It is a full colour, twelve page, 14.42 MB PDF.
Monday, 3 August 2026
Snæland Sagas #05: Family Sagas
Sunday, 2 August 2026
Fuzzy Felt Fantasy
This is the setting for Land of Eem, the roleplaying game that won the 2026 Origins Award for Roleplaying Game of the Year. Published by Exalted Funeral, the roleplaying game is based on the graphic novel series Rickety Stitch and the Gelatinous Goo, and the book series Dungeoneer Adventures, and probably has the best elevator pitch of any roleplaying game of the last five years—‘The Lord of the Rings meets The Muppets’. To be fair, Land of Eem is not that. Well, not that exactly, primarily for licensing reasons. What it really means is that Land of Eem is a roleplaying game of epic whimsical fantasy. There is scope for great adventure, but it is shot through with silliness and absurdity, as well as a grimness from the setting also being a Post-Apocalyptic one too. Plus, the use of sputtertech and sparkwork technologies, primarily employed by the tycoons in machinery to faster mine the land and chop down the trees. This is not the only contrast in Land of Eem. Its play is intended to be about the exploration and discovery of Eem’s ancient past, driven by the players and their characters in a hexcrawl using the Land of Eem: The Mucklands SandboxCampaign Setting. This gives it an Old School Renaissance feel, as does the fact that it is a Class and Level roleplaying game, but Land of Eem is not an Old School Renaissance-style roleplaying game. Instead, it encourages player input into the world; Experience Points are earned for roleplaying, exploration, and engaging with the story rather than slaying monsters; and whilst combat is an aspect of game play, Land of Eem is a talk first and not even a fight second roleplaying game, and to reflect that, every monster can be talked to. This combination of contrasts, together with a light and easy rules system and Player Character options means that Land of Eem is family friendly too. However, it is not an introductory roleplaying game in terms of learning to play, whereas as a game to teach to roleplay, its light rules and scope for player input make it a good choice. For the experienced roleplayer, Land of Eem—at least in the form of the core rulebook—is very easy to read through and gain a good grasp of how the roleplaying game is played.
The Land of Eem: Core Rulebook is the starting point. It provides the means to create Player Characters, gives the rules for adventuring—including travelling, exploration, conflict, and combat, the means to craft items mundane and magnificent, a short bestiary, lots and lots of random tables, and a starting adventure.
A Player Character in Land of Eem is defined by Attributes, Skills, his Folk, a Class, and Homeland. The four Attributes are Vim, Vigour, Knack, and Knowhow. Of these Vigour and Knowhow are obvious in meaning. Vim covers a Player Character’s charisma and intuition; Knack is his dexterity and agility. (This terminology is problematic since Vim and Vigour actually mean the same thing and ideally the authors should have used another word instead.) An Attribute ranges in value from ‘-3’ to ‘+3’ and has four associated Skills. Land of Eem offers an impressive sixteen choices in terms of Folk, the equivalent of Race or Species in other roleplaying games.
The options are Boggarts, Boggles, Bogrils, Bugbears, Gelatinous Goos, Gnomes, Goblins, Humans, Imps, Mushrums, Quortles, Shryms, Skeletons, Welkins, Whalens, and Wugs. Boggarts are the most populous Folk in the Mucklands and are related to Goblins, but do not have the same pointy teeth and noses; Boggles are smaller relatives of Goblins with pointy noses and ears who love mischief; Bogrils are frog people with a love travel and wandering; and Bugbears are bear-like in outlook and size, and like the simple things in life, but have an equally big temper. Gelatinous Goos are sentient jelly-like creatures from Eem’s core who understand Folk Tongue, but cannot speak it, instead speaking Gelatinous Gooese; Gnomes are magical beings who protect nature from harm and are very happy in their outlook, and often travel in the company of a small animal like a squirrel; Goblins are the primary architects of the Dungeon Era, highly industrious and enterprising, valuing education and a good job; and Humans are reputed to have been amongst the greatest heroes of the past, but are rare in the Dungeon Era. The red, winged Imps have been summoned and hatched by magic, but escaped from the sorcerers and witches who summoned them, so value freedom and excitement; Mushrums are fungal folk who can communicate with other fungal folk via telepathy, but are very literal when dealing with others; the turtle-like Quortles have an affinity for alchemy and herbalism and after many years of war, value politeness and hospitality; and Shryms are furry and shrew-like and fascinated with technology, having invented sputtertech and sparkworks. Skeletons are rare sentient, talking skeletons who have retained their souls, but lost the memories of their past lives, and have their own wants and dreams; Welkins are bird-folk who can fly for short distances if not holding anything; Whalens are humanoid whales, usually ocean-faring, and known for their rousing singing and hardiness; and Wugs are bigger, brawnier Boggarts with large hands and feet, with a reputation for being simple, but are surprisingly perceptive.
Every Folk suggests some names and gives a Size, Skill adjustments, suggested Homelands, and possible Perks and Quirks. Of the sixteen, two are notable, but for different reasons. Gnomes can only be Gnomes, that is, they cannot take any other Class then Gnome and are thus the only Folk in Land of Eem that can cast magic. Humans are rare and unlike other fantasy roleplaying games, not the default Folk in the Land of Eem. Think of them then, a bit like guests stars in The Muppet Show, especially if they choose the Bard Class, since means that they can sing, dance, and otherwise perform!
In comparison with the lengthy selection of Folk, Land of Eem offers just six Classes. The Bard supports the other Player Characters with song to inspire, invigorate, and more; the Dungeoneer is the treasure hunter and adventurer who comes with his and crew to help him explore as well as lots of gear; and the Gnome, who can cast magic and are the particular bane of certain creatures or beings, which differs from Gnome to Gnome. The Knight-Errant is a travelling knight, heroic and loyal; the Loyal Chum is the classic ally and travelling companion, providing lots of support and help in and out of the dungeon; and the Rascal is a rogue, thief, ruffian, and so forth. Each Class grants some base Perks, some giving multiple options for a player to choose from, and then two abilities at each Level. What is interesting here is that once a Player Character gains a new Level, his player has to select one of the abilities at the previous Level to keep and one to give up. It gives the player some decisions to make in terms of his character’s progression.
To create a character, a player selects a Class and its Perks, assigns modifiers to Attributes and tweaks Skills, determines derived stats, and then a Folk and associated Perks—adding more in return for a Quirk, and selects a Homeland that adds Proficiencies and equipment. Lastly, the player develops his character’s backstory, including ideal, flaw, relationships, personal quests, and more. The process is not difficult, but it does mean working through a fair number of choices.
Name: Gravy
Folk: Skeleton
Class: Knight-Errant Level: 1
Size: Medium
Homeland: The Underlands
ATTRIBUTES/SKILLS
Vim +1/Charm -1, Inspire +1, Mettle +0, Perception -1
Vigour +2/Athletics -1, Intimidate +1, Might +0, Vitality +0
Knack +0/Nimbleness +1, Search +0, Sneak +0, Trickery +0Knowhow -1/Lore +0, Realms +0, Tinker +0, Wilderness +0
ABILITIES
Wayfarer
Inspiring Orders
PERKS
Unfinished Business
Bag of Bones
QUIRKS
Feared
PROFICIENCIES
Underlands Lore, Seeing in the Dark
Attack +2
Defence +0
Courage: 16
Dread: 8
Quest Points: 2
Inventory Slots: 20
EQUIPMENT
Mucklands Pony
Magnificent weapon (True +1 Dread)
Canteen, Crowbar, Hard Hat, Normal Rations, Rappelling Harness, 50’ Rope, Pickaxe
BACKSTORY
“I defended the town from bandits, and took up the sword to protect others.”
Ideal: Rescue someone from danger
Flaw: Refuse to rest even when it’s prudent
Personal Quest: Restore the Mucklands to its former glory; Avenge Sir Oomarine and prove their sacrifice was not in vain.
Mechanically, Land of Eem uses a twelve-sided die in a system in a system that is not unlike Powered by the Apocalypse in its resolution results. It is very much not Powered by the Apocalypse, but the similarities are there. When a player wants his character to undertake an action, he rolls a twelve-sided die and adds a value for the appropriate skill, plus any other modifiers. The total modifier cannot exceed ‘+3’ or ‘-3’, due to skill or circumstances. Results of two or less are a ‘Complete Failure’ and indicate that something else has gone wrong; three to five and the attempt is a ‘Failure with a Plus’, meaning that there is an unexpected silver lining; six to eight means a ‘Success with a Twist’ which adds a complication; nine to eleven is a ‘Success’ and the Player Character does what he set out to do; and twelve or more is a ‘Complete Success’, the Player Character not only succeeding, but gaining an extra benefit into the bargain. The Game Master will narrate the outcome, but is encouraged to welcome player input too. The ‘Failure with a Plus’ and ‘Success with a Twist’ results are going to feed into the narrative driven aspects—as light as they are—of Land of Eem. Advantage and Disadvantage work as in other roleplaying games, and Player Characters have Quest Points that can be spent to add a ‘+1’ bonus after a roll (useful to improve a skill check up a category), as well as being used to activate certain Abilities and Perks.
Combat in Land of Eem uses the same rules, but with a tweak or two. However, first, the Player Characters have to get there, because combat is the last act action that takes place in any Conflict. A Conflict is divided into four phases. These are ‘Parley’, ‘Improvise’, ‘Run’ and ‘Combat’. One of the things that Land of Eem emphasises is that most monsters are people too and if the Player Characters can find the right approach, then the monsters will listen to them, and a fight will not ensue. However, their patient is not infinite, mechanically measured by each monster’s Parley rating. If the Player Characters’ fail too many Parley attempts, they will have to resort to other methods to resolve the encounter. In the ‘Improvise’ Phase, the Player Characters can find another way to resolve the situation and if that fails, they can simply choose to leg it in the ‘Run’ phase. Lastly, there is the ‘Combat’ phase.
In combat, the players and Game Master are not rolling on the standard results table, but on one each for melee combat and ranged combat. The latter allows for ‘Miss with a Plus’ and ‘Grazing Shot’ result, but more interestingly, former allows for a ‘Hit with a Counterattack’ as well as a ‘Miss with a Plus’ result. The ‘Hit with a Counterattack’ means that the defender can immediately attack back at his attacker and if the result is also ‘Hit with a Counterattack’, the original attacker can strike back. This sets up a potential exchange or flurry of blows like a duel and can be get deadly quite quickly.
Damage is called Dread and can take many forms. It can be poison, fear, exhaustion, and other factors, but it reduces a Player Character’s Courage. Physical Dread, especially that suffered in combat, is the only form of Dread that can be blocked by armour and shields. The die rolled by a player for his character to determine how much Dread he inflicts in combat is determined by his Class. Dread reduces a Player Character’s Courage and if it is reduced to zero, he is knocked out temporarily and his player must make a Vitality Check to Resist Wounds or suffer the Wounded Condition. This imposes a penalty on all of the Player Character’s subsequent rolls. It is possible to recover, but if it happens again, the player has to make a Vitality Check to Defy Death. If failed, the Player Character can make one last heroic act before dying.
Equipment carried and encumbrance are handled by an Inventory Slot system which both measures how much a Player Character can carry and how bulky an item is. Money, rations, arrows, and other consumables are tracked by rolling a Usage Die for each. When they are used, the player rolls the Usage Die and if the result is a one or two, then the Usage Die has to step down to the next smaller die size. Both rules are imported from modern derivations of Old School Renaissance roleplaying games and just push Land of Eem a little towards an Old School style of play. Land of Eem includes an extensive list of equipment, and along with tables for finding and creating Treasure Hoards and Magnificent items, the latter providing a variety of different effects.
Almost extending out of the equipment rules, Land of Eem provides a pleasingly set of rules for crafting. Any attempt requires a crafter to have the correct tools and a roll on the appropriate table and there is one each for crafting mundane items, magnificent items, alchemical items, cooking, and magical items. This feels not dissimilar to a video game or MMORPG and it is backed up with a guide to finding components, tables of component locations, and tables of hundreds of component descriptions and recipes. There is a wealth of detail here that the Game Master can mine for flavour and verisimilitude in her campaign and for any Player Character who wants to focus on crafting, there is plenty of scope here. Most crafting attempts will take place when a Player Character is not actually adventuring and this is expanded upon with tables for other activities during Downtime, including gambling, gathering information, partying, performing, researching, and even working!
As written, Land of Eem is intended to be played as a hexcrawl across the Land of Eem: The Mucklands Sandbox Campaign Setting. Travel across the Land of Eem is kept simple and is played out over six-mile-wide hexes. Each day is divided into four six-hour turns and the Player Characters will typically spend the day turns travelling—one or two hexes per turn—or exploring a single hex. Each turn spent travelling requires a Travel Check, which can result in a perilous or dangerous encounter, a bump in the road (a minor setback), an uneventful journey, or a discovery, and there are tables for all of that. Similarly, a roll can be made to see if something dangerous or interesting happens if the Player Characters decide to explore a hex. During the Night turns, the Player Characters are encouraged to ‘Make Camp’ and rest, but they can also heal and they can also engage in ‘Story Time’. This encourages some roleplaying between the Player Characters and is one way for them to earn Experience Points.
If there is an aspect of the Land of Eem: Core Rulebook is the relative shortness of the bestiary or ‘Adversaries’ chapter. From Bandits, Blinking Cave-Inchers, and Cairn Stingers to Snagbunnies, Weorgs, and Witches, there are only twenty-six entries. To be fair, it is enough in the short term and there is also the Land of Eem: Bestiary Vol. 1, which also details a whole lot more. On the plus side, every entry is illustrated and there is room to breathe for all of its details which include its stats, abilities, how social it is, how it acts in combat, and its behaviour in both victory and defeat, both of which are a really nice extra and extra useful detail. Many also indicate what could be crafted from them. Adversaries are categorised by Type and Class. Types are either Creatures, which are sentient and can talk; Critters, animals and beasts which may be able to speak a little; and Creepers that are pests, bugs, and vermin more environmental threats. The Classes are Goons, Bruisers, and Champions. There is a guide to making adversaries on the fly, but it is basic.
The advice for the Game Master on running Land of Eem is solid and useful and includes a guide to vehicle and mass combat and tables for creating random dungeons and mazes. They are brief and could have done with much greater development. That said, they are followed by an extensive set of tables for just everything else, including NPCs, location aspects, encounters perilous and dangerous, discoveries, random dungeon elements, magic items, relics, books, boons, curses, and spells. There is so much information in these tables that the Game Master can use to add detail and flavour to her game with the content of these tables. This is a great set of tables and certainly one of the best sets of resources in the Land of Eem: Core Rulebook.
The Land of Eem: Core Rulebook is rounded out with an adventure, ‘Wally’s Waffles and Rats!’. It is a short, one or two session affair in which Wally Dunkwhiffle has lost the property deed to his waffle house and hires the Player Characters look for it in the basement. Unfortunately, the rats that Wally was husbanding as a source of meat escaped, ate an entire Bogril Glowing Cheese wheel, gained intelligence, dug into the dungeon next door to the basement of Wally’s Waffles and Weorgs, taking the property deed with them, and declared their own kingdom. It is a suitably silly dungeon affair, but plenty of scope for roleplaying. Especially at the start when interacting with the patrons of Wally’s Waffles and Weorgs, which feels like an odder and more fantastical version of Cheers! It provides a great mix of roleplaying and dungeoneering and just enjoyable whimsy.
Physically, Land of Eem: Core Rulebook is a genuinely great looking book. The artwork is a delight and captures the quirkiness of the setting, cartoonish on the one hand, deadly and dangerous on the other. The book is also very well written and accessible.
What is so impressive about the Land of Eem: Core Rulebook is that for all of the information in its pages, the rules are very easy to pick up and understand, and further they are easy to teach. Which includes younger players who will appreciate the whimsical tone of the setting and gameplay. These rules also nicely balance an Old School sensibility with the hexcrawl play and potentially dangerous combat with the storytelling possibilities of the resolution mechanic. There is more complexity in the roleplaying game when it comes to the wealth of detail in the setting support in the Land of Eem: Core Rulebook, but that detail is really designed for long term play rather than overwhelming any players right now.
The Land of Eem: Core Rulebook is brilliantly accessible and entertaining, a great introduction to the land of Eem and Land of Eem. Not only is a joy to read, but successfully imparts the joy, drollery, and danger of the setting.
Saturday, 1 August 2026
Your Invincible Starter
[Free RPG Day 2026] Wizard Riders: Quick-Start Rules
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, it did not take place outside of the USA due to US customs issues, which means that none of the physical content has shipped to the UK. It is hoped that with the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh will able to get hold of many of the titles released for Free RPG Day for future reviews.
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
The Wizard Riders: Quick-Start Rules is the quick-start for Wizard Riders, the post apocalypse roleplaying game of (mostly drunk) wizard bikers riding maguscycles they are bonded to across the world in the very future of Orth under a red sun.
The Wizard Riders: Quick-Start Rules is a thirty-nine page, 10.28 MB full colour PDF.
The Wizard Riders: Quick-Start Rules includes the scenario ‘The Vanishing of Dotshire’. It can be played in roughly a single session.
What else do you need to play?
The Wizard Riders: Quick-Start Rules needs a standard set of polyhedral dice per player.
The Wizard Riders: Quick-Start Rules includes six pre-generated Player Characters or Wizard-Bikers. They include a lucky Wizard-Biker, a Natural Wizzer Wizard-Biker, a Wizard-Biker who likes to plan, a perceptive Wizard-Biker, an ace maguscycle-riding Wizard-Biker, and a threateningly ambidextrous Wizard-Biker.
A Wizard-Biker also has Plot Points. In the Wizard Riders: Quick-Start Rules, these can be spent to perform a ‘Counterstrike’, ‘Defy Physics’ when the Wizard-Biker is riding his maguscycle, ‘Doubletime’ to move extra fast in combat, ‘Interfere’ in the actions of an NPC or other Wizard-Biker, or trigger ‘Natural Healing’.
Yes. The Age of Vikings Quickstart has everything that a Game Master needs to run the included scenario, but it could have done with some more examples, especially of combat.
Is it easy to prepare?
No. The Wizard Riders: Quick-Start is a different ruleset and will be unfamiliar to most players, so it requires a higher degree of teaching. Also, the Game Master will need to copy out all of the Player Character Wizard-Bikers onto character sheets.
Yes. The Wizard Riders: Quick-Start feels a bit underdeveloped in places, but it is a solid introduction to the rules and world of Wizard-Riders. Its combination of setting, Player Character type, and themes manages to be both silly and surprising given the usual gaming content that the publisher releases, but all the more fun for that.
Friday, 31 July 2026
Friday Fantasy: Drink Deep from the River of my Hate
In Drink Deep from the River of my Hate religious fury and war comes to the Borderlands. Following his exile from Paradise, the archon Invidian the Fallen has sworn to take his revenge upon the High One and his followers wherever they may be. This has drawn him to the Auxen Vale where there is both a Temple of the High One in Auxen Village and the Holy Brothers Monastery also dedicated to the High One. With him is a band of marauders known as the Unbelievers. Whilst some of them fight for him because of his reputation and his desire to kill all and any worshippers of the High One, others simply fight for him because they can indulge in their own murderous desires and take their share of the plunder. Ahead of their progress across the Borderlands rumours have spread of burned shrines, sacked temples, murdered priests, and slaughtered villagers, giving rise to fear in many and a loss of faith in some. Now those fears have materialised in in Auxen Vale and Father Montaine, the priest of the Temple of the High One in Auxen Village, has sought out the help of mercenaries and adventurers in the defence of the vale and village.
[DCC Day #7] Pestilence at the Peak of Law
As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2026’, which took place today on Saturday, July 18th, 2026, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #112: Mother of M0nsters. Two of the scenarios, ‘The Temple of Fluttering Terror’ and ‘The Crawl is Not Always Greener’, appear in the duology, the DCC Day 2026 Adventure Pack. ‘The Temple of Fluttering Terror’ is written for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World, ‘The Crawl is Not Always Greener’ is for use with Xcrawl Classics Roleplaying Game, which combines Dungeons & Dragons and World Wrestling Entertainment, turns it into a blood sport, televises it, and throws in celebrity culture in an alternate dystopia shot through with a knowing black humour. Lastly, both Dungeon Crawl Classics #112: Mother of M0nsters and DCC Day #7: Pestilence at the Peak of Law are written for use with Dungeon Crawl Classics.
High in the Acherak Mountains there is a Dwarven Monastery that sits above the Dwarven kingdoms far below and under the ground. It is dedicated to Daenthar, but the monks there have a secret purpose in addition to worshipping Daenthar, the Dwarven lord of the mountains as close to his realm as they can get, and that is to protect the world against a servant of Chaos known as the Matron of Pestilence. In years past, as an agent of Nimlurun, the Chaos god of filth and pestilence, Matron of Pestilence unleashed a plague upon the kingdoms of Acherak, but having imprisoned it, the monks have long worked to ensure that it would never be free to unleash its scourge of contagion again. However, what the monks could not do is destroy the Matron of Pestilence, for that requires the Hammer of the Mountaintop. Sadly, that great weapon is long lost and the monks never thought it would be in their possession. Fortunately, it has been found and perhaps the long-hoped for dream of ending the threat of the Matron of Pestilence will come to pass… Unfortunately, agents of Nimlurun have found a way to infiltrate the monastery and work to free the Chaos god’s servant. They have not managed to do so yet, but it is only a matter of time.
This is the set-up for DCC Day #7: Pestilence at the Peak of Law, the offering for DCC Day 2026 for the Dungeon Crawl Classics Roleplaying Game. It is designed for group of four to six Player Characters of Second level, one of which should be a Cleric and another should preferably be a Dwarf. The ability to read Dwarven will be very useful in the scenario and either the Dwarf or the Cleric should be an adherent of Law rather than Chaos. The scenario can be played through in a single session and includes different hooks for the various Classes in Dungeon Crawl Classics.
DCC Day #7: Pestilence at the Peak of Law should have the feel of cleanliness and sharpness of the air of high mountain peaks, but instead, it has a vile, smeary, fungal, and viscous feel, which also contrasts with the austerity of the monastery. There are some enjoyably oozy, oily, odious encounters along the way to overcoming a great evil in DCC Day #7: Pestilence at the Peak of Law and this is a deliciously repulsive scenario.
Monday, 27 July 2026
Miskatonic Monday #447: The Black Tide
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.
Author: Jeremy Clifford
Setting: The high seas, 1690
Elevator Pitch: What foul blackness flows in with the tide?
Plot Support: Staging advice, four NPCs, and three Mythos monsters.
Pros






