Further, the differences between Athas and traditional fantasy roleplaying, both mechanically and thematically, especially given its inclusion of psionics, has meant that there has been relatively little drive within the Old School Renaissance to recreate Athas or Dark Sun.

It consists of two separate books.

The ‘Player Quickstart for ShadowSun’ is a seventy-six page, 15.37 MB full black and white PDF. The ‘GM Quickstart for ShadowSun’ is a sixty-two page, 12.81 MB full black and white PDF.

How long will it take to play?
ShadowSun Revised – Quickstart
includes the scenario ‘Colossi’s Rest’. This will take a session or two to complete.

What else do you need to play?
The ShadowSun Revised – Quickstart needs a standard set of polyhedral dice and the ShadowDark rules.

Who do you play?
The ShadowSun Revised – Quickstart does not include any pre-generated Player Characters, but shows off eight Ancestries and eight Classes.
The eight Ancestries consist of Dwarf, Elf, Goliath, Hawkfolk, Human, Lizardfolk, Mantisfolk, and Mule. Of these, the Dwarf and Human Ancestries are what you would expect, whereas the Elf Ancestry differs from Dungeons & Dragons (or ShadowDark), and the rest are new. Elves are nomads, moving from one oasis to another, with limited views on property, so they are often mistrusted in the city-states and the worst of them become raiders and bandits. Goliaths are giant humanoids, but not actually Giants, created as a race by the Mage-Kings. They are fascinated by other cultures and adhere to personal aesthetics which influence their outlook. Hawkfolk have wings, and whilst they prefer to live in high places, cannot truly fly, only hover. Lizardfolk hunt the dusk sinks and Black silt seas for food and construct most of the ships sailing the Black. Mantisfolk are semi-nomadic insectoid humanoids who are absolutely loyal to their clutchmates. Mules are the infertile offspring of Humans and Dwarves, often born into slavery and thrown into the arena as pit fighters and gladiators.

The eight new Classes are the Enforcer, Explorer, Gladiator, Infiltrator, Mentalist, Shaman, Sorcerer, and Warrior. The Enforcer is trained to subdue and capture others rather than kill them, can cause others to freeze on the spot with a look, can place a subdued opponent in manacles, and has Advantage when questioning a captive for information. The Explorer is a scout with Advantage on navigation and tracking checks, knows how to deal with poison, and oddly, knows how to take advantage of others if he wants to betray them. The Gladiator is good at brawling and cheating at gambling. The Infiltrator can knock a target out with a blackjack, has an ear for conversation, and is skilled at Thievery. The Mentalist has a calming presence, has access to psionic powers, knows the silent language of Vedinal. The Shaman can affect undead, has an elemental affinity which protects him against that element and can temporarily create a handful of it, and specialises in nature spellcasting. The Sorcerer is an arcane spellcaster that when spellcasting check is failed, results in defilement and the loss of Hit Points to either the caster or an ally or a captive, which can kill them. The Sorcerer can easily understand languages and learn spells by studying tablets. Lastly, the Warrior is a skirmisher, spurred on in the first few rounds of combat, knows how to use the environment to his advantage with dirty tricks, and is skilled with throwing weapons.

Both the Ancestries and the Classes are clearly inspired by Dark Sun and fans of the classic setting will recognise those inspirations here. One issue clearly implied in the
ShadowSun Revised – Quickstart—and thus in ShadowSun Revised itself—is that of slaves and slavery. For example, the Mule is typically born into slavery, the encounter tables include slavers, and both the Enforcer and Gladiator Classes are connected to slavery within the setting. The Enforcer may be capturing them and the the Gladiator may well be a slave. Slavery is a facet of the pulp fantasy and ‘Swords & Planet’ genres that ShadowSun Revised draws from. As an emulation of those genres, it is not unreasonable to include it as part of the setting, but only if handled in a mature fashion. That said, not every player or group is going to want to accept that as part of their campaign.

How is a Player Character defined?
A Player Character in the ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—is defined as a standard ShadowDark Player Character. However, there are three notable additions. The first two relate to the Ancestries. Each Ancestry has a means to regain Luck tokens and a Refusal. For example, if an Elf spends a week or more alone in the wilderness or a Mule spends a week performing hard labour, each will gain a Luck token. The Refusal reflects an outlook that the Ancestry does not have, such as the Mule’s rejection of metaphysics and any idea of an afterlife or an inability, like the Mantisfolk inability to swim in water, dust, or the Black due to a lack of buoyancy. The third is the fact that every Player Character has a Psionic power, called a Wild Talent, not just the Mentalist Class.

In addition, the traditional Alignment of Dungeons & Dragons is replaced by Apathy, Empathy, and Tyranny. As well as being an outlook, these also provide a possible means of gaining Luck tokens.

How do the mechanics work?
The ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—uses the standard d20-based rules of ShadowDark.

How does combat work?
There are no specific combat mechanics in the ShadowSun Revised – Quickstart.

How does magic work?
Magic is formed from six Elements. These are Air, Earth, Fire, Water, Life, and Void. A spellcasting check is required to cast a spell. This can be rolled at Advantage or Disadvantage if an element is particularly strong in an area.

The arcane magic of the Sorcerer has potentially dangerous side effects. If a spellcasting check is failed, it will result in the loss of Hit Points in the caster, an ally, or a captive, and this loss can kill. A Critical Success allows one of a spell’s numerical effects to be doubled, whilst a Critical Failure means a magical mishap has happened. The caster loses the spell and a roll must be made on the Arcane Mishap table. At worst, this can result in a ‘Defilement Surge’, destroying all nearby plants and killing all nearby small creatures, and doing minor damage to all living creatures and inflicting heatstroke on them. If they are already suffering heatstroke, they die!

The nature magic of the Shaman has its own potentially dangerous side effects. However, being nature-based, they are not quite as dangerous.

How do Psionics work?
All Player Characters have a ‘Wild Talent’. This is a natural, but minor psionic ability. It does not include classic psionic abilities such as telepathy or teleportation or clairvoyance. Instead, a Player Character might be ‘Nimble’ and take half damage from falling and less damage from ranged attacks or have ‘Affinity’ with domesticated animals and all riding beasts are reliable. In a traditional roleplaying sense, these are more akin to advantages, but here they can still be interpreted as psionic abilities.

The Mentalist Class is the main user of Psionics, although some powerful NPCs and many creatures and monsters on Althea have them too. Where spells require a spellcasting check to cast them, psionic powers require Psionic Power check to activate a psionic power. The Critical Success and Critical Failure rules apply as normal and there is a Psionic Mishaps table for the latter. The psionic powers are organised into tiers just like the spells for the Sorcerer and the Shaman, but many of the higher tier psionic powers have prerequisites in terms of lower tier psionic powers. For example, Repel is a Tier 2 psionic power that can force opponents away from the user and potentially crush them against walls and other objects. The psionicist cannot learn it until he has mastered the Tier 1 power of Lift, which he uses to lift targets up off the ground and prevents them from moving or making melee attacks.

What do you play?
In addition to its scenario, ShadowSun Revised – Quickstart provides a lot of information about its world of Althea and the rules for ShadowSun Revised. From the start it makes clear that Althea is grim setting in a harsh world where everyone struggles for food, water, and shelter, and might is right. This is reflected in rations containing food and water being treated separately for purposes of survival, and a lack of water will lead to heatstroke, when every roll is made at Disadvantage, and Hit Point loss, which cannot be healed by magic. Extended deprivation like this will kill a Player Character.

The background to the setting explains how the once verdant world of Althea was transformed first by the Shadow Fall of its ancient moon of Sheera, from which the original inhabitants—the Wee Folk—of Althea stole its magic and transformed into many of the Ancestries known today. Second, by the ShadowSun which twisted the magic so that its use would defile the land and the sea, rendering them in deserts and silt. The ShadowSun also melted the metals causing them to flow into the depths, and now metal is rare, with arms and armour and other equipment constructed of wood, bone, and rock. This is reflected in the equipment list.

The travel rules account for the harsh nature of Athlea’s terrain and climate. Any distance travelled means that a Player Character will gain points of Exhaustion, the amount varying depending on the harshness of the terrain. Gain too many points of Exhaustion and a Player Character will suffer from deprivation, which again, is potentially lethal.

Most of what the Game Master and her players needs to run ShadowSun Revised is in the ‘Player Quickstart for ShadowSun’. The ‘GM Quickstart for ShadowSun’ covers terrain types, hazards, random encounters, dungeon types on Althea, and treasure as well as giving an extensive bestiary. It also includes the scenario, ‘Colossi’s Rest’. This is a dungeon adventure set in the body of a fallen golem that has been dug out by giant ants! The rumour tables will provide motivation and the Game Master might want to expand it little with some wilderness travel to show off the travel and survival rules, but the dungeon itself is very nicely detailed, a good mix of natural and the unnatural, both of which are a little weird.

Is there anything missing?
No. The
ShadowSun Revised – Quickstart has everything that a Game Master needs to run the included scenario. Probably more than she needs to run the included scenario.

Is it easy to prepare?
No. The
ShadowSun Revised – Quickstart contains a lot of information, and the players will need to create their own characters as well as the Game Master preparing the adventure.

Is it worth it?
Yes. The ShadowSun Revised – Quickstart contains a wealth of information about the setting of Althea and the ShadowSun Revised rules. Arguably too much information in comparison to a traditional quick-start, being
a lengthy and surprisingly detailed preview of what will be in the main rulebook rather than a quick-start. This does mean that preparing to run the scenario takes longer since the players actually need to create characters rather than choosing them, but it also means that it provides a very good feel for the world and shows you how its play will differ from that of traditional ShadowDark.

The ShadowSun Revised – Quickstart is published by Chubby Funster and is available to download here.

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. It feels constrained by its slim page count, so 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