Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Exalted Funeral. Show all posts
Showing posts with label Exalted Funeral. Show all posts

Sunday, 20 September 2026

[Free RPG Day 2026] The Weaver & The Redcaps

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.

—oOo—

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.

—oOo—

What is it?
The Dolmenwood Quick-Start: The Weaver & the Redcaps is the quick-start for Dolmenwood, the weird fairy tale adventure game. It is published by Necrotic Gnome, best known for Old School Essentials, the retroclone based on the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh.

The 
Dolmenwood Quick-Start: The Weaver & the Redcaps is a twenty page, full colour booklet.

How long will it take to play?
The Dolmenwood Quick-Start: The Weaver & the Redcaps includes the scenario, ‘The Weaver & the Redcaps’, a short scenario which 
can be played through in a single session.

What else do you need to play?
The Dolmenwood Quick-Start: The Weaver & the Redcaps needs a full set of polyhedral dice per player.

Who do you play?
The Dolmenwood Quick-Start: The Weaver & the Redcaps includes six pre-generated Player Characters. 
They consist of a Human Cleric, a Human Fighter, a Human Friar, a Breggle Magician, an Elf Thief, and a Mossling Hunter.

How is a Player Character defined?
In Dolmenwood, a Player Character is defined by his Kindred, Class, Level and Abilties. These will help determine his Armour Class, Hit Points, Attack, Speed, Magic Resistance, Save Targets, and Skill Targets. The six Abilities are Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Of the pre-generated Player Characters in Dolmenwood Quick-Start: The Weaver & the Redcaps, Elves are fairy folk, a Breggle is a goat-headed humanoid whose folk rule part of south-west Dolmenwood, and a Mossling is a part-mortal flesh/part-plant or fungus humanoid from the dank, fungal-infested lowlands to the east.

How do the mechanics work?
Mechanically Magic works very much as other retroclones, in particular those based on Basic Dungeons & Dragons. It is Vancian in nature, meaning that each day, a spellcaster memorises spells daily and once cast, the magical imprinting of a spell on the caster’s memory dissipates.  looks any other retroclone from the Old School Renaissance, but with minor changes. Both Ability Checks and Skill Checks are rolled on a six-sided die. For Ability Checks, the Ability modifier is applied to the die roll to beat a typical target of four. For Skill Checks, the appropriate Ability modifier is applied to the die roll to beat a target. All Player Characters have the Search and Listen skills, whilst the Thief Class will have its usual range.

Saving Throws are rolled on a twenty-sided die as per other retroclones. The five Save Categories are Doom, Ray, Hold, Blast, and Spell, each representing a different type of hazard.

In addition to the Basic Rules, the Dolmenwood Quick-Start: The Weaver & the Redcaps also provides explanations of the supernatural abilities of clerics, friars, and magicians, the roleplaying game’s skills, and how to handle encounters and combat.

How does combat work?
Combat works very much as other retroclones, in particular those based on Basic Dungeons & Dragons.

How does magic work?
Magic works very much as other retroclones, in particular those based on Basic Dungeons & Dragons. It is Vancian in nature, meaning that each day, a spellcaster memorises spells daily and once cast, the magical imprinting of a spell on the caster’s memory dissipates. 

What do you play?
It is a short, whimsical encounter that is easily added to a Referee’s Dolmenwood campaign. Griselma Harrow, a weaver and embroiderer renowned for crafting magical garments for various notable figures in Dolmenwood and recently rejected a demand from the capricious fairy lord, Prince Mallowheart, craft him a new coat. In spite, the Prince has sent a quartet of Redcaps to persuade her otherwise and are causing chaos inside Griselma Harrow’s cottage, starting with making a mighty oak to grow underneath it and thrust it up into its boughs. This is when the Player Characters arrive, having been invited to afternoon tea by Griselma Harrow.

The Redcaps are not those of traditional folklore, so no dipping of caps in blood to keep their colour, but bandits who whilst sly and malicious, prefer to taunt, beat, and rob others. They are also not the brightest sparks in the forest and in many cases, the Player Characters can talk or trick their way past the Redcaps scattered about Griselma’s cottage. Thus, there is scope for roleplaying and interaction with the Redcaps rather than just fighting them, whereas the Player Characters are more likely to be confronting and fighting the consequences of the Redcaps’ causing chaos and havoc in the cottage. The result is a delightfully quaint adventure that captures the peculiarly eccentric nature of the Dolmenwood setting.

Is there anything missing?
No. The Dolmenwood Quick-Start: The Weaver & the Redcaps is complete as is.

Is it easy to prepare?
Yes. The Dolmenwood Quick-Start: The Weaver & the Redcaps is easy to grasp and prepare. The adventure requires a close read as it is quite detailed.

Is it worth it?
Yes. The Dolmenwood Quick-Start: The Weaver & the Redcapse includes everything for a great introduction to the Dolmenwood setting with a thoroughly entertaining and whimsical adventure,  
whether run as a one shot or added to a campaign.

The Dolmenwood Quick-Start: The Weaver & the Redcaps 
is available to download here.

Sunday, 2 August 2026

Fuzzy Felt Fantasy

It is the Dungeon Era. A period of untrammelled capitalism and capitalists—tycoons and robber barons—who have in the past few years brought about a time of competing corporations racing to out expand each other, outgrow each other, and out exploit each other. In the Mucklands, this brought about a semblance of order, replacing a long period where the land was dominated by monsters, fiends, warlords, and wizards that was brought about by the mysterious Gloom King. He caused the great civilisations and nations of the past to fracture and break, initiating a sense of decay that continues to this day. And although the peoples of the Mucklands no longer have the monsters, fiends, warlords, and wizards to worry about, they now have to worry about being on time for their shifts in the mines, factories, and dungeons where they labour daily. Yet there are some who believe in the old stories and the old ways, who want to go adventuring and be heroic and perhaps even help the good folk of the Mucklands in the oppressive Dungeon Era. For such heroes, there are opportunities to delve into dungeons and strike it rich, even find Magnificent magical items of yesteryore and become filthy rich. Alternatively, being heroes, the Player Characters could keep such items safe from those that would exploit them, or indeed, put them to good use and help the people of the Mucklands from being oppressed by the tycoons and perhaps save them if the rumours are true about the return of the Gloom King.

This is the setting for Land of Eem, the roleplaying game that won the 2026 Origins Award for Roleplaying Game of the Year. Published by Exalted Funeral, the roleplaying game is based on the graphic novel series Rickety Stitch and the Gelatinous Goo, and the book series Dungeoneer Adventures, and probably has the best elevator pitch of any roleplaying game of the last five years—‘The Lord of the Rings meets The Muppets’. To be fair, Land of Eem is not that. Well, not that exactly, primarily for licensing reasons. What it really means is that Land of Eem is a roleplaying game of epic whimsical fantasy. There is scope for great adventure, but it is shot through with silliness and absurdity, as well as a grimness from the setting also being a Post-Apocalyptic one too. Plus, the use of sputtertech and sparkwork technologies, primarily employed by the tycoons in machinery to faster mine the land and chop down the trees. This is not the only contrast in Land of Eem. Its play is intended to be about the exploration and discovery of Eem’s ancient past, driven by the players and their characters in a hexcrawl using the Land of Eem: The Mucklands SandboxCampaign Setting. This gives it an Old School Renaissance feel, as does the fact that it is a Class and Level roleplaying game, but Land of Eem is not an Old School Renaissance-style roleplaying game. Instead, it encourages player input into the world; Experience Points are earned for roleplaying, exploration, and engaging with the story rather than slaying monsters; and whilst combat is an aspect of game play, Land of Eem is a talk first and not even a fight second roleplaying game, and to reflect that, every monster can be talked to. This combination of contrasts, together with a light and easy rules system and Player Character options means that Land of Eem is family friendly too. However, it is not an introductory roleplaying game in terms of learning to play, whereas as a game to teach to roleplay, its light rules and scope for player input make it a good choice. For the experienced roleplayer, Land of Eem—at least in the form of the core rulebook—is very easy to read through and gain a good grasp of how the roleplaying game is played.

The Land of Eem: Core Rulebook is the starting point. It provides the means to create Player Characters, gives the rules for adventuring—including travelling, exploration, conflict, and combat, the means to craft items mundane and magnificent, a short bestiary, lots and lots of random tables, and a starting adventure.

A Player Character in Land of Eem is defined by Attributes, Skills, his Folk, a Class, and Homeland. The four Attributes are Vim, Vigour, Knack, and Knowhow. Of these Vigour and Knowhow are obvious in meaning. Vim covers a Player Character’s charisma and intuition; Knack is his dexterity and agility. (This terminology is problematic since Vim and Vigour actually mean the same thing and ideally the authors should have used another word instead.) An Attribute ranges in value from ‘-3’ to ‘+3’ and has four associated Skills. Land of Eem offers an impressive sixteen choices in terms of Folk, the equivalent of Race or Species in other roleplaying games.

The options are Boggarts, Boggles, Bogrils, Bugbears, Gelatinous Goos, Gnomes, Goblins, Humans, Imps, Mushrums, Quortles, Shryms, Skeletons, Welkins, Whalens, and Wugs. Boggarts are the most populous Folk in the Mucklands and are related to Goblins, but do not have the same pointy teeth and noses; Boggles are smaller relatives of Goblins with pointy noses and ears who love mischief; Bogrils are frog people with a love travel and wandering; and Bugbears are bear-like in outlook and size, and like the simple things in life, but have an equally big temper. Gelatinous Goos are sentient jelly-like creatures from Eem’s core who understand Folk Tongue, but cannot speak it, instead speaking Gelatinous Gooese; Gnomes are magical beings who protect nature from harm and are very happy in their outlook, and often travel in the company of a small animal like a squirrel; Goblins are the primary architects of the Dungeon Era, highly industrious and enterprising, valuing education and a good job; and Humans are reputed to have been amongst the greatest heroes of the past, but are rare in the Dungeon Era. The red, winged Imps have been summoned and hatched by magic, but escaped from the sorcerers and witches who summoned them, so value freedom and excitement; Mushrums are fungal folk who can communicate with other fungal folk via telepathy, but are very literal when dealing with others; the turtle-like Quortles have an affinity for alchemy and herbalism and after many years of war, value politeness and hospitality; and Shryms are furry and shrew-like and fascinated with technology, having invented sputtertech and sparkworks. Skeletons are rare sentient, talking skeletons who have retained their souls, but lost the memories of their past lives, and have their own wants and dreams; Welkins are bird-folk who can fly for short distances if not holding anything; Whalens are humanoid whales, usually ocean-faring, and known for their rousing singing and hardiness; and Wugs are bigger, brawnier Boggarts with large hands and feet, with a reputation for being simple, but are surprisingly perceptive.

Every Folk suggests some names and gives a Size, Skill adjustments, suggested Homelands, and possible Perks and Quirks. Of the sixteen, two are notable, but for different reasons. Gnomes can only be Gnomes, that is, they cannot take any other Class then Gnome and are thus the only Folk in Land of Eem that can cast magic. Humans are rare and unlike other fantasy roleplaying games, not the default Folk in the Land of Eem. Think of them then, a bit like guests stars in The Muppet Show, especially if they choose the Bard Class, since means that they can sing, dance, and otherwise perform!

In comparison with the lengthy selection of Folk, Land of Eem offers just six Classes. The Bard supports the other Player Characters with song to inspire, invigorate, and more; the Dungeoneer is the treasure hunter and adventurer who comes with his and crew to help him explore as well as lots of gear; and the Gnome, who can cast magic and are the particular bane of certain creatures or beings, which differs from Gnome to Gnome. The Knight-Errant is a travelling knight, heroic and loyal; the Loyal Chum is the classic ally and travelling companion, providing lots of support and help in and out of the dungeon; and the Rascal is a rogue, thief, ruffian, and so forth. Each Class grants some base Perks, some giving multiple options for a player to choose from, and then two abilities at each Level. What is interesting here is that once a Player Character gains a new Level, his player has to select one of the abilities at the previous Level to keep and one to give up. It gives the player some decisions to make in terms of his character’s progression.

To create a character, a player selects a Class and its Perks, assigns modifiers to Attributes and tweaks Skills, determines derived stats, and then a Folk and associated Perks—adding more in return for a Quirk, and selects a Homeland that adds Proficiencies and equipment. Lastly, the player develops his character’s backstory, including ideal, flaw, relationships, personal quests, and more. The process is not difficult, but it does mean working through a fair number of choices.

Name: Gravy
Folk: Skeleton
Class: Knight-Errant Level: 1
Size: Medium
Homeland: The Underlands

ATTRIBUTES/SKILLS
Vim +1/Charm -1, Inspire +1, Mettle +0, Perception -1
Vigour +2/Athletics -1, Intimidate +1, Might +0, Vitality +0
Knack +0/Nimbleness +1, Search +0, Sneak +0, Trickery +0Knowhow -1/Lore +0, Realms +0, Tinker +0, Wilderness +0

ABILITIES
Wayfarer
Inspiring Orders

PERKS
Unfinished Business
Bag of Bones

QUIRKS
Feared

PROFICIENCIES
Underlands Lore, Seeing in the Dark
Attack +2
Defence +0
Courage: 16
Dread: 8
Quest Points: 2
Inventory Slots: 20

EQUIPMENT
Mucklands Pony
Magnificent weapon (True +1 Dread)
Canteen, Crowbar, Hard Hat, Normal Rations, Rappelling Harness, 50’ Rope, Pickaxe

BACKSTORY
“I defended the town from bandits, and took up the sword to protect others.”
Ideal: Rescue someone from danger
Flaw: Refuse to rest even when it’s prudent
Personal Quest: Restore the Mucklands to its former glory; Avenge Sir Oomarine and prove their sacrifice was not in vain.

Mechanically, Land of Eem uses a twelve-sided die in a system in a system that is not unlike Powered by the Apocalypse in its resolution results. It is very much not Powered by the Apocalypse, but the similarities are there. When a player wants his character to undertake an action, he rolls a twelve-sided die and adds a value for the appropriate skill, plus any other modifiers. The total modifier cannot exceed ‘+3’ or ‘-3’, due to skill or circumstances. Results of two or less are a ‘Complete Failure’ and indicate that something else has gone wrong; three to five and the attempt is a ‘Failure with a Plus’, meaning that there is an unexpected silver lining; six to eight means a ‘Success with a Twist’ which adds a complication; nine to eleven is a ‘Success’ and the Player Character does what he set out to do; and twelve or more is a ‘Complete Success’, the Player Character not only succeeding, but gaining an extra benefit into the bargain. The Game Master will narrate the outcome, but is encouraged to welcome player input too. The ‘Failure with a Plus’ and ‘Success with a Twist’ results are going to feed into the narrative driven aspects—as light as they are—of Land of Eem. Advantage and Disadvantage work as in other roleplaying games, and Player Characters have Quest Points that can be spent to add a ‘+1’ bonus after a roll (useful to improve a skill check up a category), as well as being used to activate certain Abilities and Perks.

Combat in Land of Eem uses the same rules, but with a tweak or two. However, first, the Player Characters have to get there, because combat is the last act action that takes place in any Conflict. A Conflict is divided into four phases. These are ‘Parley’, ‘Improvise’, ‘Run’ and ‘Combat’. One of the things that Land of Eem emphasises is that most monsters are people too and if the Player Characters can find the right approach, then the monsters will listen to them, and a fight will not ensue. However, their patient is not infinite, mechanically measured by each monster’s Parley rating. If the Player Characters’ fail too many Parley attempts, they will have to resort to other methods to resolve the encounter. In the ‘Improvise’ Phase, the Player Characters can find another way to resolve the situation and if that fails, they can simply choose to leg it in the ‘Run’ phase. Lastly, there is the ‘Combat’ phase.

In combat, the players and Game Master are not rolling on the standard results table, but on one each for melee combat and ranged combat. The latter allows for ‘Miss with a Plus’ and ‘Grazing Shot’ result, but more interestingly, former allows for a ‘Hit with a Counterattack’ as well as a ‘Miss with a Plus’ result. The ‘Hit with a Counterattack’ means that the defender can immediately attack back at his attacker and if the result is also ‘Hit with a Counterattack’, the original attacker can strike back. This sets up a potential exchange or flurry of blows like a duel and can be get deadly quite quickly.

Damage is called Dread and can take many forms. It can be poison, fear, exhaustion, and other factors, but it reduces a Player Character’s Courage. Physical Dread, especially that suffered in combat, is the only form of Dread that can be blocked by armour and shields. The die rolled by a player for his character to determine how much Dread he inflicts in combat is determined by his Class. Dread reduces a Player Character’s Courage and if it is reduced to zero, he is knocked out temporarily and his player must make a Vitality Check to Resist Wounds or suffer the Wounded Condition. This imposes a penalty on all of the Player Character’s subsequent rolls. It is possible to recover, but if it happens again, the player has to make a Vitality Check to Defy Death. If failed, the Player Character can make one last heroic act before dying.

Equipment carried and encumbrance are handled by an Inventory Slot system which both measures how much a Player Character can carry and how bulky an item is. Money, rations, arrows, and other consumables are tracked by rolling a Usage Die for each. When they are used, the player rolls the Usage Die and if the result is a one or two, then the Usage Die has to step down to the next smaller die size. Both rules are imported from modern derivations of Old School Renaissance roleplaying games and just push Land of Eem a little towards an Old School style of play. Land of Eem includes an extensive list of equipment, and along with tables for finding and creating Treasure Hoards and Magnificent items, the latter providing a variety of different effects.

Almost extending out of the equipment rules, Land of Eem provides a pleasingly set of rules for crafting. Any attempt requires a crafter to have the correct tools and a roll on the appropriate table and there is one each for crafting mundane items, magnificent items, alchemical items, cooking, and magical items. This feels not dissimilar to a video game or MMORPG and it is backed up with a guide to finding components, tables of component locations, and tables of hundreds of component descriptions and recipes. There is a wealth of detail here that the Game Master can mine for flavour and verisimilitude in her campaign and for any Player Character who wants to focus on crafting, there is plenty of scope here. Most crafting attempts will take place when a Player Character is not actually adventuring and this is expanded upon with tables for other activities during Downtime, including gambling, gathering information, partying, performing, researching, and even working!

As written, Land of Eem is intended to be played as a hexcrawl across the Land of Eem: The Mucklands Sandbox Campaign Setting. Travel across the Land of Eem is kept simple and is played out over six-mile-wide hexes. Each day is divided into four six-hour turns and the Player Characters will typically spend the day turns travelling—one or two hexes per turn—or exploring a single hex. Each turn spent travelling requires a Travel Check, which can result in a perilous or dangerous encounter, a bump in the road (a minor setback), an uneventful journey, or a discovery, and there are tables for all of that. Similarly, a roll can be made to see if something dangerous or interesting happens if the Player Characters decide to explore a hex. During the Night turns, the Player Characters are encouraged to ‘Make Camp’ and rest, but they can also heal and they can also engage in ‘Story Time’. This encourages some roleplaying between the Player Characters and is one way for them to earn Experience Points.

If there is an aspect of the Land of Eem: Core Rulebook is the relative shortness of the bestiary or ‘Adversaries’ chapter. From Bandits, Blinking Cave-Inchers, and Cairn Stingers to Snagbunnies, Weorgs, and Witches, there are only twenty-six entries. To be fair, it is enough in the short term and there is also the Land of Eem: Bestiary Vol. 1, which also details a whole lot more. On the plus side, every entry is illustrated and there is room to breathe for all of its details which include its stats, abilities, how social it is, how it acts in combat, and its behaviour in both victory and defeat, both of which are a really nice extra and extra useful detail. Many also indicate what could be crafted from them. Adversaries are categorised by Type and Class. Types are either Creatures, which are sentient and can talk; Critters, animals and beasts which may be able to speak a little; and Creepers that are pests, bugs, and vermin more environmental threats. The Classes are Goons, Bruisers, and Champions. There is a guide to making adversaries on the fly, but it is basic.

The advice for the Game Master on running Land of Eem is solid and useful and includes a guide to vehicle and mass combat and tables for creating random dungeons and mazes. They are brief and could have done with much greater development. That said, they are followed by an extensive set of tables for just everything else, including NPCs, location aspects, encounters perilous and dangerous, discoveries, random dungeon elements, magic items, relics, books, boons, curses, and spells. There is so much information in these tables that the Game Master can use to add detail and flavour to her game with the content of these tables. This is a great set of tables and certainly one of the best sets of resources in the Land of Eem: Core Rulebook.

The Land of Eem: Core Rulebook is rounded out with an adventure, ‘Wally’s Waffles and Rats!’. It is a short, one or two session affair in which Wally Dunkwhiffle has lost the property deed to his waffle house and hires the Player Characters look for it in the basement. Unfortunately, the rats that Wally was husbanding as a source of meat escaped, ate an entire Bogril Glowing Cheese wheel, gained intelligence, dug into the dungeon next door to the basement of Wally’s Waffles and Weorgs, taking the property deed with them, and declared their own kingdom. It is a suitably silly dungeon affair, but plenty of scope for roleplaying. Especially at the start when interacting with the patrons of Wally’s Waffles and Weorgs, which feels like an odder and more fantastical version of Cheers! It provides a great mix of roleplaying and dungeoneering and just enjoyable whimsy.

Physically, Land of Eem: Core Rulebook is a genuinely great looking book. The artwork is a delight and captures the quirkiness of the setting, cartoonish on the one hand, deadly and dangerous on the other. The book is also very well written and accessible.

What is so impressive about the Land of Eem: Core Rulebook is that for all of the information in its pages, the rules are very easy to pick up and understand, and further they are easy to teach. Which includes younger players who will appreciate the whimsical tone of the setting and gameplay. These rules also nicely balance an Old School sensibility with the hexcrawl play and potentially dangerous combat with the storytelling possibilities of the resolution mechanic. There is more complexity in the roleplaying game when it comes to the wealth of detail in the setting support in the Land of Eem: Core Rulebook, but that detail is really designed for long term play rather than overwhelming any players right now.

The Land of Eem: Core Rulebook is brilliantly accessible and entertaining, a great introduction to the land of Eem and Land of Eem. Not only is a joy to read, but successfully imparts the joy, drollery, and danger of the setting.

Saturday, 14 March 2026

The Other OSR: Creatures of the Dying World

Mörk Borg is not short of monsters.
Since its publication in 2020, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing, has been supported by numerous third-party supplements and scenarios, which includes numerous new threats. The world of Mörk Borg is a dangerous, even lethal one with relatively little chance of survival for the Player Characters, so new monsters are always going to be useful. Primarily to confront the characters with foes that their players have never seen before, so in game such as Mörk Borg, a bestiary is invariably going to be useful. Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 gives the Game Master some twenty-one monsters, parasites, magical constructs, lurkers, and other threats, all of which are presented in full, succulent colour. This is because they are written and drawn by the author and in some ways, Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 is as much an artbook as much as it is a roleplaying supplement. There is a looming, lurking quality to the art style, often spattered with the muculent and malodorous mess of the midden. All of the entries get a full-page entry with the minimal stats of Mörk Borg monsters leaving plenty of room for the illustrations and the descriptive text. The latter varies in length from one entry to the next and places an emphasis on the folklore to the creatures described. Even this varies from one entry to the next. However, Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 is no A Folklore Bestiary, The Merry Mushmen’s gold standard by which any Old School Renaissance or Old School Renaissance-adjacent bestiary must be measured. In fact, the folkloric elements are underwritten in place and the Game Master will need to extract them from the text rather than use them as written.

There are some common themes running through Creatures of the Dying World: A Bestiary by Jonny Bloozit #1. There are creatures from swamps and marshes and associated with filth and decay, such as the Bogmen which seek to suffocate, envelop, and digest its victim, but is immune to weapon damage, whilst the ‘Giant Leechworm’ is exactly what you think it is. The ‘Miasma’ is an evil spirit attracted to filth and decay and spreads diseases like the sniffles and the plague, whilst the ‘Plague Fly’ settles on carrion, fresh battlefields, and rubbish dumps in swarms, causing fever-like symptoms in those it bites and laying eggs in open wounds. Worm-like creatures are common too, such as the Cavern Worm that is like a deep sea tube worm that hides in crystalline tubes only to snap out and bite at its victims, The weirdest of the worms are the ‘Howling Worm’, a magical plant-human hybrid which howls and shrieks loudly when anyone comes near, so they are used as alarms much to the annoyance of anyone else living nearby. 

Not all of the entries in Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 are simple foes that the Game Master can throw at his players and their characters. There is a version of the ‘Crystal Skull’ that is a combination of magical artefact and personality, containing the bound soul of a priest or herbalist who is not very happy about being so bound. Consequently, he is ill-mannered, angry, and contemptuous of the Player Characters, but might be persuaded to help. What is in no doubt is the Game Master will have fun portraying the unfortunate soul! The entry for ‘Dagon’ is really more illustration than description and adds little that is of use. The ‘Plague Doctor’ is an adaptation of the seventeenth century figure that sought to treat the bubonic plague, both as NPC and Player Character. It is suggested that the towns and cities setting of the Dying World are home to many Plague Doctors, who attempt cures through bloodletting, which can be dangerous if failed, and similarly use magical cures to shorten illnesses, though such an attempt will lengthen the illness if the attempt fails. In comparison to other Classes for Mörk Borg, this is underwritten, but there is perhaps scope for development.

Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 is a slight affair at just twenty-one entries and sparse descriptions for too many of them. Similarly, the emphasis upon folklore in the entries veers towards the meagre rather than the substantial, and in places, that lack gives less for the Game Master to work with and work into her campaign setting. And whilst there is no denying the effectiveness of the artwork in Creatures of the Dying World: A Bestiary by Jonny Bloozit #1, it cannot wholly make up for the underwritten nature of some of the bestiary’s entries. Creatures of the Dying World: A Bestiary by Jonny Bloozit #1 does not wholly suffer from a case of style over substance, but the Game Master is likely to want to develop some of that substance herself to make fuller use of the bestiary.

Thursday, 1 January 2026

Reviews from R’lyeh Post-Christmas Dozen 2025

Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.

—oOo—

Darrington Press ($59.99/£59.99)
2025 was the year of the fantasy heartbreaker seeing the release of several roleplaying games written in wake of the Wizards of the Coast’s proposed re-writing of the Open Game Licence that underpinned so many of the industry’s titles. Designed to appeal to players of Dungeons & Dragons, Fifth Edition, there can be no doubt that Daggerheart was the most prominent of these. It offers similar heroic fantasy roleplaying, but with an emphasis on the narrative as much as the action with its Hope die and Fear die mechanics. Both are rolled together, and when the Hope die is higher, it generates Hope that can be used to activate various character abilities, whilst when the Fear die is higher, it generates Fear for the Game Master who can use it to power up her NPCs and make things more challenging for the Player Characters. Actual Player Character creation is made easy by the roleplaying game’s cards that detail its Ancestry and Community cards that define background and culture, and Domain cards that define abilities and spells. These come with the core rulebook in their own box and enable easy reference in play as well. Daggerheart makes heroic fantasy roleplaying easy and fun once again.

Tales of the Old West
Effekt Publishing ($60/£48)
Tales of the Old West brings capital and community—as well as faith—to the American frontier of 1873, in a treatment of classic Cowboys & Indians that is more history than Hollywood. It uses the Year Zero engine and a simple lifepath system to create interesting and fully rounded Player Characters who can do all of the things that you expect of a Wild West roleplaying game. Duels, gambling, chases, cattle rustling, bank robberies, and more. However, where it really begins to shine is in its support and capacity for long term play, because it wants the Player Characters to generate Capital and then invest it in their community. The players get to choose the type of community, where their character invest, and how it grows. The community becomes the Player Characters’ home, somewhere to protect, and somewhere for the Game Master to build stories and hooks around, whether in the community or from outside it. Tales of the Old West can do one-shot scenarios, but is really designed for long term play where the Player Characters can live and die on the American frontier, so can their communities.

Since it was first published in 2008, there have been numerous themes and threats applied to the classic co-operative mechanics against the game itself of Pandemic. In 2025, it has to face the biggest theme and biggest threat of them all—J.R.R. Tolkien’s The Lord of the Rings. In previous board games set in Middle-earth, one player has to control Sauron and the forces of Mordor’s shadow. In The Lord of the Rings: Fate of the Fellowship, the forces of Sauron, the nine Nazgûl and the seemingly endless armies of Orcs, as well as his baleful, lidless eye, are controlled by the game itself. Just as in the trilogy, Frodo and Sam must set for Mount Doom and there, drop the One Ring into the volcano, returning to where it was forged, but the others of the Fellowship must set out hither and thither, essentially to run interference on Sauron’s efforts to find Frodo and Sam and invade Middle-earth. While someone always has to play Frodo and Sam, the other members of the Fellowship are not set in stone and further, every player controls two members of the Fellowship, giving everyone more options and greater ability to cover the threats posed by Sauron. As with other Pandemic titles, the same threats will keep appearing again and again over the course of play, but a mix of careful play and luck on the dice rolls—yes, this is a Pandemic game that involves dice rolls—careful play can thwart them. The best bit about the dice rolls is that you get to use the dice tower shaped like Barad-dûr that looms over the board, to roll the dice. There is a lot of depth and detail to this co-operative version of Middle-earth, along with the replay value of new attempts by Sauron and playing different versions of The Fellowship of the Ring.

Mythic Bastionland – Before Into the Odd
Bastionland Press ($69.99/£49.99)
Mythic Bastionland combines brutality and folklore in an Arthurian Age when knights, each knighted by a different seer, seek Glory, explore the Realm, and confront Myths. In a world of brutal and bloody medievalism, they must prove themselves worthy of their status, but that can only be done by resolving Myths, public duelling or jousting, entering tournaments, and fighting battles that history will remember. By proving themselves worthy of their rank, they be ready to prove themselves ready for greater duties, of taking a seat in Council or at Court, ruling a Holding, and even a Seat of Power. First, they will search their realm for its greatest myths and resolve them, perhaps at the point of a sword, by negotiating, or simply doing nothing, facing other situations and perhaps, brutal, bloody combat along the way. Mythic Bastionland details some seventy-two knights, including The True Knight, The Trail Knight, The Story Knight, The Rune Knight, The Mask Knight, and The Silk Knight, and every single one of them is different and interesting and will present a different way of playing a Knight. Mythic Bastionland details seventy-two Myths for the Game Master to populate the Realm with, including The Wurm, The Tower, The Spider, The Toad, The Hole, and The Rock, and every single one of them will present the players and their Knights with a different challenge. Each includes a simple description, a set of omens that trigger as the Knights discover more signs of the Myth, a set of NPCs, and a table of random details that the Referee can use to detail parts of the Myth. This gives Mythic Bastionland plenty of replay value in an age of glorious myth and brutality.

Ace/Michael Joseph ($30/£22)
The LitRPG—or ‘Literary Role Playing Game’—comes of age in this first of this eight book series that asks the question, “What would you do if aliens had flattened everything on Earth and turned the inside of the planet into an eighteen-level dungeon, and the only way to save the planet is to fight your way all the way the down?” Fortunately, Carl the protagonist is not totally un-nerdy, so has played a few roleplaying games—both tabletop and computer—and so knows his way around the format. Unfortunately, it is not as simple as it sounds, because the dungeon-that-was-once-Earth is also a reality television series watched across the galaxy and so Carl has to play the fame game as well literally kicking dungeon denizen butt. However, although Carl is the main protagonist of the book, for the watchers of the reality television series, the real hero is Princess Donut the Queen Anne Chonk, the prize-winning show cat belonging to Beatrice, Carl’s late girlfriend, who has been magically uplifted from a pet into a Dungeon Crawler and an ace wizard! This is definitely a novel for the roleplayer and player of Dungeons & Dragons, who will get the most out of this knowing poke at traditional roleplaying.

Exalted Funeral ($150/£110)
To be blunt, Land of Eem had the best elevator pitch of 2025—“The Lord of the Rings meets The Muppets”—and if that does not get your roleplaying juices going, then the question is, what will? This is a game of light-hearted fantasy based on the graphic novel series Rickety Stitch and the Gelatinous Goo, and the book series Dungeoneer Adventures, that is both family friendly and fun enough for the experienced roleplayer to play too. It offers the brave adventurers the opportunity to explore the Mucklands, a region once under the heel of the Gloom King, but barely had time to recover before the corporations moved in and began exploiting it and so giving the name it has today. There are opportunities to delve into dungeons and strike it rich, even find Magnificent magical items of yesteryore and become filthy rich. Alternatively, being heroes, the Player Characters could keep such items safe from those that would exploit them, or indeed, put them to good use and help the people of the Mucklands from being oppressed by the tycoons and perhaps save them if the rumours are true about the return of the Gloom King. Land of Eem is illustrated with delightfully whimsical artwork, has simple mechanics, fun character types, and a richly detailed hexcrawl to explore.

The Op Games ($14.99/£14.99)
TACTA is a simple card game that simply looks great. Strong neon colours in dots, rectangles, squares, and triangles on jet black divided into six decks. It can be played on any flat surface and all a player has to do is place a card on the table so that one of its features, whether a triangle, square, or rectangle, covers up a feature on a card belonging to another player. Ideally this should with the dots showing and if it covers up another player’s feature with dots, then all the better, but a blank feature will still cover another player’s feature with dots and prevent them from being adding to that player’s final score. A player will also be thinking about how he can protect the features with dots on his cards from being covered over by the other players, so that there is defensive element to placement as well. There are few limits on card placement, the primary being that a card cannot cover another card when played and cannot connect to features that do not perfectly match. And that it is it to TACTA. Short, simple, and elegant, it is easy to teach and suitable for all ages.

Dolmenwood: Adventure and Peril in Fairytale Woods
Dolmenwood—consisting of the Dolmenwood Player’s Book, Dolmenwood Monster Book, and Dolmenwood Campaign Book—is another consequence of Wizards of the Coast’s proposed re-writing of the Open Game Licence that underpinned so many of the industry’s titles. Previously seen in the Wormskin fanzine and scenarios from the publisher, brings the setting together and presents it as a weird fairy tale adventure game, conjuring the wonder, horror, whimsy, and strangeness of British folklore in a land of standing stones, ley lines, lost shrines, fairy roads, Wood Gods, fairy nobles, and ancient history. All of this is brought together in a three volume set that presents this expansive woodlands in a style that William Morris, Aubrey Beardsley, and the ‘Arts & Crafts’ movement of the Victorian era with a shot of Lord Dunsay.



Dungeons & Kittens: Starter Set
Edge Studio ($39.99/£29.99)
Dungeons & Kittens: Starter Set is yet one more great starter set from 2025, this time perfect for introducing younger players to the hobby. Some time in the future, humans have disappeared following an apocalypse that has let nature grow back in its wake. In time, animals have evolved, including cats, rats, and dogs, who are beginning to explore the world, scavenge the technology left behind by humanity, and for the cats, command meowgic! The Player Characters are kittens exiled from the Kingdom of Cats who have set out to find their way and explore the world. The starter set includes lots of maps and dice and game accessories, as well as a total of five adventures. Three of these are learning adventures, each designed to be played in a single session or less, whilst the other two are full length adventures. The result is a light-hearted, even whimsical roleplaying game that can be run for the family or younger players, but also enjoyed by veteran players too. Plus it even came with its own colouring book!

Caesar Ink. ($65/£50)
The world of Painmye cries out in pain and screams for absolution as the Last Day draws near. Death has already closed the First Gate to Heall and turned the dead away, leaving the unquiet dead to wander… A crusade has been declared against the Traitor Gods and the Templars have already killed their first Traitor God. Day by day, more and more heretics give themselves up to or are thrown on the Pyre, but even those who have been given a chance for absolution for their heresies upon joining a guild by the Church of the Divine Corpse are being tempted once again by the gifts that Traitor Gods promise. Just as those who seek absolution join guilds for the safety in numbers they offer, so too do those who accept such gifts join cults for the protection they offer. This is Doomsong, an eschatological, pre-apocalyptic ‘Roleplay Macabre’ of heretical temptation and divine punishment and survival horror. It is a great looking book and like the best looking books makes the reader want to play on the art alone. The random character generation creates interesting, if desperate Player Characters that you want to find what happens to them. Doomsong does lack a scenario, so the Lord Have Mercy Upon Us campaign is a must.

DeadFellas
Chaosium, Inc. ($4.69/£3.48)
New York, winter, 1982. A black Cadillac, northbound. Four mafiosi inside. A body in the trunk. Their job? Get rid of the body and be home in time for Christmas. One wants to survive. One wants out. One wants to kill. One wants to avoid doing any crimes. One wants a victim. All have secrets. Highly atmospheric four-hander that plays out mostly within the confines of a car as something prods and pulls at the minds of the occupants and secrets and motivations are revealed and their consequences play out. A cracking one-shot scenario for Call of Cthulhu, Seventh Edition, this is best run in LARP fashion, with players sat in chairs placed in the same positions as their mafiosi are in the car to impart the claustrophobia and physical space in which they can act as the Keeper moderates the interplay and moves between them, whispering secrets and memories into their ears. Tense and unnerving, and perfect for a single evening’s worth of play, this scenario that showcases the creativity of the Miskatonic Repository community content programme.

The Imago Cult ($45/£33)
Another late trend in 2025 was the release of starter sets, the biggest and most of which were the Dungeons & Dragons Heroes of The Borderlands Starter Set and the Stranger Things: Welcome to The Hellfire Club set, both from Wizards of the Coast, whilst elsewhere the Dungeons & Kittens Starter Set from EDGE looked the most fun and Free League Publishing’s Vaesen – Starter Set provided utility in the long term as well as a solid introduction. The starter set that outdid them all in 2025 was Archeterica: The Invitation from Ukrainian publisher, The Imago Cult. Described as The X-Files in an alternate Napoleonic era of magic and conspiracies and revolution, it comes with the means to create Player Characters, an introduction to the setting, and three scenarios, what really sets it apart are its production values. Archeterica: The Invitation is simply beautiful, an alabaster artefact that you are going to want to own for its looks alone, let alone the intriguing setting.