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

Sunday, 15 February 2026

Suffrage & Survival

It is two-hundred-and-fifty years since the nations and corporations of Earth and the solar system unified under the United Inner Systems Alliance. It is two-hundred-and-thirty-six years since I-Werks Solutions developed and demonstrated the Jump Drive which made interstellar travel possible. It is two-hundred-and-twenty-eight years since the first A.I. went rogue and the first uplifted animal was created. It is one-hundred-and-ninety-five years since the first interstellar jump was made between Jupiter and Proxima Centauri. It is seventy-seven years since the relaxation of the Cornelius Accords leading to the rapid development of Uplifted species as labourers and companions. It is fifty-six years since the Bugs, a previously unknown insectoid alien species attacked and overran human settlements. It is forty-six years since the United Inner Systems Alliance established the United Expeditionary Force, a paramilitary organisation to target threats to and protect the interests of humanity in the Untamed Worlds that lie at edge of—and beyond—the United Inner Systems Alliance. Bar a few Human officers, it is entirely staffed by Uplifts. Despite the dangers they encounter as members of the United Expeditionary Force, Uplifts are rarely recognised for their service or their bravery, especially in comparison to their Human officers and counterparts, and throughout the United Inner Systems Alliance, Uplifts are classified as ‘domestic dependent life forms’ and thus second class citizens with limited rather than full rights.

This is the set-up for Untamed Worlds, an anthropomorphic military Science Fiction roleplaying game published by Osprey Games. It is inspired by such things Band of Brothers and Babylon 5 on television, The Dirty Dozen and Starship Troopers on film, and Albedo and Justifiers in roleplaying. The Player Characters are Uplifts (or the rare Human) who are members of United Expeditionary Force. Theirs is not an entirely happy lot. They have a family in their brothers in arms, but they have limited rights, including the fact they have to seek permission to procreate, are seen as inferior, and ultimately, expendable. The roleplaying game can be played in one of two ways. First, as a straightforward, bullets and bravado military Science Fiction roleplaying game in a series of mission-based scenarios. Second, as a straightforward, bullets and bravado military Science Fiction roleplaying game in a series of mission-based scenarios, until such times as the Player Characters begin to chafe at the inequality of their situation and begin to seek a way out of it or a way to change it. In this it changes to objective-based scenarios with the aims of the Player Characters driving much of the play. However, Untamed Worlds does not support this objective-based play as much as it does the mission-based play, including as it does more detailed advice on creating and running missions and their consequences, as providing several example mission outlines. As a consequence, Untamed Worlds has a lopsided feel, emphasising one style of play over another, whilst leaving the other in the hands of the Game Master to develop in response to her players and their characters. In this way, the mission-based style of play is better suited to the less experienced Game Master than the more experienced Game Master. To be fair, the objective-based style of play is much less structured and open, so is harder to explore, but still, at just about a page in length, it is not up to the task. In the meantime, they will face marauders, pirates, dissidents, terrorists, the insectoid Bugs, and arachnoid Nids, as well as the poor regard of the United Inner Systems Alliance.

A Player Character or Uplift in Untamed Worlds has a Heritage, a Background, and two Specialities. The Heritage is the species from which he is uplifted and Untamed Worlds offers some twenty-four broad species types, from amphibians, bats, and birds to ungulates, ursines, and xenarthra. Within these broad categories, there is room for a player to be more specific. Thus, for the xenarthra, the Uplift could be a sloth, an armadillo, or an anteater. A Heritage provides skills , Tricks, and Permissions, whilst a Background grants more skills and a Trick, and the Specialities, just skills. The Backgrounds consist of ‘Fostered’, ‘Farm’ (an educational facility rather than an educational one), or ‘Feral’ for Uplifts, and ‘Troublemaker’, ‘Dissident’, and ‘Volunteer’ for Humans. The Specialities all consist of military training packages, such as ‘Communications’, ‘Infantry’, ‘Ranger’, ‘Sniper’, ‘Space Operations’, and Vehicle Operations’. There are thirteen skills, each rated between zero and eight, of which twelve are obvious. The less obvious one is ‘CQB’ or ‘Close Quarters Battle’, which covers close range combat using guns, and armed and unarmed combat, whilst ‘Marksmanship’ is for long range combat.

Tricks are one of two things. First, they are innate things that an Uplift might have because of his Heritage. For the xenarthra, these are ‘Armoured Hide’, ‘Hardy’, ‘Keen (Smell)’, ‘Resistant’, ‘Second Skin’, ‘Strong’, and ‘Smol’ (small). Second, they are special abilities that the Uplift is good at such as ‘Ace’, ‘Charmer’, and ‘Trauma Doc’. In some cases, Tricks are mandatory, but most are not. Then there are Permissions. These are simply things that the Uplift can do because of his Heritage. For example, the Hyena has the Permissions of “Sense of smell and hearing well outside human ranges. Excellent night vision. Natural Scavengers.” Permissions are not detailed in the roleplaying game any more than this and there is no mechanical benefit to them. The Uplift simply has them. Yet there is some crossover between Permissions and Tricks. For example, the Hyena Uplift could have ‘Keen (Smell and Hearing)’ Trick, which does provide a mechanical benefit, but definitely does have the “Sense of smell and hearing well outside human ranges.” Permission. The Trick provides an Advantage when used, but what does the Permission provide? Does it mean that the ‘Keen (Smell and Hearing)’ Trick is better than the Permission? Ultimately, it leaves it up to the Game Master to adjudicate when instead Tricks could have been categorised between those available to just the Uplifts from their Heritages and those available to both Humans and Uplifts rather being left in a muddle between what is a Trick and what is a Permission.

Uplift (or Human) Player Character is not difficult. It is simply a matter of making choices in terms of Heritage, a Background, and two Specialities, and then choose from the options they give. Lastly, a player picks some gear for his Uplift.

Name: ‘Baby’
Rank: Trooper 2nd Class
Heritage: Shark
Background: Feral
Specialities: Infantry, Special Operations
Tricks: (Aquatic) Adept, Hunter, Keen (Smell), Natural Weapons (Bite)
Permissions: Adapted to aquatic life (including cold and high pressure). Extremely acute sense of smell. Possesses electroreceptors capable of sensing electric impulses and magnetic field (enhanced by Tricks/modifiers that affect smell).
Skills: Athletics 5, CQB 7, Demolitions 1, Espionage 1, Marksmanship 4, Mechanics 1, Recon 4, Survival 4
Hits: 7
Defence: 6
Carrying Capacity: 9

Mechanically, Untamed Worlds uses what it calls the Lucky 7 System. Any time a player wants his Uplift to undertake an action, he rolls two six-sided dice. Any result of seven or more is a success, whilst a result of six or less is a failure. To this roll, the player adds the appropriate skill, whilst subtracting the difficulty modifier set by the Game Master. The levels of difficulty range from ‘1’ and ‘Easy’ to ‘9’ plus and ‘Hellish’, which means that even the easiest of tasks levies a penalty. Having an Advantage means that the player rolls three dice and keeps the best two, whilst having a Disadvantage means he rolls three dice and keeps the worst two. Having multiple incidences of Advantage adds a ‘+2’ bonus each extra incidence of Advantage, whilst having multiple incidences of Disadvantage adds a ‘-2’ penalty each time. Getting a result of above or below seven generate Effects for each point above or below. Good Effects include increasing damage inflicted on a target or another target, moving to a different zone, adding new information to a scene, shaking off a Hit, and so on. Bad Effects include suffering an extra Hit, running out of ammunition, being a bad spot and suffering a Disadvantage, having some bad information come to light, and so on.

Both players and the Game Master have access to their own pool of Momentum. A player can spend the players’ Momentum to add bonuses to his Uplift’s rolls, but levy them on the Game Master to inflict penalties on an NPC’s dice roll. Conversely, the Game Master can spend her own points of Momentum on improving her NPCs’ dice rolls and levying penalties on the players for their Uplifts’ rolls.

Combat in Untamed Worlds uses the same core mechanic. Initiative is handled narratively with the Game Master deciding who goes first—the NPCs or the Uplifts, and then after each combatant has acted, their player or the Game Master deciding who acts next. The rules also scale up to enable combat between vehicles and spaceships. Each combatant has a pool of Action Points to spend during his turn, typically two for a player Uplift. Actions costing one Action Point include ‘Aim’, ‘Assist’, ‘Attack’, ‘Evade’, ‘Reload’, and more, whilst ‘Full Evade’ is the only action which costs two Action Points. Optional rules enable a player to spend Momentum to seize initiative; costly success for more heroic style of play; critical rolls and fumbles; wounds; non-lethal attacks; and more.

Armour reduces damage, but most armour is ablative. Most NPCs die when their Hits are reduced to zero, but Uplifts and major NPCs suffer a Down status and subsequent Death task checks. It only takes one successful Death task check for an Uplift or major NPC to recover, but two failed ones or a Death task check failed by five or more and they are dead. An Uplift or major NPC who has suffered the Down status can take a Last Stand and take one more action, and as long they keep making the rolls to do so, they can continue making a Last Stand. However, it does get progressively more difficult to do this.

As expected for a military roleplaying game there is an extensive list of arms and armour as well as gear and vehicles, with most modern weapons being electromagnetic slugthrowers, though there are laser weapons available as support weapons. Vehicles include land, air, and watercraft, plus spaceships of various kinds. For the Game Master, there is a wealth of background details that detail the United Inner Systems Alliance, its culture, corporations, enemies (such as Moreau’s Children, the New Reich Conglomerate, and the Blue Skull Brotherhood pirate gang), and more. Worlds both in United Inner Systems Alliance and in the ‘Untamed Worlds’ beyond are described and several secrets of the setting are given ready for discovery by the Uplifts, likely furthering their disillusionment with the United Inner Systems Alliance when they do find out. The duties and structure of the United Expeditionary Force are also covered, and there is not only advice on running the roleplaying game, but also several missions ready for the Game Master to develop.

There is much to like in Untamed Worlds. Both the setting and the military Science Fiction genre are accessible, there are a lot of options in terms what species types that the players can roleplay, and the Game Master is provided everything she needs in terms of a set-up. The rules for the Lucky 7 System are surprisingly uncomplex for what is a military Science Fiction roleplaying game and they are also fast playing. Yet Untamed Worlds hampers this with mundane presentation and annoyingly poor organisation. The rules are simple enough, but they are not organised in a wholly coherent fashion, the general rules mixed with the combat rules. The rules also come immediately after the setting explanation and before the character creation rules, so they are talking about elements before they are explained.

Physically, Untamed Worlds is uninspired. It is text heavy and there is not a lot of art to either break up the text or help bring the setting to life. The majority of the art, all done in a cartoony style that really is quite good, consists of depictions of Uplifts in the United Expeditionary Force service, and that makes sense. Yet that also means that very little of the arms, armour, and other gear is illustrated and certainly none of the vehicles or spaceships are illustrated. Lacking such illustrations means it is difficult to get a feel for what the future of Untamed Worlds looks like.

Untamed Worlds takes a cartoonish concept, that of anthropomorphic military Science Fiction, and pushes it towards an intriguing consequence, essentially that of indentured soldiery coming to the realisation as to the inequalities of their situation and aspiring to do something about it. Unfortunately, the roleplaying game does not explore this consequence in as much depth as it should, especially in comparison to its focus on the anthropomorphic military Science Fiction. Couple this with a dreary layout and confusing rules, and Untamed Worlds is simply not as developed as it should have been.

Saturday, 14 February 2026

Fetching & Forbidding

What if Rapunzel let down her hair and then ran away to go adventure? What if Cinderella found her prince, but decided to see the rest of the world? What if the princess had enough of poor mattresses and wanted to help others in the kingdom? And once having escaped the tower, run away from the castle, and left evil stepmothers, evil stepsisters, and not-evil princes behind, what if they all met up and after a nice hot cup of tea and a picnic, decided to do it all together—see the world, help others, and have adventures? Each armed with a gift from their respective Fairy Godmothers, and sometimes with a sword and sometimes not, but always with grace and wits, a basket of goodies, plus a little bit of magic, they are ready to journey out on enchanted quests, ride into forests to retrieve rings from mischievous pixies, delve into caves to steal back children taken by trolls, rush up mountains to rescue other maidens given up to dragons, and climb towers to undo the doings of wizards! Such adventures and what happens next is the subject of Perils & Princess: A Fairy Tale RPG published by Outrider Creative LLC.

Perils & Princess: A Fairy Tale RPG, published following a successful Kickstarter campaign, is an Old School Renaissance-style roleplaying game, a ‘Princes and Level’ roleplaying game in which the players take on the roles of princesses, have adventures, save the day, and do all of the sorts of things that princesses in general avoid doing in fairy tales. It states that Princesses need not necessarily be female—and gives a few examples—but still presents its Princesses as being very traditional in their origins. It comes with the means to create eight types of Princesses, their talents, the things in their purse, the perils they will face and the means how they will face them—including magic, the wondrous items and relics they might find, some curses, and a starting adventure as well as a mini-realm that the Princesses can explore beyond the adventure.

A Princess is defined by her Fairy Godmother, Gift, stats including her Virtue scores and Heart Points, personality and talents, and stuff. Each Gift grants unique items, Talents, and abilities that she can use at any time, and Special Abilities which require the expenditure of Gift Dice. For example, the ‘Wild Heart’ Gift grants the Talents of Hunting, Fishing, and Wayfinding, and the innate abilities of ‘Whisperer’, which lets her speak to animals and ‘Natural Climber’, and as she acquires Levels, the abilities of ‘Give a Little Whistle’ to summon friendly, local animals; ‘Roar’ to let out a bestial cry and scare everyone nearby; and so on. Every Gift includes a list of possible Mishaps, which occur when a Princess rolls doubles on her Gift Dice. Besides ‘Wild Heart’, the other Gifts are ‘Enchanting Voice’, ‘Spritely Agility’, ‘Elemental Connection’, ‘Kitchen Magic’, ‘Healing Touch’, ‘Powerful Friendship’, and ‘Sage Intellect’. The Virtues are Resolve, Grace, and Wits, and are the equivalent of attributes in other roleplaying games. Resolve is courage in the face of terror and other physical actions; Grace is poise under pressure and all maters agile; and Wits is mental fortitude as well as intelligence. Talents are the equivalent of skills, and either allow a Princess to undertake an action or do so with Advantage.

The process of creating a Princess is straightforward. A player can either choose all of the options or roll for them.

Princess Sage of Whispering Orchard
Level 1
Fairy Godmother: A beloved ANCESTOR, appearing to you through visions in your dreams.
Gift: Powerful Friendship
Innate Abilities: Fast Friends, Burden
Special Abilities: Sidekick
Hidden Talents: Healing, Carousing, Gardening, Cartography
Items: Oak shield (2), set of dice, 10 silver pieces, four torches, six meals of trail food, bedroll for sleeping, tinderbox for starting fires, big purse, hooded cloak, leather boots
What’s in my Purse: Hammer and chisel, box of chalk, a pungent mushroom, leather-bound diary

PERSONALITY:
At first glance people notice my... Unconventional beauty
Those close to me think I'm... Savvy and diplomatic
Secretly, Deep Down I... Am painfully shy
What really motivates me is... Instilling peace
I’m dressed like… A PILGRIM

Armour: None
You better watch out for my… sling

STATS
Resolve 13 Grace 10 Wits 12
Heart Points: 9

Mechanically, Perils & Princess: A Fairy Tale RPG takes its inspiration from roleplaying games such as Into the Odd and Knave. To have his Princess undertake an action, a player rolls a twenty-sided die, the aiming being to roll equal to, or less than, an appropriate Virtue. Depending upon the situation, this can be rolled with Advantage or Disadvantage. A Princess also has a number of Gift Dice and Heart Dice, which increases by Level. Gift Dice are rolled when a Princess wants to use her Gift. For example, Princess Sage of Whispering Orchard can use her Sidekick Special Ability from her Gift give ‘Aid’ to one of her companions when she tests one of her Virtues. When Gift Dice are rolled, the total is used, but any roll of four, five, or six on a Gift Die means that it cannot be used again until the following day, whilst a roll of one, two, or three means that it can be rolled again that day. However, if doubles are rolled, whatever the number, a mishap will occur. There is a mishap table for each of the eight Gifts that a Princess might have.

Heart Dice are used either at a picnic to restore a Princess’ Heart points or modify another Princess’ Virtue test. They are used up for day in whatever way they are used.

Combat is just as straightforward. Perils & Princess: A Fairy Tale RPG is player-facing, meaning that only the players roll, never the Game Master. Thus, in combat, a player rolls for his Princess to attack, but when a monster attacks, the player rolls for his Princess to avoid the attack. Resolve is used for mêlée attacks, Grace for ranged attacks. Armour worn reduces damage. Rolls of one indicate a critical hit and double damage, but a roll of twenty when defending, meanings that the damage suffered by the Princess ignores armour. If a Princess suffers her Heart Points falling to zero, she is wounded, the treatment of which requires first aid at least, rather than a simple picnic and a rest. Some wounds effectively strengthen a Princess, increasing her total Heart Points. However, if a Princess suffers more than double her Heart Points in damage, she is not wounded, but gains a point of Trauma. She can also be traumatised due deadly or horrifying experiences. A Princess’ first Trauma Point means she is frightened and cannot use any Gift Dice temporarily; her second that she cannot use any Gift Dice temporarily and suffers a temporary phobia due to the cause of the trauma; and with her third, a Princess has had enough and her story ends. Trauma Points can be removed only by magical or other extraordinary means.

Since Perils & Princess: A Fairy Tale RPG is a fairy tale roleplaying game, wrinkles can occur. This is when a Princess or Princesses ‘Spend Time’ doing something, such as have a Picnic or Rest whilst in in uncertain territory, riding across uncharted wilderness, or thoroughly searching a dungeon room, or it can be due to a Mishap or a Special Ability from a Gift. When this happens, the Game Master can roll a die, a result of one indicating a Wrinkle occurs. The more dangerous the situation, the smaller the die type the Game Master rolls. For example, in a dungeon, a wandering monster might appear, but in town, the shop might be out of stock of that very thing a Princess needs to further a quest.

A Princess, whether because of a Gift or a relic or a grimoire, can also cast spells, as can certain creatures and monsters, as well as wizards and witches. When a Princess wants to cast a spell, her player rolls one or more Gift Dice and as with her actual Gift, magic has its own Mishap table. In general, magic is meant to be special, even humble, hence the inclusion of herbs and mushrooms that a Princess can forage. In addition, a Princess can find wondrous items like a Climbing Rope, Cursed Mirror, or Magic Beans, and Relics such as a Ring of Fire or Wand of Bubbles. There are potions and weapons too, and overall, there is a lovely mix of the traditional fantasy roleplaying and the fairy tale in the magical items described.

Similarly, there is a mix of the traditional fantasy roleplaying and the fairy tale in bestiary of monsters. So, Ghouls, Rot Goblins, Black Oozes, and Trolls, but also the Big Bad Wolf, Unicorn, Pixies, Dragons, and an Evil Queen. There are curses too—of course—and delightfully, utterly in keeping with the genre, a ‘What's for Supper?’ table as well as its converse, ‘ew. what's that?’ table with such entries as ‘Fish Heads’, ‘ An Old Sock’, and ‘A jar of smelly yellow stuff (snot?)’!

There is a handy example of play and also advice for the Game Master that can also be used to pitch the tone of the game to her players. This is that the world of Perils & Princess: A Fairy Tale RPG is both grim and pretty; that it mixes magic with the mundane, with the Princesses having to rely more on the latter than the former; common sense, teamwork, and creativity will drive the story with the Game Master making rulings since there is not a rule for every situation; that there should be multiple solutions to any one problem or situation and the Game Master should reward creativity; that failures should fail forward and advance the story in interesting ways; and so on. Some of the advice is drawn from the Old School Renaissance, such as ‘Rulings not Rules’, but some such as ‘Playing the role’, suggesting that since each Player Character is a Princess and thus should act like one, including asking, “…[W]hy not sing a lovely tune?”, are more specific to Perils & Princess: A Fairy Tale RPG. The advice is short and direct, so better suited to the Game Master who has run a roleplaying game before or at least played before, rather than one new to the role. Whereas Perils & Princess: A Fairy Tale RPG is accessible to both experienced players and those new to the hobby.

Rounding out Perils & Princess: A Fairy Tale RPG is a short adventure, ‘The Rosewood Crown’. It is a single-session dungeon adventure in which the Princesses drawn to the legend of Princess Elysia, her betrayal, and the lost Rosewood Crown, and so investigate a small dungeon. It is short and sweet and gives room for Princesses to be inventive and come up with solutions other than combat, though some is to be involved. There is also ‘An Enchanted Realm’, a mini-hexcrawl that the Princesses can explore after ‘The Rosewood Crown’.

At this point, it is traditional to point out issues or problems with the title being reviewed. In the case of Perils & Princess: A Fairy Tale RPG, they are minor, more nitpicks than problems. For example, ‘Game Master’ seems a wholly inappropriate title for the Referee in a roleplaying game about Princesses. Perhaps more of an issue is that as written, Perils & Princess: A Fairy Tale RPG is not as good an introductory roleplaying game as it could have been. It is not written to be that, but its subject matter, that of roleplaying Princesses beyond their fairy tales very much suggests that it could be. However, this does not mean that an experienced Game Master could not run Perils & Princess: A Fairy Tale RPG as an introduction to roleplaying as for certain audiences it would work very well.

Lastly, it should be pointed out that Perils & Princess: A Fairy Tale RPG is not designed for long term play. Each Gift has only four special abilities and short of mixing and matching special abilities from other Gifts, which the roleplaying game does suggest, play beyond this is limited.

Physically, Perils & Princess: A Fairy Tale RPG takes its design cues from Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game renowned for its Artpunk style. Perils & Princess: A Fairy Tale RPG is not done in the Artpunk style. Its aesthetic is softer and more accessible, done in swathes and swirls of soft pink that cast a different colour upon the darkness in the dungeons below and in the woods beyond. Otherwise, the book is well written and presented.

Perils & Princess: A Fairy Tale RPG asks players to roleplay characters that they would not normally roleplay, to place those characters in situations that would not normally expect them to be, and to seek out solutions that foster creativity and co-operation. To some extent this makes it not very much like the Old School Renaissance, but at the same time shows that there is space for such non-traditional roleplaying in the Old School Renaissance. Perils & Princess: A Fairy Tale RPG is utterly charming, infusing the Old School Renaissance with a softness and a feistiness, as well as colouring it a definite pink.

Wet & Wonderful II

FLOTT’S MISCELLANY VOLUME ONE is written by Thaddeus Flott, (imaginary) alchemist and operatic tenor, in answer to A Visitor’s Guide to the Rainy City by Beauregard Hardebard, The Master and Four Wardens of the Fellowship of the Art or Mystery of Haberdashery and Millinery. Flott claims said guide to be a fine work, but suggests that reflects poorly upon the details that sees about him as he goes about his daily flânerie. He suggests that his Miscellany is perfect for visitor to learn a great deal about the city, but not too much about any particular one thing, to ready them for those occasions when he should compulsively tell everyone he meets the many things he has learned, and to be able to do it in a charming manner! And thus, the reader will be in such a position to earn a reputation as one of the more charming boors at any bourgeois social engagement he should attend. This is the manner in which FLOTT’S MISCELLANY VOLUME ONE should be approached and once done, for the dedicated boulevardier, there is FLOTT’S MISCELLANY VOLUME TWO!

FLOTT’S MISCELLANY VOLUME ONE is published by Superhero Necromancer Press and is an expansion to A Visitor’s Guide to the Rainy City. Both are systems-agnostic and are there suitable to be used with numerous different roleplaying games, but FLOTT’S MISCELLANY VOLUME ONE should definitely be used with A Visitor’s Guide to the Rainy City. Like any miscellany, FLOTT’S MISCELLANY VOLUME ONE is a book of things. In fact, FLOTT’S MISCELLANY VOLUME ONE is a book of lists of things, whether they are people, encounters, emporia and other businesses, rumours, goods and services, and more. Barring an essay at its rear discussing theatre in the Rainy City, no entry is longer than ten lines, and a great many of them, much, much shorter than that. This is done district by district and what it means is that the Game Master can dip into FLOTT’S MISCELLANY VOLUME ONE, whether in preparation or in play, pick out a detail, whether a name or a location or an object, and slip it into her game as her Player Characters go about their own flânerie.

For example, in general, ‘Brollys Used Instead Of Hats By The Undiscerning—A List By Beauregard Hardebard’ will be use to almost anyone, suggesting ‘The Pocket Parasol’, which provides maximum protection for the wigged and unhatted with its adequate use of lace and ‘The En Garde’, hard-tipped and sturdy, for when disagreements become pointed. There are notes on magical resonances when spells do not co-operate, such as adding an emotional effect or making the spell cracked. There are grimoires for sale, like Damson Days, a.k.a. The Secret of Ooze, Purple or Otherwise, by Pores the Indifferent and Skin Trade, On The Delicate Art of Etched Homunculi. There are new gangs, for example, ‘The Weathered Crows’, a gang of animated scarecrows and effigies and ‘The Welcoming Committee’, a gang whose membership is entirely made up of Gulls who shakedown of newly arrived ships of refugees for their jewellery. Guilds include ‘The High Society of Chivalrous Chiffoniers’ and ‘The Eternal Order of Smoke’, whilst notable legal covens which oversee contracts in a city without government, include ‘The Law Offices of Right Honourable Honorius Laborius Constantine Fuddyduddy, Fuddyduddy, and Fuddyduddy’ and ‘The Salty Hull of Mary Clew, Sela Konigsdot and Hurra O’Malley’.

FLOTT’S MISCELLANY VOLUME ONE does this over and over. List upon list in delightfully fusty and parochial language that borders on the Dickensian. Once it has done for the Rainy City in general, there are lists devoted to each of the city’s ten districts. In Rickety and the Swells, there is a list of pirate captains, captured, executed, stuffed, and displayed on the Plank, each waiting to possess someone and continue about their life, whilst in The Mids, there is a list of ‘Who is Duelling In Public Square Today?’. For example, ‘Ten Rusty Nails, Pugilist, vs. City Jeansm Achterfuss. Over the particularly annoying cant of Mr. Jeans’ hat as he undulated down the street.’ Again and again, FLOTT’S MISCELLANY VOLUME ONE gives morsels of information that intrigue and interest, but never a fuller explanation. Just enough to wonder where such details and situations might go were they to encounter the curiosity of the players and their characters.

Physically, FLOTT’S MISCELLANY VOLUME ONE retains all the charm of A Visitor’s Guide to the Rainy City. The artwork appears as woodprints with a Renaissance feel, but with an unsettling nature to it upon closer examination. The nature of the book with its many, many lists is short and pithy.

A Visitor’s Guide to the Rainy City engaged the senses from page one, bringing the storm-tossed, sodden metropolis and its strange inhabitants with their odd habits to life. FLOTT’S MISCELLANY VOLUME ONE continues in that vein with little tidbits and gobbets of detail and colour that will enrich the Game Master’s Rainy City campaign even further. FLOTT’S MISCELLANY VOLUME ONE is a feast of the bonne bouche, indulgently odd and quirky.


Friday, 13 February 2026

Friday Fantasy: Fortnightly Adventures #2: On the Frozen Wastelands

Far from any frozen climes, from any mountains or tundra, or ice-churned seas, lies the strangest of lands. Qaasuitsup Nunaat, or Land of Polar Darkness, is inhospitable, ice and snowbound, its once life-giving lake frozen over, and where there were fields that settlers from far away came to till and make new lives, there are dunes and drifts of snow. The paradise that drew so many is long gone, frozen in a wasteland that stands in contrast to the surrounding jungle and warm coastal waters. Overhead nightly hangs the aurora borealis, bringing colour to the region where there is white of snow and black of ice. Ancient myths tell of the story of Imeq-inua, or Lake Spirit, who saw to it that the land was protected and made fertile and prosperous. Then the lake froze and the temperature dropped. In the crops, the trees and plants, and any animal that could not flee the region died. The settlers fled and the few that remained froze or starved to death. Now wolves have the run of region, howling and hounding intruders, whilst strange Iced-Blooded Mutants have been encountered by those brave—or foolish—enough to want to investigate what has become of the former paradise. Perhaps hired to restore the region to its original balmy climate or discover where the Iced-Blooded Mutants come from and if they are a threat, or cast ashore shipwrecked on the coast, or drawn by whispers of the Lake Spirit herself, the Player Characters found themselves in a strangely frigid land.

Fortnightly Adventures #2: On the Frozen Wastelands is a mini-hexcrawl published by Angry Golem Games. Designed for Player Characters of between First and Third Level, it is the third in the publisher’s ‘Fortnightly Adventures’ series, begun with Fortnightly Adventures #0: The Hollow Towerwhich is intended to provide a brand-new, original module every two weeks—each exploring a different biome, mysterious locale, and unique challenge. Having done a section of desert, a strange tower, and a mystery to uncover in The Hollow Tower and a volcanic island with a volcano, a temple with some hot springs, and more in Fortnightly Adventures #1: The Flame Pact, the series switches to sub-polar region, all iced up and snowed under for Fortnightly Adventures #2: On the Frozen WastelandsIt is written for use with Old School Essentials Classic Fantasy and Old School Essentials Advanced Fantasy, published by Necrotic Gnome Productions, which is based on the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh, and which together present a very accessible, very well designed, and superbly presented reimplementation of the rules.

What Fortnightly Adventures #2: On the Frozen Wastelands details is an eleven-hexagon region of frozen tundra. Each takes roughly two hours to explore, so the region is not a large one overall and could easily be crossed in a day in any direction. In fact, it could actually be reduced in size without losing anything and it could easily be treated as a mini-location as a whole and placed in a single hex in a Game Master’s campaign. This might be to keep it as written as an oddly frozen location amidst much warmer climes or even move it to actual colder regions where its previous warmer and more fertile status would have been the oddity. 

The five locations in Fortnightly Adventures #2: On the Frozen Wastelands consist of the ‘Experiments Base’, ‘Watchtower’, ‘Longhouse’, ‘Permafrost Caves’, and ‘The Lake’. Of these, only the ‘Experiments Base’ and ‘Permafrost Caves’ are fully mapped, but all are reasonably well detailed, bar ‘The Lake’ which is not detailed at all. ‘Experiments Base’ is where the scholars who brought about the changes to the valley with its radical climate change operate out of and continue to conduct research that their masters have since deemed unethical. The ‘Watchtower’ is home to a former guardian of the valley, whilst the ‘Longhouse’ is home to a gang of criminals desperately surviving after being washed ashore from the ship they were being transported in and attempted to take over. The ‘Permafrost Caves’ is home to a reclusive Frost Giant who prefers the company of the pack of wolves he keeps. The monsters and NPCs given full stats consist of the four scholars—two Wizards and two apprentices— and the new monster, the super-strong ‘Ice-Blooded Mutants’, who unarmed punches are so cold they inflict frostburn! The ‘Ice-Blooded Mutants’ are the result of another experiment by the scholars and are their servants and bodyguards.

There is a plot to Fortnightly Adventures #2: On the Frozen Wastelands, the possibility that the Player Characters could discover the cause of how the valley became frozen and then perhaps reverse its effects. The problem is that as written, there is little in way of clues to find and little to really push either plot or Player Characters forward. It is as if the Player Characters are expected to wander around in the hope of finding something that might suggest a course of action. The few NPCs described—the scholars who are effectively the villains of the piece—are underwritten and lack both character and motivation. Similarly, beyond being reclusive, the Frost Giant residing in the ‘Permafrost Caves’ has no characterisation. In order to find a solution to the situation in the valley, the Player Characters do need to find why of dealing with him, but there are suggestions as how he might react to their presence. Lastly, the escaped prisoners at the ‘Longhouse’ will defend themselves, but that is about as much motivation as they are given.

Physically, Fortnightly Adventures #2: On the Frozen Wastelands is decently done. The layout is clean and tidy and the illustrations are good. However, the scenario very much needs an edit.

Fortnightly Adventures #2: On the Frozen Wastelands is disappointing. It is underwritten and it is underdeveloped. The plot concerning the current state of the valley and its potential reversal has been left for the Game Master to properly flesh out and the NPCs all need characterisation and explanations as to either what they know or what they want—and sometimes both. It does not help that the adventure is poorly edited with odd turns of phrase that make it jarring to read. Ultimately, Fortnightly Adventures #2: On the Frozen Wastelands is a flaccid affair, an indication that the concept of releasing a complete mini-adventure every two weeks has got beyond the creators and run out of steam. At its very best, Fortnightly Adventures #2: On the Frozen Wastelands is something that the prospective Game Master might want to develop properly herself, as that is only way to get it into a ready-to-run state.

Secrecy & Survivability

The world of Spume is hellhole and you definitely would not want to live there. Most of the few hundred that do live on the planet reside in the single dome settlement of Dryavis, where they conduct mining operations via remote drones and vehicles. Outside of the dome, the planet, with its thin, tainted atmosphere, is subject to near constant seismic activity, widespread volcanic activity, and a near constant rain of ash and rocks, all at extremes of temperature and intermittent radioactivity. Located within the Darrian Confederation in the Darrian Subector of the Spinward Marches, just two parsecs away from the capital and one parsec away from the homeworld, nobody would willing want to visit Spume. Except that researchers in the departments of geophysical sciences and engineering at Idikelin University have discovered new properties of certain materials when exposed to the magma of an active volcano and want them further investigated. To that end, it has mounted an expedition to Spume consisting of a planetologist, vulcanologist, seismologist, two materials specialists, and a technician to conduct in the field experiments. The fully equipped expedition will establish a base and conduct field experiments on Spume and report back with its findings within a few months.

This is the set-up for Ashfall, the first part of a trilogy of scenarios published by March Harrier Publishing for use with Traveller, Second Edition from Mongoose Publishing. Together, they form a mini-campaign for six players who will roleplay the six pre-generated scientist or technician characters. In addition to the core rulebook, the Game Master will need access to Alien Module 3: Darrians or Aliens of Charted Space Vol. 3, whilst the Central Supply Catalogue will also be useful. Access to various issues of The Journal of the Travellers’ Aid Society may be helpful, but are not crucial to running the scenario.

The plot to Ashfall sees the Player Characters arrive on Spume and set up their camp with three possible choices given. Contact with Dryavis is possible, but limited, and for the most part, the Player Characters will be alone. That is, until they receive a most unexpected knock on the door to the survival dome which has been constructed over the Advanced Base (Pressurised) they have set up. Until the scenario, the Player Characters spend their time conducting field research and analysing the results, having spent some time constructing and setting up the camp. This plays out over several days using the rules given to handle the results of the research. This is fairly dry, and although there are some minor rivalries between the expedition members, as the scenario notes, Darrian community ethic means that means there is much less likely to be inter-departmental or inter-faculty rivalry than there might be within an expedition from a university from the Third Imperium. This is interrupted by the unexpected arrival of a trio of Special Arm agents, who want to investigate the activities of the various academics. Each of them does have a secret, which a player is free to reveal or not during his character’s interrogation, but none of them are truly terrible or shocking. In fact, they are minor at best and reflect the Darrian cultural conservatism at worst. For the most part, the Player Characters will find the presence of the Special Arm agents a distraction from their ongoing work.

The other role that the Special Arm agents can play in the scenario is as a source of replacement Placement Characters. This is because the scenario takes another, sudden swerve which sets up the last, much more challenging third act. This occurs after the expedition’s base suffers a sudden catastrophe in the form of a landslip! The Player Characters have only minutes to get into their vacuum suits and grab what equipment they can before fleeing. Unfortunately, the expedition’s ATV is also destroyed in the accident. This leaves the Player Characters with little choice, but to make their way across Spume on foot. It possible to ask the miners at Dryavis to help rescue them, but contact is limited due to the environment and the equipment at the mining base not being entirely suited to such a role. The last third of the scenario is a gruelling trek across Spume’s barren, cracked, and often venting landscape. Multiple encounters are suggested, through problematically, one of the encounters does require access to Ashfall III: Into the Crust.

In terms of support for the players, Ashfall not only includes the six pre-generated scientists and technicians, but also six sets of roleplaying notes. These have been created using Myers-Briggs type indicators and are intended to be handed out randomly, meaning any time the Game Master runs Ashfall, the Player Characters remain the same, but the personalities are random. That said, not everyone is going to want to use these personality indicators, though if they were, it is a pity that they are not presented as handouts. Otherwise, Ashfall is a technical scenario. There are maps of the planet, a list of equipment assigned to the expedition, rules for handling research, and details of the vehicles used by the miners at Dryavis. There is a list of the personnel at Dryavis, though the Game Master will need access to Ashfall II: Under the Dome for the full details.

Ashfall can be played as is, but it is written to be the first part of a trilogy. There are discoveries to be made in the scenario, after all, what is a science-themed adventure without discoveries? However, these discoveries are dry at best and it does not help that a hint at a potentially interesting discovery requires access to Ashfall III: Into the Crust.

Physically, Ashfall is a tidy affair. The plan of the expedition base is somewhat threadbare, but the illustrations are serviceable and planetary maps decent enough.

Ashfall is a classic survival scenario for Traveller, the Player Characters forced to trek across hostile territory and make the best of what they have with them. This is going to be challenging since Spume is hostile to life and the Player Characters lack the Vacc Suit skill, whilst only one of them has the Survival skill. Which sets up an interesting dynamic as this is the technician, whose role is seen as less worthy than that of the scientists. Although the Player Characters should have remained in the office, Ashfall should be a bonding experience for them and it will set them up for Ashfall II: Under the Dome. Ultimately, Ashfall is a dry, technical adventure that requires a higher degree of engagement from the players in order to get through what is the first act of a trilogy to get to the potentially more interesting second and third parts.

Monday, 9 February 2026

Miskatonic Monday #415: Fungal Bodies

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: Stuart McNair

Setting: Lancashire, United Kingdom, 1926
Product: Scenario
What You Get: Thirty-three-page, 72.05 MB Full Colour PDF

Elevator Pitch: “Ey up! It’s The X-Files!”
Plot Hook: Missing bomb ingredients lead to the discovery of a bigger threat in the Red Rose County
Plot Support: Staging advice, six pre-generated Investigators, seven NPCs, six handouts, two maps, and five Mythos monsters.
Production Values: Good

Pros
# Engagingly creepy, environmental horror scenario
# Great illustrations and handouts
# Easily adapted to take place after any conflict
# A fungus-based scenario that does not involve a Colour Out of Space
# Includes Trigger/Threshold mechanic for tracking NPC trust
# Will the Committee of Imperial Defence return in a sequel?
# Excellent art
Mycophobia
# Sucker-phobia
# Mysophobia

Cons
# Floorplans would have been useful

Conclusion
# Chemical warfare and fungal fears up north!
# Trigger/Threshold mechanic is a good roleplaying tool

Miskatonic Monday #414: Whispers from the Bramble’s Heart

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: Robert Gresham

Setting: Oregon, USA 1925
Product: Scenario
What You Get: Thirty-three-page, 15.11 MB Full Colour PDF

Elevator Pitch: Ambition is the poison that spoils the fruit.
Plot Hook: What is the seed of corruption in small town Oregon?
Plot Support: Staging advice, six NPCs, fifteen handouts, six maps and floor plans, one Mythos tome, and two Mythos monsters.
Production Values: Variable

Pros
# Solid investigation with multiple hooks
# Easy to adapt to other settings and eras
# A fruit-based scenario that does not involve a Colour Out of Space
# Excellent art
# Aichmophobia
# Fructophobia
# Pedophobia

Cons
# Needs an edit
# Heavily plotted in places

Conclusion
# Slightly heavy-handed in places, but a serviceably creepy scenario
# Something rotten in the heart of Oregon