Underworld is a mini-supplement and anthology of scenarios for Dragonbane which can easily be added to the Game Master’s own campaign or used to expand the ‘Misty Vale’ campaign setting detailed in the Dragonbane Core Set—not outwards, but downwards. Besides its three adventures, it gives an overview of what the ‘Underworld’ is like and describes several features, some of which can work with the three adventures. These include the bronze bridges which regularly cross three particular rivers in the ‘Underworld’ and if walked over or under trigger a dream-like vision in the walker, something that denizens take advantage of to ambush the momentary dreamers, and the Black Swans found on the three rivers that supposedly bring death to any demon that touches them, but which are hated by Goblins. There are some nice little elements here, odd enough to stand out, but with room to add more alongside them if the Game Master wants to. In terms of the Misty Vale, Underground details four different entrances via which the Player Characters enter the ‘Underworld’ and begin to explore part of its depths.
Friday, 11 September 2026
Friday Fantasy: Underworld
Underworld is a mini-supplement and anthology of scenarios for Dragonbane which can easily be added to the Game Master’s own campaign or used to expand the ‘Misty Vale’ campaign setting detailed in the Dragonbane Core Set—not outwards, but downwards. Besides its three adventures, it gives an overview of what the ‘Underworld’ is like and describes several features, some of which can work with the three adventures. These include the bronze bridges which regularly cross three particular rivers in the ‘Underworld’ and if walked over or under trigger a dream-like vision in the walker, something that denizens take advantage of to ambush the momentary dreamers, and the Black Swans found on the three rivers that supposedly bring death to any demon that touches them, but which are hated by Goblins. There are some nice little elements here, odd enough to stand out, but with room to add more alongside them if the Game Master wants to. In terms of the Misty Vale, Underground details four different entrances via which the Player Characters enter the ‘Underworld’ and begin to explore part of its depths.
[Free RPG Day 2026] Things Go To Hell
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.
Things Go To Hell is designed for four Seventh Level Player Characters and makes use of the Pathfinder Roleplaying Game Player Core, the Pathfinder Roleplaying Game GM Core, and the Pathfinder Roleplaying Game Monster Core. Barring the fact that the Player Characters are Seventh Level which means that they are quite complex in terms of what they can do and are capable of, especially the two spellcasters in the pre-generated quartet, the scenario is fairly straightforward, easy to prepare, and easy to run.
The scenario opens with the Player Characters suddenly awakening—a Halfling animating to life after being posed as a statue, the spark of life returning to the eyes of both a berobed automaton and an armed and armoured skeleton, and a human male being spat out of a strangely organic pod—to find that a lot of time has passed since their last memories and that they are still in Fanespire, a foul tower owned by the archmage, Ydris Veloch. All four realise three facts. The first is that Ydris Veloch is dead; the second that each of them was treated as an object by the late wizard; and the third is that the tower is no longer where it was. The latter is confirmed when they look out of the windows at the top of the tower and see a literal hellscape. Working their way down several floors, they encounter what is very obviously a devil. This is Gosterion, a ‘phistophilus’—a contract devil—who is quite happy to chat to the Player Characters. He will also explain the situation. Ydris Veloch had a contract with Dispater in the city of Dis which gave him possession of Fanespire in return for his soul and with his recent death during the Hellfire Crisis, and so he is currently searching the tower for the late wizard’s soul. Worse, since Ydris Veloch considered all four Player Characters to be property and at the time of his death were in the possession of the wizard, they are actually part of the contract that Ydris Veloch had with Hell and thus owned by Hell.
Monday, 7 September 2026
Danger During Dunkirk
Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…
Achtung! Chtulhu 2d20: Operation Ultimatum is a scenario that takes Achtung! Cthulhu 2d20 almost all of the way back to to the start of the Secret War. It opens in late May, 1940. The Nazi war machine is driving into France with its radical Blitzkrieg tactics and is retreating back to the Dunkirk on the French north coast, awaiting the beginning of Operation Dynamo and the evacuation from the beaches outside of the port. Alongside this is an effort by Section M to find and evacuate as much occult-related material as it can—tomes, artefacts, and more—before it falls into the hands of either Black Sun or Nachtwölfe. Unfortunately, whether intentionally or unintentionally, the German Luftwaffe has already caught up with Professor Guilbert Paschal, a Section M researcher operating in Normandy and racing to reach Dunkirk when his convoy was destroyed. From its field base in France, Section M sends its agents to investigate the ruins of the convoy, determine the fate of Professor Paschal, and recover his equipment and research. Whatever they are, they could be crucial in understanding Germany’s objectives in the Secret War.The action begins with the agents of Section M—the Player Characters—roaring up to the site of the convoy’s destruction on British Expeditionary Force provided motorcycles. Time must be of the essence! The agents have time though to investigate the site and gather both clues and left-behind advanced British anti-Mythos technology before following the trail to the nearby ruins of a medieval castle, its towers ablaze with blue flashes of lightning. A contingent of Nachtwölfe troops has got there first though and the agents will need to get past them before climbing to the top of the castle and face another faction in the Secret War. After that, it is time to pack found so far and head home to dear old Blighty and tea and biscuits!
As a demonstration scenario, Achtung! Chtulhu 2d20: Operation Ultimatum includes four pre-generated agents. They consist of a German journalist and satirist who has fled the Nazis, a French spy/burglar/killer for hire, a French-Canadian female mechanic and bomb-maker, and a female occultist armed with a couple of Yog-Sothothery-style spells. These are decent enough, but could easily be replaced by agents of the players’ own design.
Physically, Achtung! Chtulhu 2d20: Operation Ultimatum is well presented. The map of the castle is excellent and each of the pre-generated agents is accompanied by a nice illustration.
[Free RPG Day 2026] Ash & Steel
This review is possible due to the generosity of Waylands Forge in Birmingham.
For Free RPG Day 2026, Magpie Games published not one book, but six—Adventure Booklet 1: Earth & Root, Adventure Booklet 2: Fire & Brimstone, Adventure Booklet 3: Ash & Steel, Adventure Booklet 4: Air & Wind, and Adventure Booklet 5: Water & Mist as well as the Expanded Rules supplement. These are all for Avatar Legends: The Roleplaying Game, one of the most successful Kickstarter campaigns for any roleplaying game. This is the roleplaying adaptation of Avatar: The Last Airbender and The Legend of Korra, animated series which are inspired by the indigenous cultures of North America and Asia, in particular, China, Chinese martial arts, and the ability to ‘bend’ or manipulate the four elements—water, earth, fire, and air. Only one person can bend all four elements, and he is known as the ‘Avatar’, and not only does he serve as the link between the physical world and the spirit world, but he is also responsible for maintaining harmony between the world’s four nations. In the roleplaying game, the players roleplay characters, or companions, who are capable of bending one of the elements as well as practising martial arts, all with the aim of protecting the world from harm and those unable to stand up to misuse of power.
Another difference between Adventure Booklet 3: Ash & Steel and the other entries in ‘Adventure Booklet’ series is that it is less open in its plotting and more directed. The Player Characters are not as free in their actions in this scenario than they are in the others in that they have a mission to perform and do have to travel from ‘A’ to ‘E’ via ‘B’, ‘C’, and ‘D’. Yet like those other entries in the ‘Adventure Booklet’ series, its ending is open-ended and determined by the actions and decisions of the Player Characters. These possibilities are discussed and there is solid advice for the Game Master along with detailed descriptions of all of the NPCs, groups, and important locations. In addition, there is advice too for the Game Master on how to set up the scenario if the players are using their own characters rather than the pre-generated quintet which is included in Adventure Booklet 3: Ash & Steel. The five pre-generated Player Characters for the adventure are all
Adventure Booklet 3: Ash & Steel is more of a traditional scenario than the previous two entries in the series, being more plot driven and slightly less Player Character-driven. This makes it easier to run than those other entries, an exciting mix of chase and combat, interaction and intrigue in a solidly done scenario with some interesting consequences to explore. Fans of Avatar: The Last Airbender and The Legend of Korra will enjoy the background too and overall, Adventure Booklet 3: Ash & Steel is great support for Avatar Legends: The Roleplaying Game.
Sunday, 6 September 2026
Gear & Teeth
Tooth & Claw: Two Scenarios for Pulp Cthulhu presents two scenarios set in New England in the Desperate Decade—‘Of Clockwork & Clay’ and ‘Wolf Among the Flock’. Whilst both scenarios are written for use with Pulp Cthulhu and use classic elements of the Mythos, they vary in tone and application of the Mythos. ‘Of Clockwork & Clay’ is the more straightforward of the two, combining ‘Science!’ with traditional elements of both the Mythos and Jewish mythology in traditional Pulp detective narrative, whilst ‘Wolf Among the Flock’ gives the use of traditional Mythos creature a pleasing twist and sets the whole affair in an enclosed, sweaty, hothouse affair. Both scenarios can be played in two or three sessions and both scenarios are easy to add to a campaign. Neither scenario has any specific requirements, but ‘Of Clockwork & Clay’ will play better if an Investigator understands Yiddish and/or German and has a good working knowledge of ‘Science!’, whilst ‘Wolf Among the Flock’ will play well if the Investigators have points in the Science (Biology) and Science (Zoology) skills as well as, surprisingly, Other Language (American Sign Language). The ‘Animal Companion’ Talent may prove to be fun addition and a Big Game Hunter Investigator would work very well with ‘Wolf Among the Flock’.
[Free RPG Day 2026] Secret Wars Expansion Preview
Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.
This review is possible due to the generosity of Waylands Forge in Birmingham.
Secret Wars Expansion Preview is a scenario for the Marvel Multiverse Role-Playing Game which as the title suggests, previews the Secret Wars Expansion supplement. Both scenario and supplement are based the Secret Wars comic and event published by Marvel Comics in 2015. This involved the destruction of the Marvel Universe and various other alternate universes with the Earth of each universe being combined into a Battleworld. The Battleworld for the Secret Wars Expansion Preview is Egyptia. This Egyptian-themed Battleworld gives fealty to the God Emperor Doom, his rule enforced by his cadre of Thors. The action of the scenario takes place in the city of Men-Nefer in the Lower Kingdom of Egyptia, the location of the Temple of Khonshu, dedicated to the Battleworld’s ruler, Baron Khonshu. She has oppressed the mutants in her realm, forcing them to work, building pyramid and other monuments to her, promising retribution upon the ordinary population if they rebel. However, this does not mean that there is no underground resistance and recently, its leader, Mastermind, has learned that Baron Khonshu is holding an important prisoner in her temple—Ra the Sun god. If he can be freed, then he can rally the people and help overthrown Baron Khonshu. As the scenario opens, Mastermind has gathered his best agents—Colossus, Dazzler, Nightcrawler, Polaris, Rogue, and Wolverine—and together they will strike at the temple and free Ra!
Once a plan of action has been decided, the action starts as the Player Characters and Mastermind make their way to the temple, find a way in, deal with guards, and free the Sun god. This is a straightforward scenario, but it includes a few surprises along the way, such as the nature of the guards at the temple, who exactly Ra is, and who the Thors are that the Player Characters will face at the climax of the scenario. Stats are included for Baron Khonshu, Spector, and the Temple Guards. There are suggestions as to what might happen at the end of the scenarios and several adventure seeds too, if the Game Master wants to continue the scenario.
What is interesting about the scenario in Secret Wars Expansion Preview is the chance to play familiar characters from the Marvel Universe of Earth 616 in an unusual situation as alternate versions of those characters. Notably, the scenario’s primary NPC, Mastermind, is actually a villain on Earth 616, but here is a more sympathetic character, even though he is not without his own motives.
The Secret Wars Expansion Preview is a solid, serviceable scenario for the Marvel Multiverse Role-Playing Game and a decent preview of the Secret Wars Expansion.
Saturday, 5 September 2026
[Free RPG Day 2026] Terror in Tortuga
Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.
This review is possible due to the generosity of Waylands Forge in Birmingham.
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is the quick-start for Pirate Borg, the self-described, “Worst Pirate RPG Ever Made™!”. It is published by Limithron via Free League Publishing.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is a twenty page, full colour booklet.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes the scenario, ‘Terror in Tortuga’, a sandbox affair which is more open ended and can be played through in a single session or it might last two or three sessions.
What else do you need to play?
The error in Tortuga: PIRATE BORG Quickstart & Adventure needs a full set of polyhedral dice per player.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure does include any pre-generated Player Pirates. Instead, it gives full rules for creating a Player Pirate of a single Class, that is, ‘Pirate’, much like the Pirate Borg Starter Set. (Alternatively, players can create pirates using the publisher’s Random PC Generator or create them using the full rules in the Pirate Borg core rulebook.)
It should be noted that the Terror in Tortuga: PIRATE BORG Quickstart & Adventure neatly summaries the rules, including those for combat, to a single two-page spread at the rear of the book.
No. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is complete as is.
Is it easy to prepare?
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is easy to grasp and prepare. It is Player Pirate-driven, so the Game Master will need to adjust events for their actions.
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes everything for a great introduction to Pirate Borg offering plenty to do in Tortuga, whether running as a one shot or adding to a campaign.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is available to download here.






