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

Sunday, 27 September 2026

[Free RPG Day 2026] Legend in the Mist Demo Game

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—

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?
The Legend in the Mist Demo Game 2026 is the quick-start for Legend in the Mist: The Rustic Fantasy RPG, published by the Son of Oak Game Studio, best known for City of Mist, the Pulp Noir, Urban Fantasy storytelling game.

The
Legend in the Mist Demo Game 2026 is a thirty-two page, full colour booklet.

How long will it take to play?
The Legend in the Mist Demo Game 2026 includes the scenario, ‘Rite of the Oathbreakers’, a short scenario which can be played through in one or two sessions.

What else do you need to play?
The Legend in the Mist Demo Game 2026 needs two six-sided dice per player.

Who do you play?
The Legend in the Mist Demo Game 2026 includes three pre-generated Player Characters.
They consist of Higgins, a Woodward of Cedargate, a guardian warrior with a strong voice who has been exiled for falling in love with one of the enemy; Gorna, a travelling self-taught cook from the town who is accompanied by his giant boar, ‘Truffles’; and Siondella the Cairnmaker, a travelling pilgrim of the Old Ways who offers prayer and ritual services against the Unseen in return for food and coin, but who is not without an impious streak. Each of the three pre-generated Player Characters comes on a double-sided A3-size sheet.

How is a Player Character defined?
In Legend in the Mist, a Player Character is defined by four sets of themed Tags. These Themes vary, but can include Circumstance, Magic, Past, Devotion, Trade or Skill, Trait, Personality, People, Trait, Possessions, and more. Themes are categorised as either Origin, Adventure, or Greatness Themes, which define where the Player Character came from, how he works to affect the world, and what he is good at, respectively. Each Theme set contains five Tags which can be used as a ‘Power Tag’ or a ‘Weakness Tag’. For example, Gorna has the Companion Theme of ‘Truffles the Giant Boar’ to represent his companion. It has the Tags of ‘Sniffing Out Scents And Tracks’, ‘Strong And Sturdy’, ‘Harnessed Food Court’, ‘Sharp Tusks’, and ‘Adorable Antics’. A Theme has tracks for Experience—gained when a Tag is used as a weakness, and Decay, gained for acting against a Theme—that is, out of character—and which if filled, will lead to the replacement of the Theme. Each Player Character has a set of items which can be used as Tags too.

How do the mechanics work?
Mechanically, to have his character attempt a task a player rolls two six-sided dice. If the result is ten or more, the Player Character succeeds without Consequences; if it is seven to nine, he succeeds, but suffers Consequences; and if six or less, the Player Character fails and suffers the Consequences. To the roll, the player adds as many Power Tags as he can and which are appropriate, but has to deduct any Weakness Tags that apply. The resulting value is the Player Character’s Power. This can be spent on various Effects—Attack, Influence, Boost, Create, and Restore. They can also be applied to Challenges and Threats in an attempt to overcome them. Each Challenge or Threat has a rating or a ‘Limit’, for example, to get past an encampment of bandits with two men on watch, the Limits might be ‘stealth: 2’ and ‘wounded: 3’. In the first example, the Player Characters would apply the Effects from a stealth-related Tag to exceed the Limit, whilst in the second, the Effects from an attack-type Tag would be used. This can be done over multiple attempts with the Effects stacking each time, but if successful will change the status of a Challenge or Threat. Thus, the ‘stealth: 2’ Limit changes to ‘evaded-2’ and the ‘wounded: 3’ Limit to ‘wounded-3’.

How does combat work?
Combat uses the same mechanics.

How does magic work?
Magic uses the same mechanics, but is not a key feature of the Legend in the Mist Demo Game 2026.

What do you play?
‘Rite of the Oathbreakers’ takes place in and around the village of Hillsend, which sits below Dire Hill, in the quiet rustic region of the Dales where legends of the Creatures of Twilight and the Great Thaumaturges of old are fireside tales told about of far beyond the Wanderlands. The Player Characters are visiting Hillsend for its harvest festival and as they are escorting an elderly goatherd home, first must rescue Tulip, one of her goats when she mysteriously bolts into the surrounding forest and second learn from the goatherd that livestock has been going missing over the last few months. This has been attributed to bandits, but not just any bandits—‘Oathbreakers’! Former Red Marshals, sworn to protect the Dales, but now turned to banditry.

When the Player Characters investigate, they discover the top of the hill surrounded by a ring of animal bones at the centre of which is a barrow and three very haggard and wary Red Marshals. The Player Characters must persuade the Red marshals that they mean no harm, discover what they are doing atop Dire Hill, the cause of the ring of bones circling, and ultimately enter the barrow atop the knoll and confront an ancient evil.

The scenario is a solid, challenging affair that will reveal some of the secrets threatening the Dales and the consequences of that revelation.

Is there anything missing?
No. The Legend in the Mist Demo Game 2026 is complete as is. (An example of play would not have gone amiss though.)

Is it easy to prepare?
Yes. The Legend in the Mist Demo Game 2026 is easy to grasp and prepare. The adventure requires a close read as it is quite detailed.

Is it worth it?
Yes. The Legend in the Mist Demo Game 2026 includes everything for a solid introduction to the Legend in the Mist rural fantasy setting that can be run as a one-shot or as a campaign starter
.

The Legend in the Mist Demo Game 2026
is available from the Son of Oak Game Studio.

Saturday, 26 September 2026

The Other OSR: Wraithborn

What happens when you die? Does your soul ascend to heaven and eternal peace as a reward for your piety and lifetime’s worth of good deeds? Are you cast down into hell as punishment for your sins and impropriety, suffering an eternity of torment and agony? Or are you washed ashore of somewhere in between, a liminal space that might be a purgatory, a place from which you move on, your soul washed of your sins, or simply trapped in the lands that border on nothing? Awakening under a blood red moon in lands of perpetual night, not living, not dead, but undead, the memories of who you once were stripped away from you and what cords of faith you had in life with the gods cut in twain. In lands where vampires proudly walk the streets and quest for more lands to conquer and blood to take, where the Fae quail from their vengeful god in their Lonely Isles, where mechanical monsters hunt the Mystland to taunt and torment the people hidden within their fortresses, and where in the perpetual lunar night, silver falls as rain the Ever Dusk to burn and scourge the skin and souls of the undead. Renounced, rejected, and reviled by those gods, the majority undead take on lives and roles that they might have had in life, though they cannot recall what they were. Others rise above that, perhaps becoming the monsters that their new forms embody, revelling in their new nature and imposing it on others, but others seek to rise above that, seeking honour and enlightenment even though there is no way to pass through the Veil that the gods have placed around the lands that make up their new home. These lands are the Tortured Isles in the world of yh  , where the undead know that if they die, it is not permanent and they cannot pass on. Instead, they can only be reborn as undead again, memories lost of what they were, ready to start again.

This is the setting for Wraithborn: Role Play in the Realm of the Undead, a roleplaying game published by Theatre Macabre following a successful Kickstarter campaign. Mechanically Wraithborn is based upon Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. A player rolls a twenty-sided die, modifies the result by one of his character’s abilities, and attempts to beat a Difficulty Rating of twelve, though the Difficulty Rating can be higher or lower. The Difficulty Rating may go up or down depending on the situation, but whatever the situation, the player always rolls, even in combat or as Mörk Borg terms it, violence.

In terms of what you play, creating Player Characters in Wraithborn  adds tables for determining personality, physique, wealth, and monstrous feature. There are optional rules for each Player Character’s cursed existence—inspired by his monstrous feature, what his destined purpose might be, and Omens. The latter are tied to the Player Character’s destined purpose and work as gifts, and as he gains Levels, gives him options in terms of altering reality, reading the passage of time, hearing the unsaid, and manipulating the aether. All of these are optional, but they add depth and detail to a Player Character. One notable addition to a Player Character in Wraithborn is a fifth stat, ‘Clarity’, which is measure of a Player Character’s magic casting ability, memory, and intelligence, pushing Wraithborn away slightly from its Mörk Borg roots and towards a more traditional roleplaying game. 

 The ten Classes in Wraithborn consist of Blood Seeker, Damphyr, FaeBound Daemon, Ironclad, Lunari Mage, Stormbringer, Wraithborn, Wyld Kin, Wyvern Rider, and Zarowka. The IronClad are faithful warriors who serve the IronLairds and who sought out and destroyed Heaven’s Gate, one of the events which triggered the Veiling of the Tortured Isles by the gods, and now protect the MystLand. Vampires come in several types, but hunger for blood and all practise Haematology or Bloodcraft and cast Blood Curses. Vampires in the Tortured Isles thirst for domination and sail from the north across the Severed Seas in their red-sailed ships and in the cities they conquer, they store the blood they tithe in banks. All vampires need to drink blood, and they suffer penalties if they do not . However, unlike a true Vampire, the Damphyr must drink daily, but can transform into vampiric beasts, create tonics, grow vampiric wings, gain greater presence, call forth the legions of the dead, and so on. Damphyr also suffers from ageing. The Blood Seeker is a hybrid Damphyr-arachnid whose spider-like protrusions can pierce victims and directly draw blood from them to store in the blood abdomens on his back and collect them for his master’s blood banks or sell them as part of the Blood trade. The Wyld-Kin connects to the natural world—both flora and fauna—through lyrical telepathy, can transform into both, taking on bestial forms such as arachnids, bears, and more.

A Wyvern Rider is tethered or soul-bound to the wyvern he rides, whilst the Zarowka is an incorporeal practitioner of umbral magic, his player spending Reaction Points to cloak others in Umbral Armour or with Drown in Darkness, suffocating and blinding them, or set them alight with Radiance or set a Light Trap of crystalline shards. The Stormbringer is so attuned to the Aetheric Elements that he can adapt and strange his physical form to embody Elemental properties of S’Gàth—flesh, gold, oil, salt, and stone. The Lunari Mageis a Fae who draws upon the light of the lost sun reflected off the Moon to cast magic, the power varying according to the Lunar cycle, whilst  the FaeBound Daemon is drawn from the Realm of Infernal Fire and bound in the body of a dead Fae and so suffer persistent Red Rot, but command powers of flame outside of magics of S’Gàth. Unfortunately, the creation process is not easy with a lot of paging back and forth through the book to look at the basic steps and then looking at individual Classes and then the various elements of each Class.

Wraithborn uses a unique magic system built around Aetheric Elements—flesh, gold, oil, salt, and stone. Instead of simply casting spells and forgetting them or using a simple points system, spellcasters invest dice of three types in spells to cast them. Ritual or six-sided dice are a caster’s inherent magical ability; Moon or four-sided dice represent the fleeting magical influence of the Aether; and Phase or eight-sided dice represent the phases of the Moon, but are only available to Fae. Ritual dice are gained as part of the Player Character’s Class and refreshed daily, whereas Moon dice are gained from in-game activities, such as killing foes, absorbing power, making offerings, and so on. When a player wants his character to cast a spell, he invests dice in an attempt to equal or exceed the casting threshold of the spell. Moon dice can also be used to boost the subsequent die roll. This is a standard roll of a twenty-sided die and its result will not only determine if the spell is successfully cast or not, but also if the dice are expended as result of the casting attempt. Further, elements can be combined to create new elements, so that a combination of flesh and oil make blood, gold and stone make steel, and so on. This is not without its complexity in comparison to spellcasting systems in other roleplaying games—especially those in the Old School Renaissance—but it also means greater player involvement and flexibility. The roleplaying game’s spellcasting Classes grant extra bonuses with the system. For example, the Stormbringer attunes to two elements daily to grant extra dice, whilst the Lunari Mage gains extra dice that are better depending upon the phase of the Moon.

Wraithborn
oozes flavour and atmosphere, but it is a roleplaying game with problems. It provides some great Player Character options and a nicely done new magic system, but it does not help the Game Master with advice on how to run it—beyond addressing the horror of the setting before play and not revelling in this aspect of the setting—or really how to set up a campaign or what to do with it. It does not help in this with the lack of a scenario, whilst there are solo play rules, these are brief, and perhaps best work as a series of prompts for the Game Master rather than something to use to generate long term solo play. To be fair though, there is a scenario at the end of The Tortured Isles, the campaign setting for Wraithborn, but that is in another supplement.

Physically, Wraithborn: Role Play in the Realm of the Undead is vibrant swathes of black and red, swirled in with other colours and classic pieces of art. As good as it looks and as much atmosphere as it imparts, it is a problem. It takes the Doompunk art style of Mörk Borg and over-energises it, not only making it a challenging read (especially if you have conditions such as colour blindness or dyslexia), but also making content and details difficult to find. This could and should have been offset by an index, but it lacks one. This is an error of judgement for a volume that really needs one. 

Wraithborn: Role Play in the Realm of the Undead is the grim dark of Mörk Borg twisted and made even darker and grimmer under a perpetual night and a waxing, waning blood red moon and storm clouds of silver in which the undead twist and turn, wondering where they came from and wondering what the future holds, knowing that it holds nothing. It is potentially, a great sequel to the apocalyptic drowning of the last land of Tveland, as foretold by the prophecies of the Two-Headed Basilisks in Mörk Borg. Of course, it also stands as a roleplaying game in its own right. Or rather not quite. Amidst the interesting Player Character options and the sharp tang of its magic system, as well as the descriptions of the Tortured Isles, Wraithborn hints at possibilities and ideas, but it never really examines what the objective of the roleplaying game is or what it is that the Wraithborn do in S’Gàth. Wraithborn: Role Play in the Realm of the Undead is ripe with play options and drips atmosphere, but really is awaiting a Game Master with good ideas or a campaign.

[Free RPG Day 2026] Lore Master’s Deck Sampler Pack

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—

If there was an award for the most generically useful item released for Free RPG Day 2025, it would have been the Deck of Worlds Sampler Pack. Published by The Story Engine, this is an introduction to The Story Engine: Deck of World, a deck of cards designed to help users create worlds complete with cultures, geographies, histories, flora, and fauna, simply by drawing and combining cards. Containing just thirty-five cards, little more than a tenth of the two-hundred-and-forty cards to be found in The Story Engine: Deck of World, all packed into a seven-by-seven centimetre box, what it provided was one-hundred-and-four prompts across five card types and then the same number of traits on the reverse side, with which the Game Master can create micro-setting after micro-setting complete with location, origins, points of interest, and an interesting event. What the Deck of Worlds Sampler Pack did for locations for Free RPG Day in 2025, the Lore Master’s Deck Sampler Pack aims to do the same for factions for Free RPG Day in 2026.

The Lore Master’s Deck is designed to create new factions, NPCs, items, locations, monsters, and so on with the draw of a few cards and the Lore Master’s Deck Sampler Pack provides a few of those cards. The Lore Master’s Deck Sampler Pack comes in a box that holds the cards firmly in place, but when opened up, forms the instruction sheet, which takes the user through the creation process step-by-step. The card types in the Lore Master’s Deck Sampler Pack consist of Factions, Figures, Locations, Objects, and Creatures, whilst the full set adds Events, Materials, and Modifiers. The cards are colour-coded on the one side for the primary cue and white on the reverse for the secondary cues.

To create something, the Game Master draws a single card and picks one of its four Primary Cues and then draws a card of the same colour and flips it and selects a secondary cue. The card for this secondary cue is slipped under the first card so that only the cue is showing. This is done a total of three times so that there are secondary cues below the primary cue and to its left and right. Some of the secondary cues may have an icon—for either a Faction, Figure, Location, Object, and Creature—which indicates a Link Cue. This adds another Primary Cue. The whole thing forms a Lore Cluster, but each Link Cue connects to a whole Lore Cluster of its own. At this point, the Game Master can start interpreting her creation.

So, for example, an Object is drawn with the Cues ‘Claw’, ‘Shield’, ‘Thread’, and ‘Telescope’. ‘Claw’ is selected as the Primary Cue and a second Object card is drawn and this is flipped over to reveal several Traits that can be used as Secondary Cues as Background. The four consist of ‘Created In Or Alongside A Location’, ‘Linked To A Mysterious Death’, ‘Memory-Affecting Properties’, and ‘Dispels, Boosts, or Shapes Magic’. ‘Linked To A Mysterious Death’ is selected and since that has a ‘Figures’ Icon, a Figures card is drawn. It provides the Cues of ‘Elementalist’, ‘Pirate’, ‘Prize-fighter’, and ‘Sovereign’, and the last Cue is selected and slotted under the ‘Linked To A Mysterious Death’ Cue. Two more Secondary Cues are chosen, ‘Vampiric Leeching, or Draining Properties’ and ‘Created to Counter or Complement an Object’ are selected from the options on their cards. However, the latter Secondary Cue is marked with an icon for another object. A new Object card is drawn, from which ‘Book’ is selected and that forms a Link Cue to another Lore Cluster which can be developed using the same process.

—oOo—


The example item is the Claw of Onelazar the Rotting. It is said to be last body part of the infamous necromancer preserved created in accordance with the Tome of Black Leaves. The full extent of its powers are detailed in the book detailing its creation, but it is known to possess the ability to leech the lifeforce of others and pass them on to its wielder. Once a year this must include the blood of a member of a royal house. The first victim is believed to have been Prince Albrun Hohenstadt, scion of the Margraviate of Thalunser, who swore revenge against his father, the Margrave, for exiling him and turned to help him raise an army.
—oOo—

Physically, the Lore Master’s Deck Sampler Pack is a delightfully simple package. It is compact, but opens up easily and the instructions on the inside of the packaging are clear. There is no artwork on the cards, but the text and icons are easy to read.

Of course, the Deck of Worlds Sampler Pack is only a taster of the full The Story Engine: Deck of World—a quick-start if you will… It does not give the full flexibility of the full set since it omits any Event, Material, and Modifier cards, but even with seven cards in five different categories, that still provides the means to create numerous Factions, Figures, Locations, Objects, and Creatures. It also brings a pleasing physicality to the creation process that simply rolling dice on a table would not have provided.

Yet it offers a surprising degree of versatility, even with just six Region types and twelve Landmarks, on top of which the Namesake, Origin, and Attribute cards add twenty-four options of their own, that can all be combined to create micro settings that a writer or a storyteller or a Game Master can start her world from and then add to it with further micro settings, developing it micro setting by micro setting, or even just focus on the one micro setting. The Deck of Worlds Sampler Pack is a great introduction to The Story Engine: Deck of World and offers Cues aplenty for long after Free RPG Day.

Friday, 25 September 2026

Friday Fantasy: Weird Ancestries

Shadow of the Weird Wizard does something odd in terms of fantasy roleplaying games. It places non-Human species as an ‘other’, rarities and oddities once primarily confined to the mysterious and strange and wondrous lands to the east of the Weird Wizard. It meant that the lands of the Great Kingdom are humanocentric. This though, is the situation at the very start of the roleplaying game designed and published by Schwalb Entertainment, and it is one that changes at start of Shadow of the Weird Wizard when the Weird Wizard suddenly disappears, removing the divide between his lands and those of the Great Kingdom. As refugees from the former lands of the Weird Wizard flee west into the Great Kingdom and pioneers and settlers begin to explore the newly opened lands to the east, the peoples of the Great Kingdom are exposed to a wider range of peoples and species. This has a consequence narratively and mechanically. Mechanically, a player is only able to create a character whose Ancestry is Human using the core rules, although there are basic notes on Ancestries to be found in the Bestiary chapter of Secrets of the Weird Wizard. Narratively it means that with the core rulebooks, a campaign would have a Human-centric basis and thus be able to explore a world in which they did not have to rely on other species and even explore a world that is changing and one those changes is the appearance of other peoples. Now to be clear, Shadow of the Weird Wizard does not make non-Humans aliens or intrinsically threats. They are just different.

Weird Ancestries is a supplement that changes both the situation in
Shadow of the Weird Wizard and the options available to the players. It describes in some detail thirty Ancestries for the roleplaying game, six more than those found in Secrets of the Weird Wizard. There is no structure to anyone of the entries as such, though each one will always end with a section on adventurers of that Ancestry. This will include broad details of the Paths that an Adventurer of that Ancestry might take, followed by the common traits of the Ancestry and then its ‘Ancestry Path’. This is a new addition to Shadow of the Weird Wizard which not only grants benefits upon Player Character creation, but also at Second Level and Fifth Level in addition to the bonuses and extras the Player Character gains from his Novice, Expert, and Master Paths. The bulk of the write-up foreach Ancestry explains its role and appearance in the New Lands that were once under the control of the Weird Wizard, where they live, their relationship with the Weird Wizard, and the nature of their society, enabling a player to have a good understanding of the typical background to his character’s Ancestry. Then, of course, the Haren Traits enable the creation of characters by the players and NPCs by the Sage from that Ancestry.

For example, the Haren are leporine Ancestry, egalitarian in their society and preferring to live in hilltop fortresses, with a dislike of the Weird Wizard despite the fact that he did them no harm, have no experience working metals, and are strict herbivores. In terms of adventurers, Haren fight to survive, so are good warriors; have no formal magical training, but can learn alteration, protection, and war spells from their elders; may worship nature spirits, though have no gods; and speed, stealth, and cunning make good rogues. They have ‘Keen Hearing’ and ‘Keen Scent’ and can learn great distances, but at First Level, they are ‘Battle-Trained’ and can attack with a Boon and treat spears and javelins as nimble weapons, and when hurt, can trigger ‘Lepus Fury’ to attack for a turn with another Boon and a critical result occurs on a roll of eighteen. At Second Level, a Haren gains increased Health, ‘Evasive Recovery’, and ‘Springing Attack’, and then at Fifth Level more Health and extra Hit Points, as well as ‘Great Leaper’.

Each of the Ancestries receives this treatment. The Ancestries are a mix of the familiar and unfamiliar. So, alongside the Dwarf, Elf, and Halfling of traditional fantasy roleplaying games, there are what would normally be classed as monsters in those other fantasy roleplaying games. Dhampirs, Goblins, Hobgoblins, and the like, but even they find their way into some fantasy roleplaying games as Player Characters, whereas creatures such as Demigods, Harpies, Naga, Revenants, Sphinxes, and Spriggans do not. Even the treatment of the traditional Ancestries is not always what the players might expect. Whilst the Dwarves are famous for their mountain holdfasts and the Elves for living in faeries realms, the Elves have a unique feature such as scales, feathers, or wings, which they can grow or change over time, and the Halflings are nomads, traders and travellers, with hairy ears, and only three fingers and a thumb on each hand and four toes on their feet. There is even some variation within some Ancestries, such as the divine heritage of the Demigod, whose divine parent might be Lord Death, making the Demigod pale and sickly with bruised eyes and sunken cheeks, or Revel, meaning that the Demigod smells sweetly of wine, fresh flowers, and honey! A Clockwork must have a function such as Artisan, Entertainer, or Soldier.

One notable absence for the list is the Orc, but Shadow of the Weird Wizard does not treat the Orc as a ‘race’ or Ancestry, but rather the result of a curse that causes a ‘Soul Sickness’ that can transform the sufferer into an Orc, as explored in the first scenario for the roleplaying game, One Bad Apple. Similarly, Goblins are selfish, mean, and cruel because their upbringing and association with the Goblin King, but can be good and selfless if exposed to the right circumstances, and the Cambion might have had an infernal origins and so be mistrusted, that is not what they are all like.

Physically, Weird Ancestries is well organised, laid out, and easy to use. The artwork is excellent.

In many ways,
Weird Ancestries is very much a supplement for the player, providing with a diverse range of options in terms of kindred species for his character. All of them different and all of them wanting to make their mark on the Borderlands in Shadow of the Weird Wizard. It gives the player a chance to play characters of backgrounds that he would be unlikely to have access to in other traditional fantasy games, but does not expect him to play them like they are often depicted in those other roleplaying games. This marks Shadow of the Weird Wizard out as different and intentionally so. Of course, all of the background information on the Ancestries is useful for the Sage too. Shadow of the Weird Wizard is not a roleplaying game that needs or has lot of supplements, but Weird Ancestries is definitely one that both players and Sage are going to want.

[Free RPG Day 2026] The Dying Spire

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—

The Dying Spire
is an adventure for Daggerheart, the fantasy roleplaying game which combines classic high fantasy roleplaying elements with a narrative element that was one of biggest successes of 2025. Published by Darrington Press, it is the 2026 Ennie Gold Winner for Best Game and Best Rules as well as Ennie Silver Winner for Product of the Year. It does two things. One is to continue the story and provide a sequel for ‘The Sablewood Messengers’, the scenario in the Daggerheart Quickstart Adventure. The other is to give an adventure that also stands on its own and is not necessarily holding the players’ hands as in the Daggerheart Quickstart Adventure. Thus, The Dying Spire is a Tier 2 adventure and one that designers advise the Game Master to take care if her players have not either played Daggerheart or are not used to how their characters work, lest they find the scenario too much of a challenge. In the Daggerheart Quickstart Adventure, the Player Characters are entrusted with transporting an important package to Hush, small village within the ancient forest of Sablewood, where they are to deliver it to the Whitefire Arcanist. Eventually they find the Whitefire Arcanist and protect him as he performs a ritual to ensure the continued safety of the village.

The Dying Spire picks up where the Daggerheart Quickstart Adventure left off. The Whitefire Arcanist asks the Player Characters to check on Vaya, the Spire Keeper for one of the tall structures which towers over the forest canopy atop which burns a signal fire that seems to protect the Sablewood. Of late, the fire appears to have weakened and nobody is quite sure how this will affect the woods. The scenario is divided into five acts. The first two deal with their journey and arrival at the Spire, descending into a valley where they first encounter a pair of injured travellers and then the goathogs that attacked them. Goathogs are normally passive creatures, but something has caused them to decay and made them suicidally aggressive, as the Player Characters will discover when another pack attacks them. Afterwards, at the Spire, the Player Characters can make several discoveries. One is that the tall structure protects an impossibly tall Elder Tree, so tall that it is potentially stressful to climb the height of the stairs that run round the inside of the tower.  A second is that Vaya is injured and the third is that the ‘Brambleheart’ has been stolen. This is a magical mesh of thorns that draws wild magic up the Elder Tree and creates and maintains the ‘Spire Weave’ which protects the Sablewoods and makes them verdant, and without it, the forest’s future is threatened. The third, fourth, and fifth acts consist of a chase across the Sablewoods in pursuit of the thieves, the scenario throwing some fun encounters into the Player Characters’ path. These include a race down a raging river, into an ancient cave network, and finally confront an ancient evil and discover an external threat to the Sablewood.

The scenario consists of a good mix of challenges. There are social and environmental challenges to be faced as well as plenty of combat. Throughout, there are clear explanations of how each encounter is handled, both narratively and mechanically, and where a situation relies upon an action dice roll, of what happens if the players succeed or fail, whether they rolled with Hope or Fear. There are lots of optional questions too, which the Game Master can ask her players, their answers flavouring the detail and feel of the scenario as it progresses. The scenario ends with the possibility of a sequel and publisher’s website has a ‘Downloads’ section [https://www.daggerheart.com/downloads/], which includes the Sablewood as a location.

The scenario uses the same set of six Player Characters as the Daggerheart Quickstart Adventure. They consist of Marlowe Fairwind, the Loreborne Elf Sorcerer; Barnacle, the Underborne Ribbet Rogue; Garrick Reed, the Highborne Human Warrior; Khari Nix, the Ridgeborne Giant Guardian; and Varian Soto, the Wildborne Katari Ranger. Copies of these are included with the scenario.

The scenario is solidly supported for both the Game Master and her players. There are standees and terrain, and a GM Guide for the former, plus a Play Guide for each of the players. This is in addition to sheets for all of the Player Characters. All of them are on perforated sheets for easy removal from the book.

Physically, The Dying Spire is very well presented. The artwork is excellent and the adventure is well written. The only downside is that the artwork is black and white.

The Dying Spire is an entertaining scenario for Daggerheart with plenty of action and a little bit of mystery. It works as a one-shot, but better as continuing support for the Sablewood setting.

Monday, 21 September 2026

Miskatonic Monday #451: Something Smells Fishy

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.

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Publisher: Chaosium, Inc.
Author: Ignacio Campos

Setting: Massachusetts, 1924
Product: Scenario
What You Get: Seven page, 3.84 MB Full Colour PDF
Elevator Pitch: If the Buffy the Vampire Slayer ‘Go Fish’ episode was written for Call of Cthulhu
Plot Hook: The swim team is being killed off just before the state championships
Plot Support: Staging advice, five pre-generated Investigators, six 
NPCs, two Mythos tomes, and three Mythos monsters (but plenty more in the sea).
Production Values: Good

Pros
# High school horror as the swim team splits apart
# Multiple endings considered—Will the Investigators keep the secret, flee, or destroy it?
# Thalassophobia
# Ichthyophobia
# Teraphobia (Internal and External)

Cons
# No maps
# Linear plotting
# Original staging, unoriginal plotting

Conclusion
# Could a title not be more apt?
# If your inspiration is Buffy the Vampire Slayer, why not run it using Bunny The Eldritch Slayer? 

[Free RPG Day 2026] No Place Like Homebrew

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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No Place Like Homebrew is a sampler for No Place Like Homebrew, a supplement from Roll & Play Press, which provides the Game Master with hundreds of settlements, factions, NPCs, monsters, countries, and more. Everything is clearly laid out and colour-coded—purple for characters, brown for factions, green for locations, and red for creatures—such that the Game Master can consult the supplement and find something that she wants in the right section. Further, where needed it has stats. In the supplement, these are for Dungeons & Dragons, Fifth Edition, making it compatible with the world’s number one roleplaying game, but these are neatly compartmentalised such that a Game Master could easily ignore them and develop the content using the system and stats of her choice. The No Place Like Homebrew sampler has no such stats, but is colour-coded and thus everything is easy to find and identify what category each falls into.

The No Place Like Homebrew sampler opens with a handful of countries, leading with a description of Theotalis, ‘Opulent country rich in silver.’, known for Castle Theotalis and its gleaming spire as well as the fact silver views run in abundance across the county. The citizens are wealthy and silver is held as sacred though the mines are now mechanised. Dotted across the country are old silver statues which may be a source of riddles, advice, or snippets of lost history depending upon who you ask. Conversely, ‘Fozanzia’, a ‘Magical, smog filled-wasteland’, was once a centre of arcane research, but was reduced to an unhabitable wasteland following a failed attempt to artificially recreate dragon’s breath as a weapon. It is now shrouded in thick, draconic fog, scorching golden yellow by day, freezing grey by night. Except for the dragons and wyverns that roam the sky, the only things that live under the pall of magical fallout are hardy, but have mutated. However, if a creature survives long breathing in the miasma, it develops its own dragon breath… All six entries are categorised ‘Setting’ and ‘Country’, but also fall into a combination of the ‘Exploration’, ‘Safe’, ‘Magic’, ‘Horror’, ‘Dangerous’, and other categories. 

Under ‘Realms and Leaders’, the sampler details three different dragons. ‘The Winged Terror’ is a wounded wyvern, recently escaped from a gladiatorial arena and clumsily trying to adapt to outside world; ‘Precept Regent’ are father, mother, and son Gold Dragons travel the world learning and giving lectures on all manner of different subjects; and ‘The Underking’ claims dominion over all that lies under the ground and sees mining efforts as invasions! Thus, we have a creature that is wild new threat to the countryside, a trio that might be the very sages that the Player Characters are looking for, and a would-be ruler of the Underworld.

The centre part of the sampler is devoted to the widest selection of interesting options to import into the Game Master’s campaign—people, organisations, and the occasional monster. Unfortunately, whether it is the ‘Syphapods’, translucent underground octopi that drop on people and suffocate and constrict them or the ‘Duneshredders’, landsharks that swim in the desert sands, the monsters in the sampler manage to be uninspired and uninspiring. Much, much better are the NPCs. ‘Cerulea Prim’ is a Stone Giant renowned for cave paintings, occasionally takes commissions to paint murals, but lets others add to the paintings in her cave and now wants to find an inspiring band of heroes to feature in her next work. The ‘Shardpick Syndicate’ is a band of Dwarves known for their diamond-tipped picks which enable them to rework old mines and dig out previously inaccessible seams of ore and gems, but this is all a front for its leader’s true aim—finding a lost city! ‘Nym’ is a Nothic fascinated by the surface world and tortures those it captures for their knowledge and secrets, but giving up the knowledge beforehand might prevent her from attacking you. Other entries include a  popular author looking for inspiration in the wilderness, a high priest to a sun god wanting donations to restore his remote temple whilst pining for the love that his faith denies him, and an assassin who uses scorpion venom, but who has lost his favourite and mostly deadly scorpion! Overall, it is a nice range and there is definitely something or someone that the Game Master can add to her campaign.

Pride of place goes to ‘The Copperpot Arms’, an inn so large it has capacity for five hundred guests. It is fully detailed and ready to use, and even though the map is too small, it gets across a sense of its layout. Lastly, the No Place Like Homebrew sampler gives an idea of its ‘Campaign Primers’. These include tone, inspiration, and pitch, as well as campaign overview, lore and mechanics, key locations, important characters, and inciting incident. Lastly, there are some Session Zero questions to put to the players about their characters. The included ‘Pirate Campaign: King of the Blue’ is inspired by One Piece meets Monster Hunter and consists of a world of drifting island nations, one of which is Theotalis from earlier in the sampler (and the book), and the big hook is the hunt for a shipwreck said to be laden with pirate treasure. The primer comes with NPCs; lore and mechanics such as building crew reputation, upgrading ships, and using knock-off electrum coins in a world where the silver coin is the prime currency can get a pirate or a Player Character into trouble; and an inciting incident to get the campaign started. Overall, it is a good page of details, but still with room aplenty for the Game Master to add her own content.

Physically, 
the No Place Like Homebrew sampler is well presented. It readable and accessible and the artwork is decent.

The obvious problem with 
the No Place Like Homebrew sampler is that it is bitty, lots of little things rather than one whole that can be used as is. As a preview though, it does a good job of showcasing what is in the actual No Place Like Homebrew book and there is content in the sampler that the Game Master can take inspiration from. It is far from the best item published for Free RPG Day 2026, but where others might get immediately used, it might be something that the Game Master dips into at a later date.