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

Sunday, 8 February 2026

Time & Tide

For three hundred years, the floating city of Naviri has been a beacon of comfort, co-operation, and community. Located in the shallow waters of a tropical lagoon, it consists of a number of large, permanent islands—or docks—as well as many floating ones, hence its nickname of the ‘Floating City’ or ‘Floating Islands of Naviri’, that together make up a warm and welcoming home under azure skies dotted with the fluffiest of white clouds. Despite their differences, numerous species live and work together in the city—Betalods, Chameleons, Crocs, Cuttlebeards, Frogs, Golfins, Humans, Iotas, Magnafrons, Nag’i, Salamanders, Turtles, and Tyros. Yet despite Naviri being a tropical paradise, it is sandwiched between two great threats. Behind it is the endless of expanse of the Droskani Desert, home to desert raiders and fiends, but also the grey-haired Human traders who make the twice annual journey from their home in Stoen on the far mountainous side of the continent to Naviri. Before it looms the Fold. A great storm that has been calcified into a glacier of apocalyptic weather and monsters. Naviri has always suffered from storms, but the city weathered them and the sea monsters that followed in their wake, protected by the Tidal Blades, elite guardians of the Floating Islands. For centuries, the Tidal Blades protected the city from both the storms and the monsters, as well as helping the community and helping to keep order. Fifteen years ago, the city was threatened by the biggest storm in recorded history. The Tidal Blades were no match for its ferocity or that of the monsters that invaded the reef. The city’s leaders asked the Tidal Blades to deploy an experimental piece of technology developed by Arcanists of the Citadel of Time called the Fold that would halt the storm and the sea monsters. Answering the call, in what became known as the Great Battle, the Tidal Blades successfully activated the Fold. It worked, but at a cost. The Fold stopped time. It trapped both storm and monsters in time, but also stopped the Tidal Blades in time. Now, the Fold has begun to weaken. Sea monsters are slipping through. How long until the Fold fails and who will protect the city now and then when it does? For there no Tidal Blades any longer…

This is the setting for two board games published by Druid City Games. In Tidal Blades: Heroes of the Reef, the heroes undertake a series of challenges across the island and in three arenas as part of the Tournament of Heroes in an attempt to be acclaimed one of the Tidal Blades. In its sequel, Tidal Blades 2: Rise of the Unfolders, the Tidal Blades are entrusted with the Nexus, a device that will enable them to enter the Fold, unfreeze time, discover its secrets, and hopefully recuse the Tidal Blade heroes of the Great Battle. It is also the setting for Tidal Blades: The Roleplaying Game, published by Monte Cook Games. It is set roughly at the same time as Tidal Blades: Heroes of the Reef, but can be set before or after, and although mechanically different, the board game could be used to play out the Player Characters’ efforts to become the new Tidal Blades. Or that can be played as part of the roleplaying game, which suggests several paths—or story arcs—that a Player Character can participate in to eventually become a Tidal Blade. In addition to being a roleplaying game, along with its rules for creating Player Characters and playing the game, Tidal Blades: The Roleplaying Game provides details of the world, making it a gazetteer of the setting, and two scenarios. It is a roleplaying game of hope and adventure, community and duty, exploration and heroism. It is an aquatic Science Fiction setting in which advanced Michronic technology enables Michronic Loops, or time jumps, often moments into the past to change the present.

As with other roleplaying games from Monte Cook Games, Tidal Blades: The Roleplaying Game uses the Cypher System, first seen in Numenera in 2013. A Player Character in the Cypher System and Tidal Blades: The Roleplaying Game has three stats or Pools. These are Might, Speed, and Intellect, and represent a combination of effort and health for a character. Typically, they range between eight and twenty in value. Might covers physical activity, strength, and melee combat; Speed, any activity involving agility, movement, stealth, or ranged combat; and Intellect, intelligence, charisma, and magical capacity. In game, points from these pools will be spent to lower the difficulty of a task, but they can also be lost through damage, whether physical or mental. A Player Character has an Edge score, tied to one of the three pools. This reduces the cost of points spent from the associated pool to lower the difficulty of a task, possibly even to zero depending upon the Edge rating.

A Player Character can be summed up in a simple statement—“I am an adjective species noun who verbs.” The adjective is the ‘Descriptor’, describing how the Player Character acts or his manner; the species is one of the thirteen species who live in Naviri; the noun is one of the four character ‘Types’ in the roleplaying game; and the verb is the Player Character’s ‘Focus, that is what he does. For example, “I am an Exiled Human Speaker who Doesn’t Do Much.”, “I am Sea-Born Tyro Explorer who Sails the Howling Seas.”, “I am an Intelligent Betalod Adept who Conducts Weird Science.”, and “I am Vicious Croc Fighter who Fights Dirty.” The four Types are Adept, Explorer, Fighter, and Speaker. Besides Human, the Species include the pink, semi-aquatic newt-like Betalods who are telepaths and good at analysing their environment; Crocs are aggressive combatants, often with regard to their own safety; Cuttlebeards have face tentacles used as manipulators and to enhance their speech, who are sociable and read the histories of objects; Nag’i are mutant, aquatic humans known for doing everything with a flourish or a quip; and more. All of the Species have one inability as well several abilities to choose from, as do the Descriptors and Foci.

Creating a character is a matter of making some choices, assigning a few points here and there, and so on. It is a fairly simple process, but there are a lot of options to choose from.

Sepiella
“I am an Inquisitive Cuttlebeard Adept who Delves the Fourth Dimension.”
Background: “You used to sneak into the Atoll of the Crab Mystics when you were young and that’s where you became enamoured of becoming an Adept”
Arc: Uncover a Secret
Tier 1 Adept
Might 9 Speed 12 Intellect 19 [Edge 1]
Effort 1
Inability: Medium and Heavy Weapons
Hindrances: Hearing/Noticing Dangers, Initiative, Physical Labour
Abilities: Anticipation, Far Step, Michronic Training, Onslaught, Scan, See History
Skills: Geography [Trained], History [Trained], Learning [Trained], Light weapons [Practiced], Pleasant Social Interactions [Trained]

Mechanically, as a Cypher System roleplaying game, Tidal Blades: The Roleplaying Game is player facing. Thus, in combat, a player not only rolls for his character to make an attack, but also rolls to avoid any attacks made against his character. Essentially this shifts the game’s mechanical elements from the Game Master to the player, leaving the Game Master to focus on the story, on roleplaying NPCs, and so on. When it comes to tasks, the Player Character is attempting to overcome a Task Difficulty, ranging from one and Simple to ten and Impossible. The target number is actually three times the Task Difficulty. So, a Task Difficulty of four or Difficult, means that the target number is twelve, whilst a Task Difficulty of seven or Formidable, means that the target number is twenty-one. The aim of the player is lower this Task Difficulty. This can be done in a number of ways.

Modifiers, whether from favourable circumstances, skills, or good equipment, can decrease the Difficulty, whilst skills give bonuses to the roll. Trained skills—skills can either be Practiced or Trained—can reduce the Difficulty, but the primary method is for a player to spend points from his relevant Stat pools. This is called applying Effort. Applying the first level of Effort, which will reduce the target number by one, is three points from the relevant Stat pool. Additional applications of Effort beyond this cost two points. The cost of spending points from a Stat pool is reduced by its associated Edge, which if the Edge is high enough, can reduce the Effort to zero, which means that the Player Character gets to do the action for free—or effortlessly!

Rolls of one enable a free GM Intrusion—essentially a complication to the current situation that does reward the Player Character with any Experience Points, whereas rolls of seventeen and eighteen in combat grant damage bonuses. Rolls of nineteen and twenty in combat can also grant damage bonuses, but alternatively, can grant minor and major effects. For example, distracting an opponent or striking a specific body part. Rolls of nineteen and twenty in non-combat situations grant minor and major effects, which the player and Game Master can decide on in play. In combat, light weapons always inflict two points of damage, medium weapons four points, and heavy weapons six points, and damage is reduced by armour. NPCs simply possess a Level, which like the Task Difficulty ranges between one and ten and is multiplied by three to get a target number to successfully attack them.

Experience Points in Tidal Blades: The Roleplaying Game are earned in several ways, primarily through achieving objectives, making discoveries, and so on. There are two significant means of a Player Character gaining Experience Points. The first is ‘GM In trusion’. These are designed to make a situation and the Player Character’s life more interesting or more complicated. For example, the Player Character might automatically set off a trap or an NPC important to the Player Character is imperilled. Suggested Intrusions are given for the four character Types and the Foci. When this occurs, the Game Master makes an Intrusion and offers the player and his character two Experience Points. The player does not have to accept this ‘GM Intrusion’, but this costs an Experience Point. If he does accept the Intrusion, the player receives the two Experience Points, keeps one and then gives the other to another player, explaining why he and his character deserves the other Experience Point. The ‘GM Intrusion’ mechanic encourages a player to accept story and situational complications and place their character in danger, making the story much more exciting.

There is the reverse of the ‘GM Intrusion’, which is ‘Player Intrusion’. With this, a player spends an Experience Point to present a solution to a problem or complication. These make relatively small, quite immediate changes to a situation, such as an old friend suddenly showing up, a device used by a NPC malfunctioning, and so on.

The other means of gaining Experience Points is the Character Arc. A Player Character begins play with one Character Arc for free, but extra can be purchased at the cost of Experience Points to reflect a Player Character’s dedication to the arc’s aim. Each Character Arc consists of several steps—Opening, two or three development steps, followed by a Climax and a Resolution. Suggested Character Arcs include ‘Avenge’, ‘Become a Parent’, ‘Enterprise’, ‘Finish a Great Work’, make a ‘New Discovery’, and so on, that the Player Character can follow and be awarded Experience Points for each stage completed. This formalises and rewards players for engaging in their characters’ objectives. he selection of the Character Arc during character creation signals to the Game Master what sort of story a player wants to explore with his character.

One of the aspects inherent to Tidal Blades: The Roleplaying Game and all Cypher System roleplaying games and settings are the Cypher System’s namesake—Cyphers. Again, first seen in Numenera, Cyphers are typically one-use things which help a Player Character. In the Science Fantasy world of Numenera, they are physical or Manifest devices and objects which might heal a Player Character, inflict damage on an opponent or hinder him, aid an attack, turn him invisible or reveal something that is invisible, increase or decrease gravity, and so on. They are effectively, one-shot Player Character abilities that are free. In the Science Fiction setting like that of Tidal Blades: The Roleplaying Game, Cyphers are parts of Tidal Blade relics which so broken that they can only be used once or fruits that can be harvested. Cyphers are always obvious, but not always obvious in what they can do. Plus only a few Cyphers can be carried at any one time, otherwise there are side effects which can be dangerous. Artefacts can also be found. These are rare, but do have multiple uses.

Intrinsic to the setting of Tidal Blades: The Roleplaying Game is Michronic energy. This powers the technology in and around Navri and can be manipulated to enable time travel. A Michronic Loop or time leap will only take a Player Character back a few seconds into the past, but will enable him to reattempt an action or do another action instead. This can have the side effect of a memory loss. Mechanically, it requires the expenditure of Experience Points to allow a reroll, but devices such as a ‘Time Stretch’ Cyber or a Shell Shield artefact, or the abilities of someone who ‘Delves the Fourth Dimension’ also allow it. Where changes can be made as a result of a time leap, it is considered all but impossible when travelling in hyperdimensional space as the past is fixed whereas the future remains a series of possibilities.

In terms of support, the advice for the Game Master is as good as you would expect for a Monte Cook title, expanding upon this advice with setting specific guidance, such as running challenges. In terms of setting, Tidal Blades: The Roleplaying Game gives a gazetteer of Naviri, a bestiary of both creatures and NPCs, notes on languages, and two scenarios as well as details of various Cyphers and artefacts that the Player Characters can scavenge. Notable locations in the city of Naviri include the Citadel of Time from where the city is governed and much of its technology is developed and manufactured, and the Chronosseum, the Lamara Stadium, and the Droska Ring where festivals and other events are held, such as challenges. Challenges are a major part of Naviri culture and seen as a way of proving oneself, ultimately preparing participants for the Tournament of Heroes. There are numerous different challenges, including races and battles, and each venue has its own. Challenges are not intended for beginning Player Characters, but like the Tournament of Heroes, something for them to aspire to. Other cultural notes include elements such as the fact that killing other people is frowned upon, unless in self-defence, which is more likely the further away you are from the city. The bestiary lists a wide range of creatures, including the legendary Akora, a creature so big, it can be seen from miles as it emerges from the water, the volcano on its back spewing lava and ash! There is a variety of crabs as well as things like the Dragonslime, which has a dragon-like head and an octopus-like body, its tentacles exuding a burning slime, and the Whirlpool Weaver, a manta ray-like beast that can detect, absorb, and even use Michronic energy. 

The first of the two scenarios is ‘Chef Surprise’. This is designed as an introductory scenario in which the Player Characters are asked to help out a restaurant by obtaining some special ingredients from a distant island. Once past finding and equipping a boat, the scenario is all about the trip there and what the Player Characters find on the island, an on-the-run band of thieves hiding out. It presents a moral dilemma for the Player Characters to sort out, but is fairly direct affair and there is advice for the Game Master on running it throughout. The second scenario, ‘A Dock of Their Own’ is more complex and broken into discrete tasks, meaning that it can be run is or spaced out as series of events over the course of an ongoing campaign. The Game Master advice suggests ways in which it could be tied into a Player Character Arc, but leaves some of the scenario set-up to the Game Master, specifically how Player Characters might get involved in the project at the heart of the scenario, which building a dock that they can freely use. It is not a bad scenario, but it is not as immediately useful and ultimately it really works better as a framework into which the Game Master can add her won content.

There is nothing missing from Tidal Blades: The Roleplaying Game per se. It contains everything that a Game Master and her players need to begin playing and set up and support the aims of their characters. It also serves as a good introduction to the Tidal Blades setting. Yet there still remains much that is unexplained and unexplored, most obviously the Droskani Desert and the Flow. Both deserve further treatment and adventures involving them. A more minor issue that the example of play is given at the back of the book rather than the front where it would have been more obviously useful, especially to anyone new to roleplaying as a hobby.

Physically, Tidal Blades: The Roleplaying Game is well presented and written. The artwork, much of it in a cartoon style, is good. The illustrations of both buildings and sea-going vessels in Naviri are excellent. Overall, the artwork does a great job of imparting the look and feel of the world of Tidal Blades, a mixture of anthropomorphism and anime.

Tidal Blades: The Roleplaying Game is a Saturday morning cartoon of a roleplaying game, bright and breezy and positive. This makes it suitable for play by a younger audience, but it is not written for them, so requires a more experienced Game Master. Further, although the Cypher System is not complex, the Tidal Blades: The Roleplaying Game is a still daunting prospect for any fan of the two board games it is based upon, but for the fan who does roleplay, the Tidal Blades: The Roleplaying Game is much easier to grasp, presenting the players with a wealth of character options and an interesting setting to explore.

Saturday, 7 February 2026

Jonstown Jottings #104: Islands of the Lost: Hero Wars in the East Isles – Volume 3

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Islands of the Lost: Hero Wars in the East Isles – Volume 3 is an anthology of source material and scenarios the continues the campaign begun in Fires of Mingai: Hero Wars in the East Isles – Volume 2 for use with Korolan Islands: Hero Wars in the East Isles – Volume 1, both written for use with RuneQuest: Roleplaying in Glorantha.

It is a one-hundred-and-forty page, full colour, 74.50 MB PDF.

The layout is clean and tidy, but the text feels disorganised in places and requires an edit. The artwork varies in quality, but some of it is very good.

The cartography is decent.

Where is it set?
Islands of the Lost: Hero Wars in the East Isles – Volume 3 is set on Tamoro and Lutva, two of the five Korolan Islands that make up the Korolan Isles which lie in the Jewelled Islands, the Islands of Wonder that lie to the east, as well as two islands that lie outside of Korola Isles.

Who do you play?
Islands of the Lost: Hero Wars in the East Isles – Volume 3 is designed to be used with Player Characters who are native to the Korolan Islands. The possibility of outsiders playing the scenario, along with a Player Character native to the islands, is explored in more depth than in previous volumes in the series, suggesting that alongside at least one Player Character who is native to the islands, the outsiders could be ‘new hires from strange lands’ in the in service of Queen Tamerana, a major NPC introduced in the previous volume who plays a much bigger role in this one.

What do you need?
Islands of the Lost: Hero Wars in the East Isles – Volume 3 requires Korolan Islands: Hero Wars in the East Isles – Volume 1Fires of Mingai: Hero Wars in the East Isles – Volume 2RuneQuest: Roleplaying in Gloranthathe Glorantha Bestiaryand The Red Book of Magic. In addition, the Guide to Glorantha and The Stafford Library – Vol VI Revealed Mythologies may be useful.

What do you get?
Islands of the Lost: Hero Wars in the East Isles – Volume 3 includes some rules as well as more setting material and background. These are for ships and seafaring, particularly in the East Isles. Each vessel is defined by its Draft, Freeboard, Speed, Seaworthiness, Hull Quality, Structure Points, and more. They note that the Craft (Carpentry) skill is vital for ship maintenance and making minor repairs is a constant activity, and that Sea Lore or Shiphandling are used for navigation, augmented by Celestial Lore and the Cult Lore of the appropriate sea deity. Bound together stick charts are used by some cults. Numerous ship types from the raft and the canoe to the Lancaran warship of Fereva and the Andin War Canoe (both of which appear in the following scenarios) are detailed and illustrated. Warfare mostly consists of ramming and boarding along with the use of magic. The only thing missing here are deck plans, but otherwise these rules are serviceable.
Fires of Mingai: Hero Wars in the East Isles – Volume 2 is anthology of scenarios set on two islands previously detailed in Korolan Islands: Hero Wars in the East Isles – Volume 1More specific setting information is provided for both islands, including settlements, major landmarks, and NPCs minor and major. Thus, for Mingai, this is the village of Verena; the Crack of Fire, sacred place to the women of Mingemelor cult; and Red Top Hill, renowned for its red rocks and the former occupant, a wizard called Red Top. Particular attention is paid to the village of Serena, since Mingai is the setting for three of the scenarios in the anthology. Whilst, for Sitoro Island, this the Senate House of Sitoro, seat of the Korolan senate, and the Dream Canal, which flows down from Laughing Plateau, and if paddled up to the waterfall at its far reaches, a gateway to the Dreamworld may be found and entered. Only the one scenario, the third, is set on Sitoro Island.

As with previous sourcebooks in the series, Islands of the Lost: Hero Wars in the East Isles – Volume 3 provides specific setting information about two more islands, in this case, Tamoro and Luvata, including settlements, major landmarks, NPCs minor and major, and the gods and cults particular to them. For this supplement, the most important of the gods is the Trickster, as one of his cultists plays a big role in the supplement’s two scenarios.  For  Tamoro, there is a description of Mount Tamorongo, revered as the Parondpara, god of the island, home to a labyrinthine temple complex, details of Simotora, its capital, as well as other settlements. There are write-ups of various NPCs, including Tamerana, Queen of Korola and the members of her court. In comparison, Lutvata is low-lying and marshy, and notably surrounded by an impassable reef of sharp corals that protects it and provides extra income for the fishermen who know the secret routes through it. Again, its ruling family is detailed, as are various locations. Its highlights include the Dance Mat, a large, multi-coloured rug on which dance rituals are performed and the Wet Fett Inn, a floating tavern with the bottom of its hull cut out, which caters to sea folk rather than humans and other land folk. Both sections are accompanied by classic ‘What your grandfather told you’ sections that neatly sum up the cultural outlook of the peoples of each island.

The first and shorter of the two scenarios is ‘Pirates of the Horizon’. It is two-part scenario that can be played through in roughly two or three sessions. It opens with the Player Characters in the coastal village of Anotora on Tamoro Island where they are told that pirate ships have been seen nearby. Summoned to an audience with Queen Tamerana, she tells them that they are not pirate ships, but Lancarans, warships of the Ferevan queen, and asks the Player Characters to sail out and find out what they want. The audience also gives a chance to interact with both the queen’s court and family, setting up relationships that play a bigger role in the second scenario. The Player Characters are able to find one of the ships and learn from its captain and passengers that its purpose is peaceful and what their purpose, though it is not part of the scenario itself. Instead, that really begins when on the way back, the Player Characters learn that one of the ships from the fleet of five has turned pirate and attacked a nearby village.

Confronting the pirates sets up a standoff that is only going to be broken by skilful bargaining or a bloody fight, if not both, whilst the immediate consequences require the latter when the Ferevan queen learns of what the crew did whilst sailing as part of her fleet. The long term consequences are almost an afterthought, but will set up another confrontation with pirates as the mask that hosts village of Anotora’s wyter is stolen and the Player Characters are asked to get it back. The trail leads to an uninhabited island where fortunately, the crew are getting drunk on the beach, making it easier for the Player Characters to sneak aboard the pirates’ vessel and get away. 

The second adventure, ‘Islands of the Lost’, is a much longer affair in three parts that will take multiple sessions to complete. It combines a mystery with Romeo & Juliet-style set-up as Queen Tamerana’s youngest daughter, Yotheata Earth-Sleep, vanishes. In ‘Islands of the Lost Part 1: Thief of Hearts’, the Player Characters are again, asked by the queen to investigate, and soon discover that the missing woman is in a secret relationship with Raingo, the son of chief Itos Arinta of Luvata, the much hated rival Queen Tamerana. They must follow in Yotheata’s path to Luvata and after some adventures on the island and a confrontation with Raingo, learn that she has disappeared at sea after fleeing Luvata.

The continued search for Yotheata Earth-Sleep goes awry in ‘Islands of the Lost Part 2: Bhat-Nupu’ as the Player Characters’ ship is caught in a boiling current and shipwrecked. This middle part is an almost static change of pace as the Player Characters and the crew and passengers try and survive on the desert island. Their capacity to do so is tracked as Survival Points and as they fall, so does the Constitution stat of both the Player Characters and the NPCs. The Player Characters have the chance to counter this through a series of survival encounters, including with the wildlife and other things on the island, all whilst they are attempting to build a raft. The effort is complicated by the activities of some of the surviving crew and passengers, including the scoundrelle who has been flitting in and out of the Player Characters’ adventures, the harsh environment, and assuaging the needs of some wonderfully mythical NPCs. The adventure concludes with a heroic rescue, though not yet of Yotheata Earth-Sleep, and a hard won escape from the island.

‘Islands of the Lost Part 3: Cwat-Bajat’ turns up the pulp action with a desert island temple full of zombies and undead, in what is effectively a dungeon! Even if the Game Master scales the opponents to the Player Characters, this is challenging situation and they will be hard-pressed to make their escape at the end, chased by Yotheata Earth-Sleep’s captors. If they succeed in getting her home, the Player Characters will be very rewarded.

This is a decent pair of adventures, and though linear, both take the time to discuss the different means by which the Player Characters might tackle one challenge or another. Early on, both scenarios call for gift-giving, so the players and their characters need to get used to that as part of the local customs. It would have been a nice touch if the scenarios had developed some ideas for gifts a little more, but there is nothing to stop the Game Master from doing that. Both scenarios offer plenty of opportunity to roleplay, especially in their early parts, whilst they tend to switch to action in the later parts. Better suited to the experienced Game Master, overall, these are entertaining scenarios that though perhaps a little heavily plotted in places, offer up lots of scope for good roleplaying, action, and excitement.

Much like 
Fires of Mingai: Hero Wars in the East Isles – Volume 2 before it, one of the elements missing from Islands of the Lost: Hero Wars in the East Isles – Volume 3 is a set of pre-generated Player Characters. Given the differences between the setting of Dragon Pass and the Korolan Islands, pre-generated Player Characters would serve as a way to ease the players into and past those differences, showcasing the different Occupations and Cults. It would also make the two scenarios in the anthology easier to run.

Is it worth your time?
YesIslands of the Lost: Hero Wars in the East Isles – Volume 3 continues both the entertaining scenarios from Fires of Mingai: Hero Wars in the East Isles – Volume 2 and the exploration by the players and their characters of cultures different to those they would normally experience in RuneQuest: Roleplaying in Glorantha.NoIslands of the Lost: Hero Wars in the East Isles – Volume 3 is too location specific and too radical a change in cultural outlook to be of use in a general RuneQuest: Roleplaying in Glorantha campaign.
MaybeIslands of the Lost: Hero Wars in the East Isles – Volume 3 is too location specific and too radical a change in cultural outlook to be of use in a general RuneQuest: Roleplaying in Glorantha campaign, but its scenarios could be used to explore a clash of cultures.

The Other OSR: Warden’s Operation Guide

It is curious to note that since its original publication in 2018, the Mothership Sci-Fi Horror RPG from Tuesday Knight Games has been reliant upon the single rulebook, the Mothership Sci-Fi Horror RPG – Player’s Survival Guide. First as a ‘Zero Edition’ and then as an actual ‘First Edition’. Curious, because despite the horror roleplaying rules detailing no alien threats and giving no advice for the Warden—as the Game Master is known in Mothership—the has proved to be success, with numerous authors writing and publishing scenarios of their own as well as titles from the publisher. What the Mothership Sci-Fi Horror RPG offered was a stripped down, fast playing Science Fiction system that supported a number of sub-genres. Most obviously Blue Collar Science Fiction with horror and Military Science Science Fiction, the most obvious inspirations being the films Alien and Aliens, as well as Outland, Dark Star, Silent Running, and Event Horizon. Yet the authors of third-party content for the roleplaying game have also offered sandboxes such as Desert Moon of Karth and Cosmic Horror like What We Give To Alien Gods, showing how the simplicity of Mothership could be adjusted to handle other types of Science Fiction. This combination of flexibility and simplicity has made it attractive to the Old School Renaissance segment of the hobby, despite Mothership not actually sharing roots with the family of Old School Renaissance roleplaying games derived from the different editions of Dungeons & Dragons. It is thus, at best, Old School Renaissance adjacent.

With the publication of the Mothership Core Box and the
Mothership Deluxe Box following a successful Kickstarter campaign in 2024, the Mothership Sci-Fi Horror RPG has a complete set of rules for what is its first edition. The includes rules the construction and option of spaceships with Shipbreaker’s Toolkit, monstrous threats with Unconfirmed Contact Reports, and a guide for refereeing the roleplaying game in the form of the Warden’s Operations Manual.

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The Warden’s Operations Manual is the other of the core rulebooks after the Player’s Survival Guide for the Mothership Sci-Fi Horror RPG. It is the guidebook for the Warden—as the Game Master is known in the Mothership Sci-Fi Horror RPG—and it takes the Warden, neophyte or not, from the first steps of making the initial preparations for a campaign all the way up to running a campaign. Not just advice, but also suggestions, prompts, and more. In the process, it talks about creating and portraying horror, creating compelling mysteries and investigations, how to be a Warden—and a good at that, how to support player agency, interpreting the rules and making good rulings, handling different aspects of the rules, introducing house rules, and more. And in just sixty pages. It packs a lot into those pages.

The Warden’s Operations Manual is at its heart a book of questions and answers, asking and answering such questions as how do I get started? What should I run? Where do I find the horror in my scenario? What challenges do I give my Player Characters? There are effectively ten questions that it poses and gives answers to in explaining the step-by-step process. More experienced Wardens might want to miss or two, and in the long run, the Warden omit some too as she gets used to the process. It starts with simplest of things. Buying a notebook to serve as the Warden’s ‘Mothership Campaign Notebook’, inviting friends to play, and reading the Player’s Survival Guide, before choosing a scenario and asking what is the horror going to be? As it expands here, it suggests options, such as ‘Explore the Unknown’, ‘Salvage a Derelict Spaceship’, and ‘Survive a Colossal Disaster’, and to find the horror it gives the ‘TOMBS Cycle’, which stands for ‘Transgression, Omens, Manifestation, Banishment, Slumber’ Cycle. This is neat little summary of how a horror scenario typically plays. So, in ‘Transgression’, something has disturbed the Horror and caused it to activate or awaken; signs hinting of its activities or effect are found in ‘Omens’; its ‘Manifestation’ means that the Horror moves into the open and everyone can see what it is, and will now be hunted by it; ‘Banishment’ sees the Player Characters race to find a way to destroy or stop the Horror; and lastly, in ‘Slumber’, the Horror is banished or subdued, at least temporarily, until someone else triggers the ‘TOMBS Cycle’ once again. It is both a superbly succinct summary of just about any horror film—and very obviously of the key film which inspires the Mothership Sci-Fi Horror RPG—and a framework that the Warden can return to again and again to construct further scenarios.

Once the horror is in place, the Warden adds obstacles for the Player Characters to be overcome, which the Warden’s Operations Manual categorises as ‘Survive, Solve, or Save’. These are then broken down, offering choices. For example, for ‘Solve’ it offers questions or mysteries, puzzles or obstacles, and answers or secrets, and further expands upon them. The most common questions are ‘What happened here?’, ‘Who did it?’, and ‘Where are they?’ and some ideas are given as what they could be. For ‘Solve’, there is a really good table for defining NPCs along two axes—‘Helpful versus Unhelpful’ and ‘Powerful versus Powerless’. A helpful, but powerless NPC is a drinking buddy, whereas a powerful, unhelpful NPC is a gatekeeper. Lastly. The supplement takes the Warden through the process of drawing her scenario onto a map and then in tying it all together, providing something for each of the four roles in the roleplaying. Violence for Marines, something that Humans cannot do, but Androids can, some science or research for the Scientist, and something to build, repair, or pilot for the Teamster.

With the writing and the design out of the way, the middle part of the Warden’s Operations Manual is dedicated to advice on actually running the game. Here we are on more familiar territory, good for running almost any other roleplaying game, but very much focused on the Mothership Sci-Fi Horror RPG. There is direct and more immediate advice for the prospective Warden not to worry about the rules, to use common sense, to build up the horror slowly, to treat every violent encounter as if it could be last, and more. The advice on teaching the game is good for a Warden’s first game as much as it is the players as well as if the Warden runs the Mothership Sci-Fi Horror RPG at conventions, and there is advice on that as well for setting the tone and safety limits for strangers (at conventions) in addition to that for friends.

It breaks down the cycle of play, examining each of the stages in turn, from the Warden describing the situation and answering the players’ questions through waiting for them to decide what they want their characters to do, the Warden setting the stakes for any conflict and explaining the consequences, and again waiting for the players to commit, to resolving the action. This is such a usual deconstruction of the game flow from minute to minute and what is so useful is that like a lot of the advice in the Warden’s Operations Manual, it applies to a lot of other roleplaying games and not just the Mothership Sci-Fi Horror RPG. And as with the earlier ‘TOMBS Cycle’ and ‘Survive, Solve, or Save’, it examines these aspects of play in further detail, noting how to handle time and tension, what to do about technology (lots of good options here such as offloading the explanation as to how a device or technology works onto the players and having futuristic technology work as badly as our own, alongside simply keeping track of it to make it part of the campaign background and focusing upon what it does rather than how it works), when to not roll dice and when to roll dice as well as resolving the action and the consequences of failure.

The suggestions for social situations are interesting in that NPCs should be obvious in their manner so that the Player Characters have a greater understanding of who they are and be in a better place to decide how to interact with them and what to do with the information they learn about or from them. The Warden is also told that she should tell players when an NPC is lying. Similarly, the Player Characters can lie to the NPCs. And all this without resort to dice rolls, although the Player Characters will suffer the consequences if found out and knowing that an NPC is lying leads to further investigation (or confrontation) as the Player Characters try to confirm it.

The advice on investigations is kept surprisingly short, boiling down to giving the players clues rather than making them roll for them, except when their characters are in a hurry or when time is short. Monsters and horrors are to be kept that, as ‘boss’ monsters that the Player Characters cannot readily defeat until they have more information about them. When it comes to combat and death, the Warden’s Operations Manual reiterates that the Mothership Sci-Fi Horror RPG is a roleplaying game about people in the worst and most stressful situation possible and that this, in addition to the possibility that their characters might die, should always be made clear to the players.

The latter third of the Warden’s Operations Manual focuses upon building campaigns. Here it talks about style and types of campaign frames, such as space truckers, dogs of war, bounty hunters, and mining and salvage, creating factions, handling money and debt, and more. There is a bibliography too and some advice on telling a good story, like the fact that the game is about what the players do, that story happens in retrospect, and for the Warden to use her best ideas first rather than build up to them, and how to end a campaign. All of which is supported by tables of prompts and ideas that the Warden can pick from or roll on.

Physically, the Warden’s Operations Manual is well produced and very nicely illustrated, with many illustrations actually serving as examples of elements of the game, such as the illustration for tactical considerations or the ‘TOMBS Cycle’. The book is very readable. 

The Warden’s Operations Manual is a very good book of advice, help, and suggestions for the Mothership Sci-Fi Horror RPG, but there is room for expansion in places. For example, the individual parts of ‘Survive, Solve, or Save’ get more attention than those of the ‘TOMBS Cycle’ and the campaign frames amount to no more than elevator pitches rather than actual frameworks. Despite this, the Warden’s Operations Manual is useful not just for the first time Warden, but worth reading and dipping into for the experienced one too. In going back to basics before giving sound advice that will give the prospective Warden a very good start in setting up and running her first game of the Mothership Sci-Fi Horror RPG, the Warden’s Operations Manual is an exceptionally good book.

Friday, 6 February 2026

Friday Fantasy: Eve of Destruction

Eve of Destruction refers to the chief villain and the situation in which the Player Characters find themselves by the end of the scenario. It starts simple enough. In fact, it starts with a fantasy roleplay cliché. A village in peril. Beset by bandits. A desperate mayor. The Player Characters. Low Level. In a typical fantasy roleplaying scenario, the Player Characters would be hired by the Mayor to root out the bandits which are have been preying on the town and its surrounds. Then they would search area, locate the bandits, and strike, disrupting their operations and in the process discover that the bandit leader has a spy in town. Fortunately, Eve of Destruction is much more interesting than that and presents the players and their characters with a challenge or two, not all of which are combat-based. Eve of Destruction is a scenario for
ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library. It is published by Jeff Stevens Games and is designed for use with Second Level Player Characters, but includes notes for scaling the scenario down for Player Characters of First Level and up as high as Seventh Level.

Eve of Destruction begins with the Player Characters in the town of Sunset Hill where they are approached by its mayor, Eugenia Stumpy. She wants help in dealing with a group of bandits that have been predating on the town and the surrounding farms, as well as generally being a nuisance, including the scenario suggests leaving obscene graffiti on a tavern wall, when not raiding or robbing. Once they decide to take up the job, the mayor warns them that the bandits’ leader, known as ‘Eve of Destruction’, is a known killer, but lets them know roughly where the bandits’ camp is. The journey is interrupted by the discovery of a band of Goblins holding up a wagon and once the Player Characters deal with them, the wagon and its passengers turn out to be Tart’s Traveling Thespians, who just happen to have been hired to perform a play for a nearby group of bandits. Coincidence? Of course, but it also turns that the actors of Tart’s Traveling Thespians no longer want to perform, having been rattled by the Goblin holdup. Ideally—and the scenario assumes so—the Player Characters will see this as an opportunity. After all, if the actors do not want to do it anymore, and were expected by the bandits, meaning that they could just roll into their camp, surely the Player Characters could go in their stead. The upside is that the Player Characters will be able to get into the camp unopposed, the downside is that they will have to put on a performance.

Eve of Destruction encourages all of this with a complete, five-page script that the players, as their characters, are expected to perform. Whilst all of this is going on, two of the cast, that is, two of the Player Characters as the cast, each receive a message. One is from ‘Eve of Destruction’ herself, another is from her deputy, Roark Gould. From these messages, the Player Characters learn that all is not well in the bandit camp. The leader and her deputy do not trust each other and want to kill each other, and have hired members of Tart’s Traveling Thespians. Eve of Destruction has the potential for a great third act when the Player Characters can hopefully bring the house down—on both the stage and on the bandits. How the former plays out likely depends in part upon the characters’ Charisma (or performance)-based checks. How the latter plays out is left open-ended and player-led, calling for roleplaying and intrigue upon their part, as well as a more experienced Game Master to handle it. Even so, some suggestions as to the possible outcome at the camp would have been useful as would details of the other bandits at the camp and their disposition and how the Player Characters might sway them in direction or another.

Physically, Eve of Destruction is cleanly and tidily laid out. Bar the cover, the scenario is not illustrated. It could do with a map.

Eve of Destruction is a short, entertaining scenario that is easy to slot into a campaign. It takes a classic fantasy roleplaying set-up, in fact, a cliché of a classic fantasy roleplaying set-up, and gets the players and their character to do something different. To get the Player Characters actually roleplaying themselves by performing stage as well as mixed up in some double-crossing intrigue and potential shenanigans. The scenario does leave the Game Master with a bit more work to do at the end than it really should, but the set-up and getting there is entertainingly different.

Friday Filler: Dying Message

Dying Message is an Oink game with a difference. Notably, it comes in a bigger box than the standard size for a title from the Japanese publisher. It is also particularly gruesome. Even bloody in its own way. Which is to say, a ‘felt’ way. Dying Message is a party game, a social deduction game with a classic theme. That is, to find out who committed a murder. The identity of the murderer—because this is a game—is determined randomly, but the role of the victim is always one of the players. In fact, the players take it in turns to be the victim, each time their killer being randomly determined. Only as the victim, a player does not start the game dead. Only dying. In classic murder mystery style, the victim gets to leave a message for anyone who finds his body. In blood. His own, of course. Only in the moment of death, he has forgotten the name of his murderer, so can only draw vaguely helpful clues that might help the authorities—as represented by the other players—identify who did the deed. At which point, the victim is dead and as his player, he can only listen in, keep his mouth closed, and try not to get too frustrated as the other players play detective and fail to detect any clues in his otherwise brilliant ‘dying message’.

Dying Message is published by Oink Games and designed to be played by between three and eight players, aged twelve and up, in roughly twenty minutes, and three modes. ‘Joint Investigation’ is the standard mode and has the players work together to solve the murder; in ‘Competitive Investigation’ the players race to be the first one to solve the murder; and in ‘Speedy Death Showdown’, the players race to create a message and be the first to die. Besides the rulebook, Dying Message consists of thirty Suspect Cards, fifty Message Cards, six Alphabet Tokens, a Judgement Card, thirty-two Score Tokens, a six-sided die, and a Dice Cover. The Suspect Card are large and each gives an illustration, the name, occupation, and description of a potential suspect. The Message Cards are double-sided and are marked with a symbol or shape or sign or line drawn in blood red. The Alphabet Tokens are marked ‘A’ to ‘F’, as is the die. They are used to indicate a Suspect Card in a lineup, whilst the die is rolled to determine the murderer and Dice Cover is used to keep its result hidden once rolled. Lastly, the Felt piece is intended to be used to enhance the theatre of the Victim’s death.

Set-up is quick and simple. The player to be the Victim draws six Suspect Cards for his cards, assigns their Alphabet Tokens, and then draws fifteen Message Cards. He rolls the die to see which of the Suspects did him in and hides the result under the Dice Cover. The Victim then has a minute to craft his message to the other players, the Detectives. Only the side of the Message Cards visible can be used, and when crafting the message, he cannot hint or point at or spell either the Suspect Card or its associated Alphabet Tokens. Otherwise, the Victim can arrange the Message Cards he uses—and he does not have to use all of them—as he wants, including covering parts of them up. Once done, the Victim essentially groans and falls dead on the table, his head resting the pool of blood (or on the felt!).

At which point, the Detectives enter the scene. They can read the details of the Suspect Cards, they can look at the Message cards in play, but cannot move them, and they can examine the Message Cards that the Victim did not use. The Detectives have three minutes to deduce who did it, at which point, they collectively point at the Suspect Card representing who they did the dirty deed. The Victim uses the ‘Judgment Card’—either its ‘Found Peace’ or the ‘Lost Hope side—to indicate whether or not they have been successful.

Once done, the next player becomes the Victim and the procedure plays out again until everyone has had a turn at being the Victim. Then each player awards points based on what he thinks was the best Dying Message using the Message Cards and which was his favourite Dying Message. The player who scores the most points at the end of the game is the winner.

The ‘Competitive Investigation’ plays out in the same fashion, but instead of the Detectives all pointing to the Suspect Card they all collectively think is the killer, they individually point to the Suspect Card they think is the killer. Scoring is more complex in this mode. No points are scored if all of the Detectives were either correct or incorrect. The Victim will score points for every Detective who correctly identifies the Suspect, whilst each Detective who is correct will score points for each Detective who was incorrect.

Lastly, in the ‘Speedy Death Showdown’, each player draws fifteen Message Cards and secretly chooses one of the Suspect Cards as his potential murderer. They then race against each other to be the first to craft a message using the Message Cards. The player to do so, takes the Felt and becomes the Victim. The other players become the Detectives. Play then proceeds as per the standard ‘Competitive Investigation’, including the scoring and winning conditions.

The heart of Dying Message is the Message Cards. Getting the most out of them and being able to craft the most effective message is the key to the game and its play. They are also where its fun lies too. Of course, sometimes a Victim will be faced with Message Cards that can easily be arranged to form a message, at other times not, and so he will be forced to do the best that he can. So, there is a luck element there, but it really is up to the Victim to do his best with what he can as after all, it is the last thing he will do. Yet even if a Victim has crafted what he thinks is a great message, there is no guarantee that the Detectives will be capable of deducing anything from it. Which leaves a lot of groaning to be done in the post-mortem as each Victim explains what he was trying to convey with his message.

Physically, Dying Message is very well produced. Everything is of a good quality and the rulebook is a quick and easy read that clearly explains the rules. The game is also easy to teach. The Felt is absurd, but fun.

With its  high number of Suspect Cards and Message Cards, Dying Message has plenty of replay value. It is a game that works better with a higher player count—especially ‘Speedy Death Showdown’—as there is more variation and more player input. At its heart, Dying Message is a classic murder-mystery, social deduction game which gets inventive by adding physical and creative elements to its play. It is clever and it is fun, and it can be enjoyed by casual, family, and veteran gamers alike.

Monday, 2 February 2026

Miskatonic Monday #413: The Phantom of Gloaming Thicket

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: Andy Miller

Setting: Dark Ages Britain
Product: Scenario
What You Get: Forty-four-page, 41.17 MB Full Colour PDF

Elevator Pitch: “If you go down in the woods today, you’re sure of a big surprise
If you go down in the woods today, you better go in disguise”
—Henry Hall, Teddy Bear’s Picnic
Plot Hook: No matter if you are going north or south, there is horror to be found on the other side of the Watford Gap.
Plot Support: Staging advice, six pre-generated Investigators, seven NPCs, eight handouts, two maps, some Mythos and other monsters, and two artefacts.
Production Values: Decent

Pros
# Side-trek for Cthulhu Dark Ages
# Includes advice to adapt to other eras and settings
# Easy to slip into a campaign
# Easy to prepare
Catoptrophobia
# Hylophobia
# Scoleciphobia

Cons
# From its size, the Keeper may be expecting more

Conclusion
# Extended ‘things in the woods’ encounter
# Very serviceable addition to any Cthulhu Dark Ages campaign (and other campaigns with some effort)

Miskatonic Monday #412: A Heady Draught

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: J. Michael Arons

Setting: Modern day United Kingdom
Product: Single-Secession Scenario
What You Get: Eight-page, 30.28 MB Full Colour PDF

Elevator Pitch: Possession is ninth tenths of the bottle.
Plot Hook: “I see that a man cannot give himself up to drinking without being miserable one-half his days and mad the other.”
― Anne Brontë, The Tenant of Wildfell Hall
Plot Support: Staging advice, no pre-generated Investigators, one NPC, one handout, and one Mythos monster.
Production Values: Plain

Pros
# Simple investigation
# Suitable for one Investigator, one Keeper play
# Easy to adapt to other eras and settings
# Easy to slip into a campaign
# Easy to prepare
# Focusses on one NPC for strong roleplaying
# Dipsophobia
# Thanatophobia
# Dipsomania

Cons
# Needs an edit
# The Keeper may want to add a map and other NPCs
# Episodic; what are the Investigators doing the rest of the days?

Conclusion
# Episodic, tight scenario focused on one NPC
# Keeper may want to develop the scenario a little wider