Return of the Ripper: An urban horror investigation for character levels 1-3 is a mini-campaign published by Strange Quark Games following a successful Kickstarter campaign for use with the Dungeon Crawl Classics roleplaying game from Goodman Games. It is also a curious beast. It takes place in Punjar, a city that has been the setting for multiple scenarios in the Dungeon Crawl Classics line, but has not been detailed as a setting apart from Punjar: The Tarnished Jewel. It is a homage to the scenario, Dungeon Crawl Classics #24: Legend of the Ripper with which it shares the same theme. It is also inspired by and a prequel to Dungeon Crawl Classics #75: The Sea Queen Escapes! in that its events can lead into the events described in ‘The Sunken Kingdom of Ru’ in the scenario.
Saturday, 24 October 2026
Peril in Punjar
Return of the Ripper: An urban horror investigation for character levels 1-3 is a mini-campaign published by Strange Quark Games following a successful Kickstarter campaign for use with the Dungeon Crawl Classics roleplaying game from Goodman Games. It is also a curious beast. It takes place in Punjar, a city that has been the setting for multiple scenarios in the Dungeon Crawl Classics line, but has not been detailed as a setting apart from Punjar: The Tarnished Jewel. It is a homage to the scenario, Dungeon Crawl Classics #24: Legend of the Ripper with which it shares the same theme. It is also inspired by and a prequel to Dungeon Crawl Classics #75: The Sea Queen Escapes! in that its events can lead into the events described in ‘The Sunken Kingdom of Ru’ in the scenario.
Friday, 23 October 2026
Friday Fantasy: Creep, Skrag, Creep!
Physically, Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! is as well presented as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The writing, the artwork, the cover in particular, and the cartography are all excellent.
Probably the very last thing that anyone was screaming for is a scenario for Dungeon Crawl Classics or any old School Renaissance retroclone that does Alien on the high seas. Yet Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! is going to make the players scream in the opening scene, groan once they work out what is going on, and then scream and scream again as the creature keeps coming back for more. By its very nature and by its very inspiration, Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! demands more engagement than the average scenario for Dungeon Crawl Classics. If the players do buy into the survival horror of Dungeon Crawl Classics Horror #5: Creep, Skrag, Creep! and if any of their characters live to tell the tale and make First Level, then they really will have survived a horrifying ordeal!
Saturday, 17 October 2026
Dark Tales of the Dark Wine Sea
What if everything that Homer wrote of the greatest journey across the ancient world was false? What if its hero, the greatest general of the forces arrayed before the walls of Troy led by Agamemnon, renowned for guile and his cunning, was a liar? A bully and a freebooter, a reaver and a ravager, a slaver and a pirate. What if Odysseus and his men sailed the dark wine sea, from one end of the Mediterranean to the other—and beyond, not in search of a way home denied to them by the gods, but in search of plunder as recompense for the ten years before the walls of Troy? And what if you sailed with him? Roleplaying games and supplements, such as the island-hopping campaign of Agon from One Seven and Trojan War from Green Ronin Publishing, cast the Player Characters as the heroes, serving their kings and adventuring in the name of their gods. Not in Odyssey: Black Tales. This is a roleplaying game which casts the Player Characters not as ancient Greek heroes, but as the marauders and the pirates under the command of the wily Odysseus. Yet as the lost King of Ithaca commits them to darker and darker deeds in search of plunder, there are some who suffer pangs of conscience. Will they follow the commands of Odysseus and remain Marauders or will they answer the call of conscience and morality and reject his orders, instead becoming Saviours who protect the peoples that Odysseus targets?
Odyssey: Black Tales is a ‘Class and Level’-style roleplaying game from Italian publisher, Officina Meningi. Published via a successful Kickstarter campaign, it is one-part comic book, three-parts roleplaying game and has a mature, if not quite adult, tone. The artwork, primarily consisting of two-page spreads, is very good, but whilst not explicit, does depict scenes of both torture and sexual acts. These are not illustrative of Odyssey: Black Tales’ game play, but rather of what monsters Odysseus and his crew have become and what the Player Characters revolt against—at least if they follow the Saviour path in an attempt to redeem themselves.
Friday, 9 October 2026
Friday Fantasy: Outcast Unseelie and the Ooze Between
This is the set-up for Outcast Unseelie and the Ooze Between, an ooze overlaid, gunge gooped, slimed slathered scenario from Slime Mind Studio for use with ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library. Funded via a Kickstarter campaign, it presents a weird, cloyingly sweet miasmic dungeon for a party of Player Characters of First to Third Level. As they enter the former mine, the Player Characters will discover every surface is covered or encrusted with a green slime (not the Green Slime monster of classic Dungeons & Dragons fantasy) that oozes out of cracks, drips from the ceiling, and pools on the floor. Worse, it adheres to metal, blood, and fire, eating into metal and covering it with a patina that leaves weapons severely weakened and armour inflexible, as well as attracting bugs, slugs, and snails that get super drunk on its sweetness. Places are infested with Perish Lillies, a plant with a red flower and blood-sucking thorns that can release a sparkly, psychedelic pollen! Verdigools, ooze-drowned dwarves, lurk here and there; the Goolette, a hulking, slavering lizard dripping green slime stalks the halls; and jolly, murder-living cultists dedicated to Slaveral, seek new victims to sacrifice when not enjoying the steamy shrine/spa where everyone in the mine can enjoy the relaxing pool of warm saliva!
Saturday, 26 September 2026
The Other OSR: Wraithborn
This is the setting for Wraithborn: Role Play in the Realm of the Undead, a roleplaying game published by Theatre Macabre following a successful Kickstarter campaign. Mechanically Wraithborn is based upon Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. A player rolls a twenty-sided die, modifies the result by one of his character’s abilities, and attempts to beat a Difficulty Rating of twelve, though the Difficulty Rating can be higher or lower. The Difficulty Rating may go up or down depending on the situation, but whatever the situation, the player always rolls, even in combat or as Mörk Borg terms it, violence.
In terms of what you play, creating Player Characters in Wraithborn adds tables for determining personality, physique, wealth, and monstrous feature. There are optional rules for each Player Character’s cursed existence—inspired by his monstrous feature, what his destined purpose might be, and Omens. The latter are tied to the Player Character’s destined purpose and work as gifts, and as he gains Levels, gives him options in terms of altering reality, reading the passage of time, hearing the unsaid, and manipulating the aether. All of these are optional, but they add depth and detail to a Player Character. One notable addition to a Player Character in Wraithborn is a fifth stat, ‘Clarity’, which is measure of a Player Character’s magic casting ability, memory, and intelligence, pushing Wraithborn away slightly from its Mörk Borg roots and towards a more traditional roleplaying game.
A Wyvern Rider is tethered or soul-bound to the wyvern he rides, whilst the Zarowka is an incorporeal practitioner of umbral magic, his player spending Reaction Points to cloak others in Umbral Armour or with Drown in Darkness, suffocating and blinding them, or set them alight with Radiance or set a Light Trap of crystalline shards. The Stormbringer is so attuned to the Aetheric Elements that he can adapt and strange his physical form to embody Elemental properties of S’GÃ th—flesh, gold, oil, salt, and stone. The Lunari Mageis a Fae who draws upon the light of the lost sun reflected off the Moon to cast magic, the power varying according to the Lunar cycle, whilst the FaeBound Daemon is drawn from the Realm of Infernal Fire and bound in the body of a dead Fae and so suffer persistent Red Rot, but command powers of flame outside of magics of S’GÃ th. Unfortunately, the creation process is not easy with a lot of paging back and forth through the book to look at the basic steps and then looking at individual Classes and then the various elements of each Class.
Wraithborn uses a unique magic system built around Aetheric Elements—flesh, gold, oil, salt, and stone. Instead of simply casting spells and forgetting them or using a simple points system, spellcasters invest dice of three types in spells to cast them. Ritual or six-sided dice are a caster’s inherent magical ability; Moon or four-sided dice represent the fleeting magical influence of the Aether; and Phase or eight-sided dice represent the phases of the Moon, but are only available to Fae. Ritual dice are gained as part of the Player Character’s Class and refreshed daily, whereas Moon dice are gained from in-game activities, such as killing foes, absorbing power, making offerings, and so on. When a player wants his character to cast a spell, he invests dice in an attempt to equal or exceed the casting threshold of the spell. Moon dice can also be used to boost the subsequent die roll. This is a standard roll of a twenty-sided die and its result will not only determine if the spell is successfully cast or not, but also if the dice are expended as result of the casting attempt. Further, elements can be combined to create new elements, so that a combination of flesh and oil make blood, gold and stone make steel, and so on. This is not without its complexity in comparison to spellcasting systems in other roleplaying games—especially those in the Old School Renaissance—but it also means greater player involvement and flexibility. The roleplaying game’s spellcasting Classes grant extra bonuses with the system. For example, the Stormbringer attunes to two elements daily to grant extra dice, whilst the Lunari Mage gains extra dice that are better depending upon the phase of the Moon.
Wraithborn oozes flavour and atmosphere, but it is a roleplaying game with problems. It provides some great Player Character options and a nicely done new magic system, but it does not help the Game Master with advice on how to run it—beyond addressing the horror of the setting before play and not revelling in this aspect of the setting—or really how to set up a campaign or what to do with it. It does not help in this with the lack of a scenario, whilst there are solo play rules, these are brief, and perhaps best work as a series of prompts for the Game Master rather than something to use to generate long term solo play. To be fair though, there is a scenario at the end of The Tortured Isles, the campaign setting for Wraithborn, but that is in another supplement.
Physically, Wraithborn: Role Play in the Realm of the Undead is vibrant swathes of black and red, swirled in with other colours and classic pieces of art. As good as it looks and as much atmosphere as it imparts, it is a problem. It takes the Doompunk art style of Mörk Borg and over-energises it, not only making it a challenging read (especially if you have conditions such as colour blindness or dyslexia), but also making content and details difficult to find. This could and should have been offset by an index, but it lacks one. This is an error of judgement for a volume that really needs one.
Wraithborn: Role Play in the Realm of the Undead is the grim dark of Mörk Borg twisted and made even darker and grimmer under a perpetual night and a waxing, waning blood red moon and storm clouds of silver in which the undead twist and turn, wondering where they came from and wondering what the future holds, knowing that it holds nothing. It is potentially, a great sequel to the apocalyptic drowning of the last land of Tveland, as foretold by the prophecies of the Two-Headed Basilisks in Mörk Borg. Of course, it also stands as a roleplaying game in its own right. Or rather not quite. Amidst the interesting Player Character options and the sharp tang of its magic system, as well as the descriptions of the Tortured Isles, Wraithborn hints at possibilities and ideas, but it never really examines what the objective of the roleplaying game is or what it is that the Wraithborn do in S’Gà th. Wraithborn: Role Play in the Realm of the Undead is ripe with play options and drips atmosphere, but really is awaiting a Game Master with good ideas or a campaign.
Saturday, 19 September 2026
Squawk Borg
Parrot Borg: A Scenario for Pirate Borg is both a scenario and a mini supplement for Pirate Borg. It enables players to create and roleplay the parrot companions to their usual pirate characters, either as essentially what is a new character Class (though the Game Master will need to decide on the improvements should a Player-Parrot ever level up) or as an animal companion to each Player-Pirate. (And if you want to take a narrative note from Wraith: The Oblivion, you could even have each player’s Parrot companion be played by another player!) A Player-Parrot is treated just like a Player-Pirate in Pirate Borg with the same ability scores and limited Hit Points and Devil’s Luck. A Player-Parrot is of course capable of flight and has simple attacks including claws and beak, but also a ranged poo attack (which requires some reload time—or that straining time?) that each do minimum damage. A Player-Parrot also has a Type, Physical Trademark, Starting Weapon, and a Special Ability. The Type is a Player-Parrot’s species such as Macaw, Parakeet, Cockatoo, Grey, and Amazon, whilst the Physical Trademark can be clipped wings and scruffy, missing leg, or even being a skeleton or ghost! Starting Weapons include sharper beaks or talons, a weapon, a deadly spit, or even Mega Poo! A Special Ability can be an ability improvement, starting play with a random relic or ritual, or simply being lucky. Of course, Player-Parrots are meant to be throwaway—or is that ‘flyaway’?—characters, but as a mini-supplement, Parrot Borg: A Scenario for Pirate Borg provides a good mix of character types and abilities that a player can take as inspiration too for his parrot’s personality in less than half a page.
The scenario in Parrot Borg: A Scenario for Pirate Borg is a hexcrawl—or is that ‘wing-crawl’?—with a simple set-up and simple solution. The Player-Parrots’ pirate crew have gone ashore on a small archipelago to raid a small town and fort held by the English/Spanish/French (delete as appropriate), but left their parrot companions aboard ship because they heard a rumour that the commander of the fort has a menagerie of animals dangerous to parrots. Several days have passed and still the pirates have not returned. So, either the pirates have successfully raided the fort and town and have been celebrating since, or they have been captured or killed by the authorities. Either way, the Player-Parrots need to check.
Friday, 18 September 2026
2006: Revenge of the Rat King
Obviously, the clue to fact that this is the start of a revenge scenario is in the title, Dungeon Crawl Classics #27: Revenge of the Rat King. Designed for a party of between four and six Player Characters of Fourth to Sixth Level, this is the twenty-seventh entry in the original line-up of Dungeon Crawl Classics from Goodman Games. Being published in 2006, it is not written for use with the publisher’s own Dungeon Crawl Classics Role Playing Game, but for Dungeons & Dragons, Third Edition published by Wizards of the Coast. It is also a sequel to the very first entry in the series, Dungeon Crawl Classics #1: Idylls of the Rat King. In that scenario, the Player Characters’ investigations into raids by Goblin bandits on caravans carrying silver ore lead to the nearby Gannu Silver Mine which turned out to be infested by not just Goblins, but rats and Wererats. The final confrontation in the mine is with Lawrence Gannu, cursed by the villagers of Silverton to be a Wererat after they blamed his father for a dangerous discovery in the mines, returned to take his revenge upon the villagers. Now Aaron Gannu, father of Lawrence, has discovered that it was the Player Characters who killed his son and has engineered a plot to snare them in his clutches and their certain deaths. He will have his revenge!
Dungeon Crawl Classics #27: Revenge of the Rat King is really a dungeon in three acts. The first part opens with the Player Characters in the city of Soulgrave tracking down a ring of slavers and having found an entrance to one of its staging areas under its streets. Very quickly, the Player Characters will find themselves facing challenging situations, both in terms of traps and foes. Monsters harry the Player Characters, scampering away when they get too close and barely giving them time to recover before the next encounter, whilst a rattish figure taunts them all the way. It is linear, including some nasty traps and an unguided and consequently perilous ride on a skiff down a raging storm sewer, and gruelling. The latter intentionally so. Intentionally because Aaron Gannu wants to capture the Player Characters rather than kill them—at this stage. Ultimately, he will. In the second act, the Player Characters wake up dressed in rags, chained up, and bereft of their equipment. After escaping, they must find their way down another rushing waterway and eventually, their equipment, arming them ready to face their captor at the end of the scenario. The third and final act of the scenario is shorter and just as bruising, but the Player Characters have the benefit of their equipment and so the encounters leading up the finale are almost a relief for the players if not their characters.
The scenario requires some preparation in terms of hooking the Player Characters in. It does suggest several ways to do that, all of them tied into the slave ring hook. Yet the Dungeon Master may still want to develop some background in her campaign involving a slave ring before the Player Characters get to this scenario, whether that is in the city of Soulgrave or one of her own choosing. Ideally though, the Dungeon Master should run Dungeon Crawl Classics #27: Revenge of the Rat King as a sequel to Dungeon Crawl Classics #1: Idylls of the Rat King, otherwise the revenge plot at its heart will not just be as significant to either the players or their characters.
If those issues can all be dealt with, the scenario’s primary problem remains insurmountable. This is the fact that it is linear. In fact, each of its three acts is linear. Act one to get the Player Characters captured, act two to get the Player Characters free and to their equipment, and act three to get the Player Characters to the finale and the confrontation with Aaron Gannu. Each is testing in its way, the first act grinding the Player Characters down, the second acting stripping them bare, and the third building them back up again. The designer is telling not just a story of revenge, but a revenge epic! One, of course, starring a variable cast, yet that also means that the scenario’s plot has to run for it to work. That is, the Player Characters have to be captured, they have to lose their equipment, and they have to regain it. In effect, no matter how foolish or clever the players and their characters are in the first act—and clever play, along with lucky aplenty, can curtail the effect of some of the challenges they will face, it does not actually matter. For some Dungeon Masters and some players this may be too much of an imposition upon player agency.
Most obviously, Dungeon Crawl Classics #27: Revenge of the Rat King is connected to Dungeon Crawl Classics #1: Idylls of the Rat King, but there are one or two nods to other roleplaying classics in the book too. One is the cover, a delightful homage to the cover of the Player’s Handbook for Advanced Dungeons & Dragons, First Edition, but with a statue of a rat god replacing the demon, larcenous adventurers swarming all over it of course and attempting to prise out the gemstones it has eyes! The Player Characters will discover this very statue towards the end of the dungeon. Inside, the scenario develops the slavers theme by taking inspiration in one or two locations to A1-4, Scourge of the Slave Lords, such as having to run along the tops of walls of cages holding captured slaves as in A2 Secret of the Slavers Stockade and the whole sequence to the second part of the scenario in which the Player Characters wake and find themselves clothed, but completely lacking equipment and must rely upon wits and abilities is inspired by A4 In the Dungeons of the Slave Lords.
The scenario includes some new magical items and a new monster too. The latter is the Redtooth Troll, a troll afflicted with wererat lycanthropy. His encounter in the scenario starts with him under a bridge and reaching up and over to knock the Player Characters off.
Penultimately—and notably, Dungeon Crawl Classics #1: Idylls of the Rat King and Dungeon Crawl Classics #27: Revenge of the Rat King have something else in common beyond one being the sequel to the other. This is that both have subsequently been adapted for use with Dungeons & Dragons, Fifth Edition. These are Fifth Edition Fantasy #31: Idylls of the Rat King and Fifth Edition Fantasy #36: Revenge of the Rat King.
Physically, Dungeon Crawl Classics #27: Revenge of the Rat King is generally well presented. There is a lot to work through and prepare as many of the NPCs and monsters are highly detailed. The artwork is excellent throughout and there are many images here that the Dungeon Master can show to her players in addition to the handouts at the end of the scenario. One big improvement in Dungeon Crawl Classics #27: Revenge of the Rat King is the cartography which more detailed and interesting than in Dungeon Crawl Classics #1: Idylls of the Rat King.
Dungeon Crawl Classics #27: Revenge of the Rat King is not quite a death trap dungeon because it is not designed to kill the Player Characters. It is, however, designed to hurt them, scour at their resources, and put them through the wringer and make them as well as their players work really hard. Every encounter in the dungeon is challenging, but the first act is really testing and full of nastily inventive scenes. The Dungeon Master is going to really enjoy running Dungeon Crawl Classics #27: Revenge of the Rat King; the players not quite so much—unless they like a challenge.
Saturday, 5 September 2026
[Free RPG Day 2026] Terror in Tortuga
Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.
This review is possible due to the generosity of Waylands Forge in Birmingham.
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is the quick-start for Pirate Borg, the self-described, “Worst Pirate RPG Ever Made™!”. It is published by Limithron via Free League Publishing.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is a twenty page, full colour booklet.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes the scenario, ‘Terror in Tortuga’, a sandbox affair which is more open ended and can be played through in a single session or it might last two or three sessions.
What else do you need to play?
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure needs a full set of polyhedral dice per player.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure does not include any pre-generated Player Pirates. Instead, it gives full rules for creating a Player Pirate of a single Class, that is, ‘Pirate’, much like the Pirate Borg Starter Set. (Alternatively, players can create pirates using the publisher’s Random PC Generator or create them using the full rules in the Pirate Borg core rulebook.)
It should be noted that the Terror in Tortuga: PIRATE BORG Quickstart & Adventure neatly summaries the rules, including those for combat, to a single two-page spread at the rear of the book.
No. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is complete as is.
Is it easy to prepare?
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is easy to grasp and prepare. It is Player Pirate-driven, so the Game Master will need to adjust events for their actions.
Yes. The Terror in Tortuga: PIRATE BORG Quickstart & Adventure includes everything for a great introduction to Pirate Borg offering plenty to do in Tortuga, whether running as a one shot or adding to a campaign.
The Terror in Tortuga: PIRATE BORG Quickstart & Adventure is available to download here.
Friday, 4 September 2026
[Free RPG Day 2026] Creature Curation Presents #1
This review is possible due to the generosity of Waylands Forge in Birmingham.
The first scenario, ‘Impaled Obelisk’, is for Vast Grimm, the pre-apocalypse Science Fiction roleplaying game set in a very future in which cultists have unleashed the infection of THEY, whose infection of Würms and the Grimm have hollowed out and shattered worlds, including the Earth. Humanity’s last hope is the Gate of Infinite Stars, through which the uninfected survivors can escape and find a universe where they will be free of the Würms and the gnawing… In the meantime, pirates and cultists prey on the survivors as desperate men and women gather together in Legions and explore what remains of the universe, perhaps hoping to find something that will towards humanity’s continued survival and the construction of the Gate of Infinite Stars
In ‘Impaled Obelisk’, the Legion answer the distress call of the Gallant Obelisk, a starship that went missing nine decades ago and is found to have crashed nose first into the surface of the planetoid, Caladron 7. It is unlikely that any of the original crew are still alive, but there may still be much to scavenge, some of which will be valuable, some of which might help mankind. Caladron 7’s low gravity means that the Player Characters can easily propel themselves up its length, exploring its corridors, research facilities, scientific laboratories, crew quarters, engineering spaces, and more. Everything seems to be covered in a Web Goo and none of the bodies of the crew can be found. ‘Impaled Obelisk’ is a classic ‘wrecked spaceship as dungeon’ scenario, not a little like Alien, but ‘Grimm’ in its own way. It is easy to run as a one-shot or add to a Game Master’s campaign.
The third scenario is for Neon Bastardz. This is a near future roleplaying game inspired by Neon Lords of the Toxic Wasteland and all of the bad ‘B’ and straight to video trashy Sci-Fi movies of the eighties and noughties. The Player Characters are Skumdogs, lowlife-not-quite-scum pushed to take the dirty jobs no one wants to do, from cleaning the sewers of CHUDs to finding radical treasures in the wastelands for the Detroit-Prime Hyper-Lux.
Creature Curation Presents #1 packs in three easy-to-run scenarios that a Game Master can each run in a single session. ‘Impaled Obelisk’ for Vast Grimm and ‘Airborne’ for Raptor Ruckus are the best of the three, as ‘Killing Detroit Prime Style’ is Neon Bastardz is simplistic, but all three are solid introductions to their respective roleplaying games.







