Tooth & Claw: Two Scenarios for Pulp Cthulhu presents two scenarios set in New England in the Desperate Decade—‘Of Clockwork & Clay’ and ‘Wolf Among the Flock’. Whilst both scenarios are written for use with Pulp Cthulhu and use classic elements of the Mythos, they vary in tone and application of the Mythos. ‘Of Clockwork & Clay’ is the more straightforward of the two, combining ‘Science!’ with traditional elements of both the Mythos and Jewish mythology in traditional Pulp detective narrative, whilst ‘Wolf Among the Flock’ gives the use of traditional Mythos creature a pleasing twist and sets the whole affair in an enclosed, sweaty, hothouse affair. Both scenarios can be played in two or three sessions and both scenarios are easy to add to a campaign. Neither scenario has any specific requirements, but ‘Of Clockwork & Clay’ will play better if an Investigator understands Yiddish and/or German and has a good working knowledge of ‘Science!’, whilst ‘Wolf Among the Flock’ will play well if the Investigators have points in the Science (Biology) and Science (Zoology) skills as well as, surprisingly, Other Language (American Sign Language). The ‘Animal Companion’ Talent may prove to be fun addition and a Big Game Hunter Investigator would work very well with ‘Wolf Among the Flock’.
Sunday, 6 September 2026
Gear & Teeth
Tooth & Claw: Two Scenarios for Pulp Cthulhu presents two scenarios set in New England in the Desperate Decade—‘Of Clockwork & Clay’ and ‘Wolf Among the Flock’. Whilst both scenarios are written for use with Pulp Cthulhu and use classic elements of the Mythos, they vary in tone and application of the Mythos. ‘Of Clockwork & Clay’ is the more straightforward of the two, combining ‘Science!’ with traditional elements of both the Mythos and Jewish mythology in traditional Pulp detective narrative, whilst ‘Wolf Among the Flock’ gives the use of traditional Mythos creature a pleasing twist and sets the whole affair in an enclosed, sweaty, hothouse affair. Both scenarios can be played in two or three sessions and both scenarios are easy to add to a campaign. Neither scenario has any specific requirements, but ‘Of Clockwork & Clay’ will play better if an Investigator understands Yiddish and/or German and has a good working knowledge of ‘Science!’, whilst ‘Wolf Among the Flock’ will play well if the Investigators have points in the Science (Biology) and Science (Zoology) skills as well as, surprisingly, Other Language (American Sign Language). The ‘Animal Companion’ Talent may prove to be fun addition and a Big Game Hunter Investigator would work very well with ‘Wolf Among the Flock’.
[Free RPG Day 2026] Secret Wars Expansion Preview
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.
Secret Wars Expansion Preview is a scenario for the Marvel Multiverse Role-Playing Game which as the title suggests, previews the Secret Wars Expansion supplement. Both scenario and supplement are based the Secret Wars comic and event published by Marvel Comics in 2015. This involved the destruction of the Marvel Universe and various other alternate universes with the Earth of each universe being combined into a Battleworld. The Battleworld for the Secret Wars Expansion Preview is Egyptia. This Egyptian-themed Battleworld gives fealty to the God Emperor Doom, his rule enforced by his cadre of Thors. The action of the scenario takes place in the city of Men-Nefer in the Lower Kingdom of Egyptia, the location of the Temple of Khonshu, dedicated to the Battleworld’s ruler, Baron Khonshu. She has oppressed the mutants in her realm, forcing them to work, building pyramid and other monuments to her, promising retribution upon the ordinary population if they rebel. However, this does not mean that there is no underground resistance and recently, its leader, Mastermind, has learned that Baron Khonshu is holding an important prisoner in her temple—Ra the Sun god. If he can be freed, then he can rally the people and help overthrown Baron Khonshu. As the scenario opens, Mastermind has gathered his best agents—Colossus, Dazzler, Nightcrawler, Polaris, Rogue, and Wolverine—and together they will strike at the temple and free Ra!
Once a plan of action has been decided, the action starts as the Player Characters and Mastermind make their way to the temple, find a way in, deal with guards, and free the Sun god. This is a straightforward scenario, but it includes a few surprises along the way, such as the nature of the guards at the temple, who exactly Ra is, and who the Thors are that the Player Characters will face at the climax of the scenario. Stats are included for Baron Khonshu, Spector, and the Temple Guards. There are suggestions as to what might happen at the end of the scenarios and several adventure seeds too, if the Game Master wants to continue the scenario.
What is interesting about the scenario in Secret Wars Expansion Preview is the chance to play familiar characters from the Marvel Universe of Earth 616 in an unusual situation as alternate versions of those characters. Notably, the scenario’s primary NPC, Mastermind, is actually a villain on Earth 616, but here is a more sympathetic character, even though he is not without his own motives.
The Secret Wars Expansion Preview is a solid scenario, serviceable scenario for the Marvel Multiverse Role-Playing Game and a decent preview of the Secret Wars Expansion.
Saturday, 5 September 2026
[Free RPG Day 2026] Terror in Tortuga
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.
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.
What is it?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is the quick-start for Pirate Borg, the self-described, “Worst Pirate RPG Ever Made™!”. It is published by Limithron via Free League Publishing.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is a twenty page, full colour booklet.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes the scenario, ‘Terror in Tortuga’, a sandbox affair which is more open ended and can be played through in a single session or it might last two or three sessions.
What else do you need to play?
The error in Tortuga: PIRATE BORG Quickstart & Adventure needs a full set of polyhedral dice per player.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure does include any pre-generated Player Pirates. Instead, it gives full rules for creating a Player Pirate of a single Class, that is, ‘Pirate’, much like the Pirate Borg Starter Set. (Alternatively, players can create pirates using the publisher’s Random PC Generator or create them using the full rules in the Pirate Borg core rulebook.)
It should be noted that the Terror in Tortuga: PIRATE BORG Quickstart & Adventure neatly summaries the rules, including those for combat, to a single two-page spread at the rear of the book.
No. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is complete as is.
Is it easy to prepare?
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is easy to grasp and prepare. It is Player Pirate-driven, so the Game Master will need to adjust events for their actions.
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes everything for a great introduction to Pirate Borg offering plenty to do in Tortuga, whether running as a one shot or adding to a campaign.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is available to download here.
[Free RPG Day 2026] Fire & Brimstone
This review is possible due to the generosity of Waylands Forge in Birmingham.
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.
The scenario presented in Adventure Booklet 2: Fire & Brimstone is like a murder mystery in a cosy country house a la Agatha Christie, except the Player Characters are not investigating a murder, but a theft and are at a conference rather than a country house. Nevertheless, they are in a small environment, there are numerous witnesses to interview and interrogate, and there are multiple suspects. This though is a scenario for Avatar Legends: The Roleplaying Game, which means that whilst there are multiple suspects, there not one set culprit and not one set solution to the crime. Instead, the Game Master is expected to build the adventure plot and story around the actions and investigation conducted by the Player Characters. There is also not a given end to the scenario, but a discussion of how it might end, along with advice on running the scenario as a whole. This covers how to pace the scenario, escalate the situation with events, both create and handle good clues, and running the investigation. In particular, how to shift the story from its investigative process and interaction with the various NPCs and factions to combat scenes and back again, as well as some answers to additional questions that might arise during play.
Adventure Booklet 2: Fire & Brimstone 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 investigation and story. This makes it a bit more complex to run than the previous Adventure Booklet 1: Earth & Root and the Game Master needs to prepare it with care to cover most eventualities. Fans of Avatar: The Last Airbender and The Legend of Korra will enjoy the background too and overall, Adventure Booklet 2: Fire & Brimstone is great support for Avatar Legends: The Roleplaying Game.
Friday, 4 September 2026
[Free RPG Day 2026] Creature Curation Presents #1
This review is possible due to the generosity of Waylands Forge in Birmingham.
The first scenario, ‘Impaled Obelisk’, is for Vast Grimm, the pre-apocalypse Science Fiction roleplaying game set in a very future in which cultists have unleashed the infection of THEY, whose infection of Würms and the Grimm have hollowed out and shattered worlds, including the Earth. Humanity’s last hope is the Gate of Infinite Stars, through which the uninfected survivors can escape and find a universe where they will be free of the Würms and the gnawing… In the meantime, pirates and cultists prey on the survivors as desperate men and women gather together in Legions and explore what remains of the universe, perhaps hoping to find something that will towards humanity’s continued survival and the construction of the Gate of Infinite Stars
In ‘Impaled Obelisk’, the Legion answer the distress call of the Gallant Obelisk, a starship that went missing nine decades ago and is found to have crashed nose first into the surface of the planetoid, Caladron 7. It is unlikely that any of the original crew are still alive, but there may still be much to scavenge, some of which will be valuable, some of which might help mankind. Caladron 7’s low gravity means that the Player Characters can easily propel themselves up its length, exploring its corridors, research facilities, scientific laboratories, crew quarters, engineering spaces, and more. Everything seems to be covered in a Web Goo and none of the bodies of the crew can be found. ‘Impaled Obelisk’ is a classic ‘wrecked spaceship as dungeon’ scenario, not a little like Alien, but ‘Grimm’ in its own way. It is easy to run as a one-shot or add to a Game Master’s campaign.
The third scenario is for Neon Bastardz. This is a near future roleplaying game inspired by Neon Lords of the Toxic Wasteland and all of the bad ‘B’ and straight to video trashy Sci-Fi movies of the eighties and noughties. The Player Characters are Skumdogs, lowlife-not-quite-scum pushed to take the dirty jobs no one wants to do, from cleaning the sewers of CHUDs to finding radical treasures in the wastelands for the Detroit-Prime Hyper-Lux.
Creature Curation Presents #1 packs in three easy-to-run scenarios that a Game Master can each run in a single session. ‘Impaled Obelisk’ for Vast Grimm and ‘Airborne’ for Raptor Ruckus are the best of the three, as ‘Killing Detroit Prime Style’ is Neon Bastardz is simplistic, but all three are solid introductions to their respective roleplaying games.
Friday Filler: Split the Hoard
This is the set-up to Split the Hoard. This is the first card game from EN Publishing, known for the ACE!—or the Awfully Cheerful Engine!—and Level Up! roleplaying games. Published following a successful Kickstarter campaign, it is intended to be played by between two and five players, aged fourteen and over, and plays in twenty minutes.
Split the Hoard consists of five Player Boards and five Privacy Screens, one-hundred-and-three Hoard cards, twenty Title cards, a Dragon card, the Rulebook, and the Appendices. The five Player Boards depict five classic fantasy archetypes—Cleric, Druid, Rogue, Warrior, and Wizard—and grant an ability, mark the three spaces where the player places the Hoard cards representing treasure he has found, and shows the round order. For example, the Warrior’s ability is to win ties for Arms titles and gain a random treasure from the Hoard deck if an Arms treasure is taken from his haul. The spaces on the Player Board where he places treasures up for negotiation are marked with one, two, or three coins. One oddity is that the Player Boards are double-sided, but the same on both sides, where it would have been nice for the illustration of the hero to be of one gender on one side and another on the other, or perhaps a different ability.
The Hoard cards are double-sided. On the back is a Coin and when played face down like this, these Coin cards are used to set the prices for treasures and to purchase treasures. On the front of each Hoard card is the details of a specific treasure. These are divided into five categories—Arcane, Arms, Holy, Natural, and Wealth—corresponding to the five archetypes of the Player Boards. A Treasure card either has a ‘Rank’ or ‘Victory Point’ value. The ‘Rank’ value is totalled in combination with other Treasure cards to determine if a hero is eligible to certain Title card. The ‘Victory Point’ value contributes to a player’s final score at the end of the game. A Treasure card will also have a special ability. For example, the ‘Grimoire’ can be discarded in the Claim phase to allow a player to draw an extra hidden Title card from the Title deck, whilst in the Negotiate phase, the ‘Sword’ can be discarded to allow a player to negotiate for an extra Treasure.
The Title cards are scoring objectives for the game. Each has a victory condition such as “Score if you have the highest combined value of rank cards” for the Archmage or “Score if you possess a Ruby and an Armour” for the Captain. Five of these are the Starting Titles that are visible from the beginning of the game and can be won by anyone. The others are kept secret by the players before being revealed at the end of the game to see if their scoring conditions have been fulfilled.
Penultimately, the ‘Rulebook’ is short at just twenty-pages, but includes examples of play throughout. Lastly, the ‘Appendices’ is almost three times the length of the ‘Rulebook’ and explains how each of the Treasure cards and Title cards work. It is a handy reference that makes it easier to check the specifics of each Treasure card or Title card and it also has examples of the game’s cards in play as well.
At the start of the game, each player receives a random Player Board, a Privacy Screen, a random Title card, and four Coin cards. The five Starting Titles are placed where everyone can see them. The game is played in rounds consisting of three phases—‘Reveal’, ‘Negotiate’, and ‘Claim’. In the ‘Reveal’ phase, the players take it in turns to draw three Treasure cards and arrange them however they want on the one, two, or three slots on their Player Board, one Treasure card per slot. A Player can increase the cost of a Treasure by adding Coin cards from his Haul.
In the ‘Negotiate’ phase, each player lifts his Privacy Screen and reveals the Treasures has picked over from the Hoard. In turn, each player either takes two cards from the Hoard deck as Coin cards (that is, face down) and adds them to his Haul or negotiates for a single Treasure from another player. As long as the active player can pay the cost in Coin cards, determined by the base cost for the slot on another player’s Player Board and any extra Coin cards the player has placed on his Player Board, a player cannot stop the active player from taking a Treasure card. In the phase, ‘Claim’, Coin cards placed on Player Boards to increase Treasure prices are discarded and any Treasures remaining on a Player Board go into their respective player’s Haul. If there are no Treasures on a player’s Player Board, he draws three new Treasure cards and adds them to his Haul.
The heart of the game play for Split the Hoard is all built around a ‘I Cut, You Choose’ mechanic in which each player is deciding upon the value of his Treasure cards he is offering in each round, whilst the other players are deciding whether or not to choose something. Here is where the bluff and speculation come into play, rather than negotiation as such. Indeed, the actual ‘Negotiate’ phase is a misnomer since no actual negotiation. Instead, what a player is trying to do find the Treasure cards he wants on other player’s Player Boards whilst trying to keep hold of these he wants to score with at the end of the game. The obvious way to do that is protect a Treasure card by increasing the price that another player has to pay, but this has its own cost, since a player must invest Coins to raise that price. If the Treasure they are attached to is bought, the player will get the Coins back, but if not, they are lost. This is where the speculation comes into play. Further, a player could actually lure another player into thinking a Treasure with Coin cards attached is actually valuable or something he wants, bluffing the player into thinking that he is denying him a Treasure he wants to keep.
The aim of the game is, of course, for a player to get Treasure cards into his Haul and use them to score points at the end of the game. However, a player can also discard a face-up Treasure card from his Haul to activate its ability. The range from being able to draw more Coins from the Hoard deck, more Titles from the Title deck, take an extra Treasure from another player’s Player Board, move a Treasure from your Player Board to your Haul, and so on, manipulating different parts of the game’s play. Each player must balance the need to keep Treasure cards for the end game’s scoring and using their special abilities. Treasure cards played for their special abilities can be played at any time during the phase indicated on the card, even when it is not a player’s turn.
The game ends when a player cannot draw any cards from the Hoard deck. Each player scores Victory Points for Starting Tile cards and Hidden Title cards whose scoring conditions they fulfilled and then also for Treasure cards. If there is a tie, the winner is the player with the most Coins in his Haul. Here is where the game play gets complex in comparison to the base game play as each player tries to work out his total Rank value from the Treasure cards in his Haul to determine which Title cards he qualifies for. This is the hardest bit of Split the Hoard to learn and teach, but once everyone has the hang of it, game play is fast enough.
Physically, Split the Hoard is very nicely presented. Both ‘Rulebook’ and ‘Appendices’ are well written and provide clear explanations of the various parts of the game. The artwork on the cards is excellent and everything is solid and sturdy. EN Publishing has done an excellent job with the production values on Split the Hoard.
Split the Hoard is a very likeable game, good looking, easy to teach and play, and makes excellent use of its theme. It is a very solid filler that fans of classic fantasy roleplaying will definitely enjoy and a good first game from EN Publishing.
Monday, 31 August 2026
[Fanzine Focus XLIV] High Passage Number Two
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.
High Passage Number One was a good first issue, but High Passage Number Two is a really good issue. Its scenario is fantastically well supported and much of its content can be used beyond the events of the scenario, whilst the interview is good enough to want to read part two. High Passage Number Two is simply excellent support for Traveller.






