Saturday, 8 August 2026
Dirt & Danger
‘Ashes to Ashes’, the first of the two scenarios in Dust & Blood has one of the more interesting set-ups for any Call of Cthulhu scenario, let alone for Cthulhu by Gaslight. A set-up that outside of Charles Dickens’ Our Mutual Friend is little known and a set-up that asks, “How did the Victorians get rid of their rubbish?” In Tudor times, the infamous gong farmers dug out and collected the ordure from privies and cesspits, but by the end of the Victorian era, extensive sewage systems had been built to prevent pollution and outbreaks of disease. That though, still left the household rubbish to be dealt with and that included tonnes of coal dust from each household. ‘Dustmen’ were employed by ‘dust yards’ to collect this dust and brought back to the dust-yard where it would be picked through by dust-sifters and fillers for anything valuable, including catskins, cinders, cork, oyster shells, and rags.
In ‘Ashes to Ashes’, the Investigators are employees at Lange’s Dust-Yard, either dustmen who collect the dust, totters who are rag-and-bone-men, dust-sifters, fillers, or workers on the destructor crew. All of these occupations are Lower Class roles, whilst the yard’s clerks are lower Middle Class roles. The scenario suggests minimum skill values for all of these Occupations and provides several NPCs who can be replaced by an Investigator if a player wants to take a particular role in the scenario. This gives the option for the players to create their own Investigators as well as choosing from the provided pre-generated Investigators. Also discussed are ways in which a Middle Class Investigator can be included, but at its core, ‘Ashes to Ashes’ is set in a working class environment which intentionally enforces the society of the time’s limits on where the Investigators can go, what they can do, and where they can be seen.
Given its length, it should be no surprise that ‘Ashes to Ashes’ starts with a bang. Or rather, with a bag. A bag that seems to be squirming. Has a pet been put out with the dust and the rubbish by mistake? It turns out not to be so, but something much stranger—a monstrous figure made of grey dust that that attacks the Investigators and other workers at the dust yard. This encounter begs the obvious question, “Where did the grey man and the bag he was in, come from?” The subsequent investigation quickly leads to a house at the posh end of the district that the dust yard works. Here the Investigators are confronted with a situation quite typical of Call of Cthulhu made all the more challenging by it being very much out of their Class and the location being very much not their place. It is a chance for them to see how the other half lives and the consequences of that. ‘Ashes to Ashes’ is a very likeable scenario, made all the more so by its genuinely different set-up and straightforward plot, made all the more difficult by the differences of Class.
The second scenario, ‘Signs Writ in Scarlet’, is longer and more demanding for both the Keeper and the players. It takes place over the course of three weeks beginning in October, 1889, and takes the Investigators down the streets and up the alleys of a Whitechapel scarred by the Jack the Ripper murders of the year before. In fact, the scenario is modelled on the murders and the reaction to them, but tells a story of its own rather than exploiting them or associating them with the Mythos. The district is beset by a new series of murders, this time of men rather than women, but found in similar circumstances in the fog and their flesh carved with curious symbols. The Investigators are either hired by the East End Citizens Committee, get intrigued by the newspaper reports, or are called in by Scotland Yard for their expertise, and so begin to look into the deaths. The scenario has twin parallel tracks that the Investigators will need to follow, one attending the many days of the coroner’s inquests held for each of the murder victims, the other working the streets and trying to gather clues via legwork. Both the coroner’s inquests and the deaths give the scenario a tight timeline and structure. What it means is that the Keeper will need to switch back and forth between the two investigative strands, one static, one free roaming. Players and Investigators will have more freedom of choice in the latter rather than the former, but the former is not without its incident and scope to ask questions.
The freedom of the street investigation is complicated by the fact that the Investigators are not the only ones looking into the deaths and searching for the culprit. Some of the groups conducting their own investigations have their own agendas and will not take kindly to the Investigators’ involvement. ‘Signs Writ in Scarlet’ has many more moving parts than ‘Ashes to Ashes’, is more detailed and involving, and has more NPCs for the Keeper to maintain a track of. The scenario also has two endings because it is not so much a matter of finding out who the murderer is, but a matter of finding out why. Investigating further will lead to some horrible revelations, although it is possible that the scenario will end in a bloody massacre should the players and their Investigators not continue their enquiries. This possibility and the complexity of the scenario are why it warrants more experienced Keeper and players.
The scenario update is not extensive, but it does include an option for use with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos which links the perpetrator to the character of Sweeney Tood, first seen in the penny dreadful serial The String of Pearls. This does feel like the overegging the scenario, given how judiciously it makes use of the Jack the Ripper legend, but otherwise the scenario benefits from some careful staging advice. If ‘Ashes to Ashes’ is grimy, then ‘Signs Writ in Scarlet’ is grim, but richly detailed and a classic worth updating and reprinting given that it has been out of print for over three decades.
Physically, Dust & Blood: Two Scenarios of Gaslight London is as well presented as you would expect for a Call of Cthulhu, Seventh Edition supplement. The illustrations are also good, those for ‘Ashes to Ashes’ actually having a lighter feel then those for then ‘Signs Writ in Scarlet’.
One quibble with the writing is that in places it favours American terminology first rather than British terminology. For example, in ‘Ashes to Ashes’ , the description of the disposal of household waste opens with “Recycling of household garbage (or rubbish as it is known in England)…” rather than, “Recycling of household rubbish (or garbage as it is known in the USA)…” Obviously, Call of Cthulhu and Cthulhu by Gaslight are published by an American company and their largest audience is American, but what it feels like is that an explanation is being given to non-American readers about a setting that is not American. Whereas the explanation should be for the American reader because it is not an American setting. Similarly, for the storeys of a house, the scenario uses “First (Ground) Floor” and “Second Floor” rather than “Ground (First) Floor” and “First (Second) Floor”. Again, this is a quibble, but given that Cthulhu by Gaslight is set in Victorian Britain and both scenarios are set in London, this phrasing is inconsistent, reads oddly, and is just slightly jarring.
Dust & Blood: Two Scenarios of Gaslight London provides very solid support for Cthulhu by Gaslight with something new and something old. The new gives a new angle from which to explore the Mythos in the Victorian era, whilst the old examines the Victorian attitude to murder following a public panic. In all honesty, two scenarios feels just two slight and it is easier to add one to an existing campaign than the other, which limits its use. Nevertheless, both scenarios in Dust & Blood: Two Scenarios of Gaslight London are very welcome support for the Keeper of Cthulhu by Gaslight, one new and inventive, one old, but a classic.
Solitaire: Ion Heart – Pilot’s Handbook
This is the set-up for Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook.
Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook includes some background to the setting really intended to provide flavour and detail, rather than mechanical support. This includes the history of the Astral Union, its organisations and what ordinary life is like, an explanation of the Emergent War and who the Nephilim are, and a timeline. Surprisingly, this also includes the various species which a player can chose from. These include Apollonians or humans from the Apollo-Theta system, the reptilian Varziss of the Varziss Triarchy, the bear-like Urvons of the League of Urvo, the winged and nocturnal bat-like Chiros of Chiros Coalition, the centaur-like Kirvae of the Kirvaen Prefecture, and the cat-like Mo’nau of the Mo’nau Republic. In addition to selecting one of these species during character creation, all of this material can be drawn upon when a player is recording in his journal.
In addition, Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook includes guidance on playing it as a two-player game. Instead of each player controlling his own Pilot and Mech, one player roleplays the Pilot and the other player the Mech, and it suggests the players divide responsibilities between journalling and rules referencing, as well as working together to decide on the actions of their shared Pilot and Mech.
Physically, the Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook is a nicely done roleplaying game. It is fetchingly presented in swathes of soft colours and easy to read and understand.
Friday, 7 August 2026
Friday Fantasy: The Grotesques’ Grotto
Unfortunately, this leaves the rest of NPCs in the scenario—the surviving royal witch hunters and an NPC or two—markedly underserved in terms of roleplaying potential. They are sadly underwritten, leaving little for the Game Master to work from in terms of their portrayal, but possibly leaving lots of room to develop from that might fit her campaign. Another issue with the writing is the descriptions given of the various locations. The writing is sparse and punchy, but the boxes of descriptive text often veer into details that should not be initially apparent to the Player Characters. For example, the boxed text for the Crypt reads, “A large Martyr sits cross-legged atop an imposing stone sarcophagus. The east and south walls are lined with niches. Most are empty but 4 contain inanimate Martyrs. The archway north (to Area 12) is draped in strands of glowing moss, a humid, noisome atmosphere wafting through it.” It seems odd for this text to mention the presence of Martyrs when that instead should be information for the players and their characters to discover. What it also means is that what should be in other scenarios, boxes of descriptive text there for the Game Master to read out, fail to serve that function in Quick Delve #2: The Grotesques’ Grotto. As a consequence, Quick Delve #2: The Grotesques’ Grotto requires just a bit more effort to prepare than it really should—all of which could have been addressed during the development and editing process for the scenario.
Physically, Quick Delve #2: The Grotesques’ Grotto is generally well presented. Barring the issue with the boxed text, it is decently written. The cartography is good, but the artwork is better. In fact, the artwork is excellent and really capture the feel and atmosphere of the individual encounters in the dungeon. The depiction of two of the three Grotesques is appropriately disturbing, but the most unsettling illustration is of the near-cadaverous Nymph, Pity, as she preys on a victim ready to drown him.
Quick Delve #2: The Grotesques’ Grotto feels inspired by the Oracle of Delphi at the Temple of Apollo on Mount Parnassus, its trio of Grotesques echoing also the three Fates, but the scenario otherwise avoids being inspired by Ancient Greece. Its primary storytelling impetus for the Player Characters will be how they react to the drives of the three Grotesques. If they ignore them, the scenario is likely to be an underwhelming experience for the Player Characters. Engage in them and there are definite consequences, ones that are entertaining, but will not affect a campaign in a drastic way which would unpin it and send it in another direction. Quick Delve #2: The Grotesques’ Grotto is underdeveloped in places, but not fatally so, in what is otherwise a solid scenario easily dropped into a campaign.
Cyber-Dungeon Classics I: Arcolgies
Netcrawl: Arcologies is a supplement that attempts to address the infinite number of possibilities when it comes to what the virtual reality environments of Netcrawl and the WorldNet look like, what might be found there, and what threats that the Avatars might encounter. It is in effect a dungeon generator for a cyberpunk and virtual world setting that the Judge can use as prompts to develop the space into which the Avatars are cast and bring it to (virtual) reality. The first part of Netcrawl: Arcologies looks at its namesake with a set of tables for defining what a particular arcology is like. The generator determines an arcology’s tone and theme, functionality, appearance, and style, plus the primary form of travel to and within the arcology. So its tone might be disorientating or entertaining, its theme lines and vertices or grimy, functionality a beta release or fortified, and its appearance a polygon or shaped like a vehicle, and so on. In style it could be gridded or circuitry and if a polyhedral shape, a cylinder, cone, or rhomboid prism.
Physically, Netcrawl: Arcologies is a vibrantly, neon affair. It is not illustrated, but the colours more than make up for it.
Monday, 3 August 2026
Miskatonic Monday #448: The Horror
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: Poul Erik Holmelund
Setting: Denmark, 1980s
Elevator Pitch: Kidstigators do right by the Knights Templar
Plot Hook: ‘Troll’ terror at a Summer Camp gone Cthulhu
Pros
Snæland Sagas #05: Family Sagas
It is a full colour, twelve page, 14.42 MB PDF.
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.






