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

Sunday, 20 July 2025

Year 1873

The year is 1873. Ulysses S. Grant begins his second term as President of the United States. There is no let up in the Indian Wars on the new American frontier as barbed wire, denim jeans, and the 1873 model Winchester rifle, ‘The Gun That Won the West’, are all invented. Lieutenant Colonel George Armstrong Custer clashes for the first time with the Sioux and P.T. Barnum’s circus, The Greatest Show on Earth, debuts in New York City. The wounds of the Civil War remain and in the wake of the economic crisis that followed, an ever growing number of people have fled west into the newly American territories of Arizona, California, Nevada, Texas, Utah, along with parts of New Mexico and Colorado, looking to find new lives for themselves in what were once part of Mexico. Settlers, prospectors, miners, cattlemen and herders, businessmen and women, farmers, outlaws and lawmen, all seeking their fortune one way or another in the new lands. There they bring strife and they find strife, with each other and with the peoples already there, which includes the Native Americans and the Hispanics. Greed and prejudice still drive some men. Others want to avoid such concerns and to live a good life, to make a good life for their families and for others, and to protect themselves and their homes.

The American frontier of 1873 is the setting for Tales of the Old West. Funded via a Kickstarter campaign and published by Effekt, this is a roleplaying game which returns to old genre, that of ‘Cowboys & Indians’, combining a mature approach to both the subject matter and the history with the application of the Year Zero engine. This means that it uses the same mechanics first seen in Mutant: Year Zero – Roleplaying at the End of Days, the Alien: The Roleplaying Game, and Vaesen – Nordic Horror Roleplaying, all roleplaying games published by Free League Publishing. It also means that it has a familiar mechanical structure and design. It uses six-sided dice—here of two colours, one for Trouble dice and the other for standard dice—with the aim being to roll a single six as a success. Each Player Character has an Archetype, an Age which determines the points to be assigned to the four Attributes and Abilities, which is what Tales of the Old West calls skills (a younger Player Character have higher Attributes and lower Abilities, older have lower Attributes and higher Abilities), one or more Talents derived from the Archetype (there are other generic Talents available when a Player Character gains experience), a Faith or belief that sums up their outlook on life, a Dream which will drive the Player Character to act, and together with other Player Characters, a town or settlement where they live and which they try to improve. Each Player Character will also have Relationships with his fellow Player Characters, one of whom he will regard as his Pardner. Talents, Relationships, and Faiths are all suggested by the Archetypes. Then, Tales of the Old West has a set of community rules which first see the Player Characters invest in a business and then in the long term, are used track the growth and prosperity of the town or settlement where the Player Characters live. As the seasons pass, the town provides hooks and opportunities for adventure and roleplaying and can be used to drive the ongoing campaign forward.

A Player Character in Tales of the Old West has four attributes—Grit, Quick, Cunning, and Docity. Of these, Docity is the ability of a character to learn. He has an Archetype, of which there are ten. These are Gentlefolk, Grifter, Homesteader, Labourer, Lawman, Outlaw, Prospector, Ranch Hand, Tracker, and Trader. Some of these are quite broad. So, Gentlefolk includes artists, journalists, teacher, entertainers, politicians, and so on, whilst Grifter covers swindlers, cardsharps, thieves, and the like. The Archetype sets the base value for attributes and skills, and provides options in terms of Talents, Dream, and Faith. For example, the Prospector suggests the Talents of Brawler, Engineer, Guard Dog, and Herbalist, whilst his Dream might be ‘“There’s gold to be found in them thar hills” and it’s all going to be yours’ or ‘The railroad will build a new civilisation in the west, and you will be the architect’, and his Faith, ‘God’s design is all around me, and he has a design for my fate too’ or ‘The Strength of the land itself keeps me on my feet.’ Faith need not be religious faith—although religious, Christian faith, prevailed during this period and often drove the expansion west, but can instead be a firmly held belief.

Tales of the Old West provides two means to create a Player Character. In the quick method, a player selects an Archetype and modifies it according to the age—Greenhorn, Tested, and Old-Timer—of the Player Character. He then selects one or more Talents, according to age, and then a Faith and a Dream, chooses some equipment. Lastly, he decides on the Relationships his Player Character has with the others.

Name: Virgil Bruce
Archetype: Trader
Age: Greenhorn

Grit: 04 Labour 1 Presence 1 Fightin’ 0 Resilience 0
Quick: 03 Move 0 Operate 0 Shootin’ 0 Light-Fingered 0
Cunning: 04 Hawkeye 0 Nature 0 Insight 2 Animal Handlin’ 0
Docity: 04 Performin’ 2 Makin’ 2 Doctorin’ 0 Booklearnin’ 2

Talents
Lawyer

Big Dream
‘Where there is opportunity, so comes law, and by the Lord this town needs a judge in good standing—that will be you.’

Faith (4)
‘Money talks. Always has, always will.’

Gear
$45
Ounce of gold
Roper repeating shotgun and D6 rounds

The other method is to use the Lifepath system included in Tales of the Old West. This provides a more detailed Player Character, determining where he comes from and what his family is like, and then what he has done. This is how he has made his Living, up to three times, depending upon his age. This provides far more flavour and detail.

Name: Deborah Leung
Archetype: Trader
Age: Tested

Place of Birth: China
Upbringing: “You come from an old sea-faring family. It is said your forefathers traded across the Pacific long before the Europeans discovered that coast. If it’s true, it made them rich. Gain +1 point of Capital.”
What Of The Family You Left Behind?: “Your family was big until the curse. Death, madness, and foolishness reduced them all to ruins, and you had no choice to leave those who still survived behind.”
Livings: Frontier Folk (‘You used to come into town just to sell your furs. But it’s warmer to sit and sell those furs. So now you sell clothes for the discerning outdoorsman. Make your next Living roll on the Trader Living Outcome Table.’)
Trader (‘You make the most of the influx of single men coming to the town by advertising “employment opportunities for young women” back east. Your successful bordello earns you the respect of a town elder. Make your next Living Roll on the Gentlefolk Living Outcome Table.’)

Grit: 04 Labour 0 Presence 4 Fightin’ 2 Resilience 1
Quick: 02 Move 0 Operate 0 Shootin’ 0 Light-Fingered 0
Cunning: 04 Hawkeye 2 Nature 0 Insight 3 Animal Handlin’ 0
Docity: 04 Performin’ 4 Makin’ 3 Doctorin’ 0 Booklearnin’ 1

Talents
Knife Fighter
Charming

Big Dream
‘Where there is opportunity, there is a woman. I will make my way to respectability in this town and beyond.’

Faith (4)
‘Money talks. Always has, always will.’

Gear
Knife
Outfit: Store with 1 Capital
Outfit: Salon with 1D3 Capital
Capital: 1
Harford Coach Gun & 2D6 Cartridges
$28

Mechanically, Tales of the Old West uses the Year Zero engine. To have his character undertake an action, a player rolls a number of dice equal to a combination of Attribute and Ability. The pool of dice consists of ‘Trouble’ dice and standard dice. There will always be ‘Trouble’ dice in the dice pool, up to five. A single roll of a six on either die type indicates a success. Multiple successes improve the outcome and allow the Player Character to perform stunts. In combat, these might be to inflict extra damage or inflict a critical injury, but for other Abilities, Stunts include giving a bonus on subsequent rolls, completing a task quicker, impressing someone, and so on. If no sixes are rolled, the action fails. If ones are rolled on the ‘Trouble’ dice, these have no effect unless the player decides to ‘push’ the roll. This enables him to reroll any dice that did not roll a one or a six. However, if there are any ones remaining after the roll has been pushed, even if the Player Character has succeeded, they trigger a check on the ‘Trouble Outcome Table’. There is a ‘Trouble Outcome Table’ for conflict and physical situations and for social and mental situations. The effects vary depending how many ones have been rolled.

For example, if a Player Character has generated three ones in a conflict, the outcome might be “You’re shaken and shocked. For the rest of the scene, you suffer -2 to all rolls using the ability that suffered the Trouble” or “Your gun explodes, your weapon breaks and slices into you, or your blow catches something sharp. You suffer a 6 dice attack, either with Damage and Critical rating of your weapon or Damage 1, Crit 1.” The roll can have a straightforward outcome, but it can also escalate from one column to the next if a player rolls high enough.

Pushing a roll costs a Player Character a point of Faith, of which he has four at the start of every scenario, and ideally, the reason for Pushing a roll should tie in with the Player Character’s Faith statement. Faith can also be spent to buy off Trouble dice showing a one. It is better to do this before a roll is pushed as it still allows the dice to be rolled as part of the Push attempt, but negates the dice if done after the Pushed roll. Faith can be recovered for making good rolls without Pushing, or for undertaking actions such as a Player Character saving his Pardner, praying, or taking revenge, and for performing rituals like cleaning a weapon, grooming a horse, going to church, and so on. Faith can be lost, though this is a roleplaying choice rather than a mechanical one.

Conflict in Tales of the Old West uses the same core mechanics. Initiative is determined by drawing cards from a deck of ordinary playing cards, whilst in combat, a Player Character can act twice per round. This is either a fast action and a slow action, or two fast actions. A Slow Action might be ‘Shoot’, ‘Melee Attack’, and ‘Mount’, whilst a ‘Fast Action might be ‘Quick Shot’, ‘Aim’, and ‘Draw Weapon’. The rules cover brawling, the use of the lasso, as well as gunfights, including, of course, duels. As expected, duels are a step-by-step process, beginning with the face-off and then going through the draw and the shoot-off to see who is left standing. Other combat rules cover fanning, overwatch, cover, and ammunition. All weapons inflict a minimum amount of damage, applied directly to the defender’s Attributes. Damage done to Grit is called Hurts, if to Quick it is Shakes, to Cunning it is Vexes, and to Docity, it is Doubts. If reduced to zero, an Attribute is Broken. However, if the number of Successes rolled on an attack equal the Crit Rating of the weapon used, then a critical attack has been made. Critical hits are inflicted if either Grit or Quick is Broken. Overall, combat is fairly quick and brutal. Weapons are quite detailed and include a variety of historical models, noting in particular the difference between single action and double action pistols, the former being slower, but lighter and more accurate, the latter being heavier, but faster.

So far, so good. Tales of the Old West 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. This can start during Player Character creation with the players deciding upon a group concept. Suggestions include lawmen and bounty hunters, outlaws, ranchers, farmers, business owners, vaqueros & cowboys, and mountain folk. Selecting a concept suggests the type of campaign that the players want to roleplay as well as granting their players bonuses in terms of equipment and money. Whatever the campaign concept, what Tales of the Old West really encourages the players and their characters to do is to earn sufficient dollars to make enough Capital, which can then be invested in a business. This can then generate further monies to make more Capital and so on. This gives both the players and their characters a personal attachment to the town. Alongside this, with the Turn of the Season, as well as potentially, from scenarios, the players earn Settlement Points, which can also be invested in the town. The progress and growth of the town itself is tracked in six ratings—Farming, Mercantile, Natural Riches, Law, Civic, and Welfare. The Settlement Points are spent on amenities that will adjust the various ratings. For example, holding a Season Fair will increase Farming and Mercantile both by one, Civic by two, but reduce Law by one. The combination of town prosperity, the Player Characters’ business outcome, a personal fortune roll, and the amenities added with the expenditure of Settlement Points, and what the Game Master has is a set of prompts around which she can design adventures, roleplaying opportunities, and themes. However, whilst a town can grow and prosper, it can also decline and fail, as can a Player Character’s business, the latter especially if the Player Character gets into debt, whether through gambling or other causes.

This is supported by a discussion of possible themes for a campaign and fifteen detailed story seeds. In terms of setting, Tales of the Old West provides an overview of the Wild West and its frontier, but focuses very much on the New Mexico territory, presenting a description and a history as well as a campaign framework set in the southwest of the territory. This is ‘The King of Santa Fe’. Set across three fictional towns, it focuses on the machinations and corruption in the Santa Fe Ring, the cadre of politicians and businessmen which dominate the corrupt politics of the territory and circle the governor, Marsh Giddings. All three towns are described, including the mining and lumber town of  Steaming Rock, the hunting town of Carson’s Folly, and ranching and mining town of Jornada Springs. All three towns include descriptions of its most notable citizens, and come with several campaign adventure outlines, two of which are the campaign starters and the campaign finishers. This is in addition to the descriptions of the territory’s major towns of cities of Albuquerque, Lincoln, Silver City, and even Las Vegas. Rounding out the support is a starting scenario, ‘Patience is a Virtue’.

In terms of tone, Tales of the Old West advises player and Game Master alike that the American West of the period is challenging in terms of both history and roleplaying, given the social attitudes of the period. It addresses in turn the status of women, Native Americans, the Hispanics, Chinese, and African Americans, clearly stating that participants should be respectful of the history and the diversity of the various peoples living in the setting it depicts, acknowledging the prejudices of the period, rather than embracing or revelling in them.

Physically, Tales of the Old West is a buff-coloured hardback with spots of muted colour that echoes classic depictions of the Old West. It is well written, easy to read, and a good looking book.

Respectful of the history, Tales of the Old West gives players and Game Masters alike the means to run and play more than a black and white, Cowboys & Indians game, a detailed, roleplaying campaign where the Player Characters are part of a community and building a better place. Modern, accessible, and playable, without being overly complex, Tales of the Old West is a thoroughly engaging and earnest treatment of the Old West.

Saturday, 19 July 2025

Inland Innsmouth

You awake slowly, reaching through the murk of a befogged mind, guided by the sound of a bell. A constant sound. You are cold, it is night, and you are barefoot, just like the men and women standing around you. All dressed the same. Nightgowns. Eyes staring wide. You do not know who you are, but you know you are in Oakwood Springs, a sanitorium for the wealthy in the retreat town of Lake Geneva, though you are not quite sure why. You recall being questioned. Was it about what ailment or condition that besets you, or was not something else? You are not sure. The orderlies snap at you to return to your rooms, but unlike your fellow patients, whose faces only show bewilderment at being roused from their bed at this time of night, the look in the orderlies is one of fear. Why are you in Oakwood Springs? Are you sick or simply need rest? And just what is that the orderlies are afraid of?

This is the set-up for the Madness at Geneva Lake: A Call of Cthulhu Adventure. It is the second convention scenario to be published by Chaosium, Inc. for Call of Cthulhu, Seventh Edition, the other being The Shadow Over Providence. Where that scenario is set during the roleplaying game’s classic period of the nineteen twenties, this scenario is set in December 1891—for a very good reason—and thus could be run using Cthulhu by Gaslight. However, Madness at Geneva Lake is just a little special. It was published for Gary Con XVII, the convention that celebrates the life of E. Gary Gygax, in conjunction with Gygax Ink, to celebrate the fiftieth anniversary of Chaosium, Inc. It takes place in Lake Geneva, the Wisconsin town where E. Gary Gygax grew up, where TSR, Inc. was based, and where Gary Con is held each year. Lake Geneva stands on Geneva Lake and beginning at the end of the nineteenth century, was renowned as a resort town and retreat for the wealthy from Chicago to the east. Here the socialites would spend their summers and perhaps when they needed long term medical rest or treatment, months in the town’s expensive sanatoriums, receiving the most expensive medical care that money could buy.

However, times have changed in Lake Geneva. Winter has drawn in and as crisp snow lies on the ground, thick fog rolls in off the lake. Many of the visitors to the town, expecting to enjoy an excursion aboard one of the steamers, have returned to shore, touched and disturbed by a dread presence lurking in the icy depths of the lake. Is this why the Investigators are in Oakwood Springs?

The thrust of Madness at Geneva Lake: A Call of Cthulhu Adventure is quite simple. Cultists are attempting to summon something nasty, in this case from Geneva Lake. For veteran players of Call of Cthulhu, the identity of the cultists should be a surprise this far from the coast, being a mixture of Deep Ones and Deep One Hybrids as well as ordinary cultists. Actually, there are two factions of cultists involved in the whole affair, but the fact that there are two factions is unlikely to become apparent to the Investigators.

The scenario is divided into two acts. In the first act, the Investigators need to find why they are in Oakwood Springs, find their belongings, examine their patient records, and then escape the sanitorium. The emphasis is upon stealth, trying to get past the orderlies and the nightwatchmen, and attempting to get into the sanitorium’s various locked rooms. One of the pre-generated Investigators does have the Locksmith skill, so he will be useful, but in the main the Investigators will need to find the keys. All this whilst sleepwalking patients try to stagger out of the front door into the fog where things lurk, and towards Geneva Lake. The atmosphere in the sanitorium is creepy and tense, and this will grow and grow as the Investigators determine who they are and what they know. Despite the atmosphere in the sanitorium and despite the feeling that they are trapped, the Investigators are not truly in danger in the sanitorium. Further, they even have help in their attempts to escape.

The second act of Madness at Geneva Lake: A Call of Cthulhu Adventure begins with the Investigators having found out who they are and what they know, escaped from Oakwood Springs, and learned that the source of everyone’s anxiety and terror lies on Geneva Lake, and is tied to a well known paddle steamer, the Lucius Newberry. This is described as one of Lake Geneva’s more exquisite sidewheelers, “complete with a luxurious decor that included crystal, brass and polished fixtures, and even oil paintings.” The scenario should ideally culminate aboard the vessel, with the Investigators confronting a betentacled abomination and preventing a vile ritual. Amusingly, the best solution given is to set the ship alight and burn it down to the waterline. This is because the Lucius Newberry actually did catch fire in December 1891 and sink, and that in 1982, TSR, Inc. actually funded a salvage attempt on the recently discovered wreck of the vessel.

Over half of Madness at Geneva Lake: A Call of Cthulhu Adventure is dedicated to six appendices. These include all of the scenario’s adversaries and monsters, a dark history of both Lake Geneva and Geneva Lake, handouts, seven pre-generated Investigators, new spells, and details of Lake Geneva’s sanitoriums. The pre-generated Investigators all come with male and female options, but they do include a ‘brain in a jar’ capable of casting spells; a Deep One Hybrid; an archaeologist; a member of the clergy; a journalist and photographer; a private investigator; and a scientist. The ‘brain in a jar’ will present a roleplaying challenge, but integrating it into the scenario is likely to be more challenging.

Physically, Madness at Geneva Lake: A Call of Cthulhu Adventure is cleanly and tidily presented. The artwork is good, the cartography serviceable, and the handouts nicely done. However, the scenario does need another edit.

The scenario is short and serviceable, with a twist or two as well as an initial emphasis on stealth and investigation, which will satisfy veteran players of Call of Cthulhu. It is designed for convention play, so it misses an opportunity to really roleplay the recovery of the Investigators’ memories and their treatment at Oakwood Springs, and the shortness means that the true nature of the villains in the sanitorium never get a chance to come to the fore. Nevertheless, Madness at Geneva Lake: A Call of Cthulhu Adventure takes the classic set-up of amnesiac protagonists and being confined in a sanitorium and gives it a fast-paced spin through some roleplaying adjacent history!

[Free RPG Day 2025] Into The Living Sands

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. 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. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Into The Living Sands is a scenario for the Arora: Age of Desolation setting published by Ghostfire Gaming, one of three released by the publisher for Free RPG Day 2025. All three scenarios and settings are written for use with Dungeons & Dragons, Fifth Edition and designed to be played by a party of five to six Player Characters of Third Level. The scenario opens with ‘Welcome to the Arora: Age of Desolation’, a much needed description of the setting and its key features, because the scenario does not have a back cover blurb. What it tells the reader is that the setting for Arora: Age of Desolation is Arora, a post-apocalyptic world once ruled by dragons, but which has crumbled since they were infected with Shardscale, which causes instability and uncontrollable rage in dragons and similar creatures. Without the stability and structure provided by the dragons, the survivors fled in search of refuge. Their descendants face the constant danger of dragon warlords and their draconic warbands, whilst living in often extremely harsh conditions. In the desert region of Gallaht, they have adapted, harvesting water from quicksand, carving homes from the mesas known as ‘metehs’, which often collapse due to earthquakes, forcing the inhabitants to find a new meteh, often one that has risen from the ground due to the same earthquake activity, and race magical sand skiffs across the desert in search of resources, trade, and to avoid the desert pirates! The setting feels similar to that of Dark Sun, the savage, post-apocalyptic setting published by TSR, Inc. for Advanced Dungeons & Dragons, Second Edition in 1991. However, the parallels are relatively slight in that both are desert settings and both have dragons that feature at their core, but that is all.

At the beginning of Into the Living Sands, the Player Characters have travelled to the Claw of Khulud, the only permanent city in the Tremoring Badlands. Their metehs, all four of them, recently collapsed, forcing their inhabitants to resettle in a larger, single meteh. However, this has left the new meteh short of supplies and the Player Characters to obtain what they need and to entreat merchants to set up a regular water trade route to their new meteh. Unfortunately, Khulud was recently hit by a storm that destroyed supplies and depleted water stores. To replenish the latter, the city’s Trade Council is organising a ‘Great Water Race’, a daylong event in which participants go in search of water and attempt to bring back more than the other competitors. They are popular in Khulud and although dangerous, participants are well paid for the water they bring back and the winner is feted throughout the city. The Player Characters have already decided to enter the race, hoping that the money they will make on the water they bring back will be enough to buy the supplies their new meteh requires and that if they win, the local water merchants will be persuaded to set up a trade route.

Into the Living Sands is literally a sandbox. The Player Characters can go where they will in the scenario. There are pools to find and collect water from, secret locations to reach, and ruins to explore, and encounters to have along the way, including running into other competitors, being attacked by a swarm of Fulgurite Crabs with their razor-sharp shell, be misdirected by the illusions of a Wakeshark, and being chased by water pirates! The Player Characters need to make several choices, beginning with deciding upon which guide to help them crew their desert skiff and what type of desert skiff to choose. Five guides are detailed, each of whom has their own motivation and interests, some of them actually quite selfish, as well as advantages and disadvantages when it comes to participating in the Great Water Race. Some also know the locations of the secret locations, and only if the Player Characters choose them, will they be able to reach those locations. Similarly, the choice of desert skiff—either sturdy, standard, or swift—will affect what locations they can reach. The faster the skiff, the more distant places they will be able to reach. The unique and distant locations tend to have more water.

The Game Master will then tailor the scenario to the choices that the players and their characters have made. The scenario includes four locations and a total of ten encounters. Two of the encounters are categorised as ‘unique’ and do require the presence of particular NPCs, so not all of the scenario is going to be open to the Player Characters depending upon the choices made. That said, they could be added to an ongoing Arora: Age of Desolation campaign. Whichever of the locations and encounters the Game Master uses, the scenario comes to a close with a race back to the Claw of Khulud, chased by water pirates, and ultimately, the determination as to which of the competitors have brought back the most water and won the Great Water Race.

The scenario comes with several appendices. The first includes the stats for the various monsters, like the Lingering Wakeshark, Sand Elementals, and Crystal Snails, whilst the second provides rules for desert skiffs. This covers operation, combat, and mishaps, plus attachments that increase their versatility, like a boarding clamp, raider launcher, and reinforced steering sail. The third appendix covers water hunting and its rules, whilst the fourth gives the stats for various sizes of desert skiff. A set of resources is also available for all three of the scenarios published by Ghostfire Gaming. They include maps, tokens, and pre-generated Player Characters for each. One of the features of the Arora: Age of Desolation setting is that it does not have Races, species, lineages, or heritages in the traditional Dungeons & Dragons sense. Instead, the sentient humanoids of Arora have the potential to express the traits of any fantasy Race, bar the draconic Races. This leads to a diverse, mishmash set of Player Characters rather than ones delineated along traditional lines. For Into the Living Sands, the Player Characters consist of a Draconic Sorcerer and healer; an Equilibrist Rogue who likes storytelling and can talk to and understand both beasts and plants; a Legionnaire Fighter who is a good tracker and forager; a feline scavenger and cleric who worships the dragon goddess Jha-dhol; a Ranger who is a skilled hunter and is at home in the desert; and a Paladin who grew up in the darkness of caves and is lucky. All six are nicely detailed and come with some background as well as an illustration and an explanation of all their abilities and features.

Physically, Into the Living Sands is well presented. The artwork and the maps are excellent, and the scenario is well written. The only disappointments are the lack of a back cover blurb to inform the reader what Into the Living Sands actually is. That said, a map of the region without the secret locations marked would have been useful

Into the Living Sands is the most complex and demanding of the scenarios published by Ghostfire Gaming for Free RPG Day 2025. It requires the Game Master to adjust the scenario to her players and their characters rather than run a straightforward, plot-driven or exploratory scenario. If she can do that, Into the Living Sands is an exciting, action-packed scenario that introduces the Game Master and her players to a little of the strangeness that is Arora: Age of Desolation.

Friday, 18 July 2025

[Free RPG Day 2025] Legend in the Mist Demo Game

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. 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. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Life in the Dales has been good and all you have ever known. The working of the soil, the turning of the seasons, the joy of the festivals scattered throughout the year, and shared stories, some of past exploits, others of caution and calamity, and then, legends of great deeds long in the past and far away, outside the mountain fastness of the Dales. Above you know the wind as it blows cold down the mountain and into your bones or wafts along the river to warm your face and sway the barley. Of late, the wind has changed. You know it as it wails through the ruins of an ancient tower. You feel it as it brings a chill earlier in the nights than it should. You see the shadows deepen and hearts fill with uncertainty. The tales of old twist to tell of a fallen kingdom, of the Creatures of Twilight, and of Deceivers that stalked the innocent and the unwary, preying on the lost… Has an age-old threat returned and if so, why do you feel compelled to seek out the truth of the doom whispered upon the winds? To explore the extent of the Dales, before leaving its sanctuary, your home, and embark on a long journey in the Wanderlands?

This is the set-up for Legend in the Mist Demo Game, a quick-start for Legend in the Mist: The Rustic Fantasy RPG, published by the Son of Oak Game Studio, best known for City of Mist, the Pulp Noir, Urban Fantasy storytelling game. It is a narrative roleplaying game with optional tactical features intended to evoke the feeling of an old fireside tale. It uses a variant of the Powered by the Apocalypse mechanics called the ‘Mist Engine’, and the Legend in the Mist Demo Game includes a short three-act scenario, ‘A Shadow in the Barley’, that can be played through in a single session with the three pre-generated Player Characters provided.

A Player Character in Legend in the Mist is defined by four sets of themed Tags. These Themes vary, but can include Devotion, Trade or Skill, Trait, Personality, People, Trait, Possessions, and more. Themes are categorised as either Origin, Adventure, or Greatness Themes, which define where the Player Character came from, how he works to affect the world, and what he is good at, respectively. Each Theme set contains five Tags which can be used as a ‘Power Tag’ or a ‘Weakness Tag’. For example, the Red Marshal has the Tags of ‘The Red Armour’, ‘Stand Watch’, ‘Reassuring Presence’, ‘Know These Lands’, and ‘Loyal Horse’ for his Devotion Theme. A Theme has tracks for Experience—gained when a Tag is used as a weakness, and Decay, gained for acting against a Theme—that is, out of character—and which if filled, will lead to the replacement of the Theme. Each Player Character has a set of items which can be used as Tags too.

The three Player Characters in the Legend in the Mist Demo Game are ‘the Apple Picker’, a young, orphaned prankster; ‘the Red Marshal’, the new village scout; and ‘the Wise One’, the village healer who knows some of the mysteries of the world. Each Theme comes with some colour text which gives it and the Player Character some context. Lastly, each of the three pre-generated Player Characters comes on a double-sided A3-size sheet, with a female version on one side and a male version on the other.

Mechanically, to have his character attempt a task a player rolls two six-sided dice. If the result is ten or more, the Player Character succeeds without Consequences; if it is seven to nine, he succeeds, but suffers Consequences; and if six or less, the Player Character fails and suffers the Consequences. To the roll, the player adds as many Power Tags as he can and which are appropriate, but has to deduct any Weakness Tags that apply. The resulting value is the Player Character’s Power. This can be spent on various Effects—Attack, Influence, Boost, Create, and Restore. They can also be applied to Challenges and Threats in an attempt to overcome them. Each Challenge or Threat has a rating or a ‘Limit’, for example, to get past an encampment of bandits with two men on watch, the Limits might be ‘stealth: 2’ and ‘wounded: 3’. In the first example, the Player Characters would apply the Effects from a stealth-related Tag to exceed the Limit, whilst in the second, the Effects from an attack-type Tag would be used. This can be done over multiple attempts with the Effects stacking each time, but if successful will change the status of a Challenge or Threat. Thus, the ‘stealth: 2’ Limit changes to ‘evaded-2’ and the ‘wounded: 3’ Limit to ‘wounded-3’.

However, there are ramifications if a Challenge or Threat is not dealt with succinctly or is even ignored. The Narrator can apply Consequences. This might be something as straightforward as ‘bleeding-3’ for a wound, ‘burning-1’ from a spell, or ‘lost-4’ if in a blizzard, but Limits themselves could change. For example, the Limits for the bandits could change to ‘hunted: 3’ and ‘wounded: 4’, now that the Player Characters failed to get past the encampment. The Legend in the Mist Demo Game includes a list of possible Effects, a very quick introduction to character creation—more of an enticement to look at the full rulebook and what it offers than anything else, advice on running the roleplaying game, and possible Challenges, Threats, and Consequences that the Player Characters might face and suffer.

The adventure itself, ‘a Shadow in The Barley’ is set in the village of Ravenhome in the Dales. One autumn morning, the three Player Characters met on the road* outside of the village. They have time to interact before they hear the scream of a child coming from a nearby field of barley. Investigating reveals a very scared child, paralysed with fear, as well as a strange feeling upon the air. Is there something lurking in the field? All is revealed when a shambling, water-logged corpse, wearing old armour and wielding a rusty sword lurches onto the road. This is a Waken Sentry and the Player Characters will realise that the only source of water nearby is that of a pond in a decrepit tower. However, before the Player Characters can investigate they need to get the child to safety and warn the villagers. This sets up a social challenge which can end with the whole village fleeing or even arming everyone with pitch forks to deal with themselves. There is scope here for some good roleplaying versus some interesting, but not always helpful NPCs. The finale of the scenario sees the Player Characters investigate the tower, encounter a strange NPC who wants their help in retrieving a ‘family heirloom’ from the pond, and discover the cause of the Waken Sentry.

* Well, it makes a change from a tavern.

‘a Shadow in The Barley’ is ultimately the introduction to a longer scenario, setting up, as it does, a mystery at the end . In the process of setting that up, it showcases how the rules apply to different situations—one combat related, one social, and one exploratory.

Physically, the Legend in the Mist Demo Game is well presented. The artwork is good and the writing decent. All three Player Character sheets come separate from the main book and there is even a sheet of Tracking Cards to cut and use to keep track of Effects being applied to Threats and Challenges and Limits being reduced.

If the Legend in the Mist Demo Game is lacking anything, it is an example of play or the rules in play. Without either, it is not quite as easy to grasp as it could have been, presenting more of a challenge to learn for anyone new to roleplaying or new to the narrative style of play employed in Legend in the Mist: The Rustic Fantasy RPG. However, for the experienced Narrator or the Narrator willing to grasp its slightly different rules, the Legend in the Mist Demo Game is a solid, engaging introduction to Legend in the Mist: The Rustic Fantasy RPG.

[Free RPG Day 2025] Deck of Worlds Sampler Pack

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. 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. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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If there was an award for the most generically useful item released for Free RPG Day 2025, it would go to the Deck of Worlds Sampler Pack. Published by The Story Engine, this is an introduction to The Story Engine: Deck of World, a deck of cards designed to help users create worlds complete with cultures, geographies, histories, flora, and fauna, simply by drawing and combining cards. The Deck of Worlds Sampler Pack contains just thirty-five cards, little more than a tenth of the two-hundred-and-forty cards to be found in The Story Engine: Deck of World, all packed into a seven-by-seven centimetre box. Unlike previous offerings from The Story Engine, the Deck of Worlds Sampler Pack opens easily and then opens up fully and easily. When closed, the box holds the cards firmly in place, but when opened up, forms the instruction sheet, which takes the user through the process step-by-step.

The Deck of Worlds Sampler Pack contains six card types. These are Region, Landmark, Namesake, Origin, Attribute, and Advent. A Region card has one element which gives the setting a basic environment, like ‘Desert’ or ‘Swamp’. The Landmark expands the basic environment and provides a point of interest, such as ‘Tree’ or ‘Workshop’, ‘Peak’ or ‘Town’, and ‘Point’ or ‘Temple’. The Namesake card gives the Region a sobriquet, providing four like ‘Roaming’, ‘Of Fools’, ‘Of Glass’, and ‘That Knows’. The Origin card also has four elements such as ‘Home of a vanished People’, ‘Founded by Outcasts’, ‘Last Known Location of An Ancient Artifact’, and ‘Said To Have Been The Home Of God(s)’, which provides a lore-based background. Similarly, the Attribute card also has four elements and provides a present day feature about the Region, for example, ‘Polluted’, ‘Unusual Election Process’, ‘Hunting Ground’, and ‘Known For Fossil(s)’. Lastly, the Advent card only has two elements, such as ‘They Are Under Siege By A Foreign Power: An Army, Bombardment, or Propaganda War’ and ‘Wildlife Is Behaving Peculiarly: Aggression, Disorientation, Or Hyperactivity’. The six card types are each a different colour, front and back, and so easy to identify.

To create a micro setting, the user draws a card of each type, one-by-one. The core is the Region card, whilst the others are slipped underneath the Region card so that only one of their elements shows. For example, the ‘Island(s)’ Region card is drawn followed by the Landmark card, which presents a choice of ‘Library’ or ‘Cave’. The former is chosen, then for the Namesake card there is a choice of ‘Shattered’, ‘Of Flags’, ‘Of Strays’, and ‘That Sleeps’. Of these ‘Of Strays’ is added the micro setting. The four choices for the Origin are ‘Was Once Encased In Ice’, ‘Origin of A Popular Game Or Sport’, ‘Founded As A Claim Of Independence’, and ‘Linked To Apocalyptic Lore’. The latter is added. The Attribute card suggests ‘Religiously Diverse’, ‘Known For Street Food’, ‘Seasonal Flooding’, and ‘Carnivorous Plants’, of which ‘Religiously Diverse’ is suitable. Lastly, the Advent card suggests either ‘A Leader’s Sudden Death Is Creating A Power Vacuum: To Be Filled By Heirs, Council Members, Or A Vote’ or ‘Earthquakes Are Uncovering Something Long Buried: A Hive, Sinkhole, Or Tomb’, with the former being chosen.

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The Island of Strays (‘Islands’ and ‘Of Strays’) sits at the far end of the world, awaiting the end of the world. Literally, for it is home to the Athenaeum Apocalyptica, its scholars and monks and prophets dedicated to the study of the end of the world (‘Linked To Apocalyptic Lore’). Over the centuries, it has built up the most complete collection of lore—scrolls, books, carvings, songs, and stories—about the end of the world and even has a whole school, Wisdom Pursuant Apocalyptica dedicated to determining when the end is coming. Although its members include adherents of militant millenarianism and devotees of extreme eschatology, as well as mathematical prophets and augural ascetics (‘Religiously Diverse’), only verbal conflict and debate is allowed on the island. However, the death of the Head Haruspex, Marius IX, Envoy of the Epoch, has left the Athenaeum Apocalyptica without a prime prophet. Accession would not be a matter of great consequence, but the Athenaeum Apocalyptica is approaching the turning point between millennial years and the apocalyptic belief of the Herald of Honesty will determine the belief and the funding distribution for the prophetic phrontisteries for centuries to come (‘A Leader’s Sudden Death Is Creating A Power Vacuum: To Be Filled By Heirs, Council Members, Or A Vote’).
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Physically, the Deck of Worlds Sampler Pack is a delightfully simple package. The artwork is engaging and the instructions on the inside of the clever packaging are very well done.

The Deck of Worlds Sampler Pack is only a taster of the full The Story Engine: Deck of World—a quick-start if you will… Yet it offers a surprising degree of versatility, even with just six Region types and twelve Landmarks, on top of which the Namesake, Origin, and Attribute cards add twenty-four options of their own, that can all be combined to create micro settings that a writer or a storyteller or a Game Master can start her world from and then add to it with further micro settings, developing it micro setting by micro setting, or even just focus on the one micro setting. The Deck of Worlds Sampler Pack is a great introduction to The Story Engine: Deck of World and offers prompts aplenty for what is a release for Free RPG Day.

Monday, 14 July 2025

Miskatonic Monday #360: Buffalo Bill & the Southsea 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.

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Publisher: Chaosium, Inc.
Author: C.M. Arnold

Setting: Ewardian Portsmouth
Product: Scenario for Cthulhu by Gaslight and Down Darker Trails: Terrors of the Mythos in the Old West
What You Get: Fifty page, 13.33 MB Full Colour PDF

Elevator Pitch: “Cowboys & Indians & Rhinoceroses, oh my!”
Plot Hook: Why is patronage in Portsmouth so poor?
Plot Support: Staging advice, six pre-generated Investigators, no NPCs with stats, eight handouts, one map, and one Mythos monster.
Production Values: Adequate

Pros
# Marvelous sense of period parochialism
# Nice period handouts
# Culminates in a Wild West Shoggoth Showdown (hoedown?)
# Possible sequel to Pilgrim’s Hope?
# Zoophobia
# Megalophobia
# Plokámiphobia

Cons
# No Investigator backgrounds
# Needs an edit

Conclusion
# Cowboys & Indians & a Cthulhu Confection, OH BOY!
# Short, single session period piece

[Free RPG Day 2025] Nobi Nobi Quickstart Booster

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. 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. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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If there was an award for the smallest roleplaying game—not the smallest item—released for Free RPG Day 2025, it would go to the Nobi Nobi Quickstart Booster. It consists of twenty-four cards which all together provides a roleplaying experience that can be played through in an hour and even be played through more than once. Nobi Nobi is a Japanese roleplaying game, published by Arclight Games, and intended to be played at board game cafes as well as with beginners as introduction to roleplaying. The four core games, each covering a different genre, are designed to be played by between one and five players, including the Game Master, and played through in thirty to sixty minutes. These four have since been translated into English by French publisher, Don’t Panic Games, following a successful Kickstarter campaign. The Nobi Nobi Quickstart Booster is easy to transport, fitting into any pocket, and requires just six six-sided dice. Which means that it can be played just about anywhere that has a flat surface.

The cards in the Nobi Nobi Quickstart Booster consist of two Epilogue cards, one of which contains the roleplaying game’s rules on the reverse; two Introduction cards, one for the Game Master and one the first Main Character; eight Scene cards; four Darkness and four Light cards; and four Character cards. The Character cards are double-sided, each side depicting a different character archetype. Altogether, the eight archetypes are Enchanter, Wizard, Priestess, Cleric, Warrior, Shieldmaiden, Huntress, and Samurai. Each has two stats, Power and Technique, rated from one to six (together they total seven), and an Ability. These are quite simple, requiring specific rolls, add bonuses, and even require dice to land on the Character card itself when rolled! For example, the Warrior has a Power of six and a Technique of one, plus the ‘Destiny’s Strike’ Ability, which grants the player a roll with straight +7 bonus rather than adding either Power or Technique, but only if the player can persuade the Game Master that “a sword could come in handy” for the Scene.

The Scene cards come in two types, a ‘Check’ or a ‘Role-play’ Scene. Each comes with a prompt and a description that the Game Master reads out and the means of resolution. For a ‘Role-play’ Scene, this might require a player to roleplay in the traditional sense, add a storytelling element, and even act out a mime! A ‘Check’ result requires a dice roll, a player rolling two dice and adding either Power or Technique as indicated by the Scene card. If the player succeeds, determined by the dice roll for a ‘Check’ Scene or the Game Master for a ‘Role-play’ Scene, he earns a Light card. If the player fails, he earns a Darkness card. A Light card grants a bonus that can be used later in the game, for example, ‘Disciple’ reads, “You can designate any player with the arrow on this card or spin it to pick one at random. From now on, the designated PC will be your disciple. To guide them in their learning, you will need to steer them gently at times, and at others, be more severe.” and grants ‘Technique +1’. Whereas, a Darkness card grants an effect that breaks the rules, such as ‘Dark Force’, which reads “A dark force capable of twisting the laws of nature, rearranging causality… Even though it darkens your soul, right now you have no choice but use it.” and gives the ‘Dirty cheat’ ability to alter a Check by +2 or -2.

Nobi Nobi is played with a revolving Game Master and Main Character. At the start of the game, the designated Game Master sets the game up by reading out an Introduction card out and drawing the first Scene card and reading that out. The player to her left is the designated Main Character for the scene and his character will resolve the scene described. This can involve one or more of the other characters and their players, but it is the Main Character and his player who resolves the Scene. Once done, the role of the Game Master and of the Main Character passes to the left. Play like this continues until all of the Scene cards have been drawn and played. Then an Epilogue card is drawn and resolved, with every Player Character participating, and the session brought to a close.

Nobi Nobi is quick and easy to play though and the Nobi Nobi Quickstart Booster even quicker. With just eight Scene cards, it plays better with either two players or four players so that every player is accorded a fair share of the Scenes. An experienced group of players will likely run through this in thirty minutes or so, whereas a less experienced group will take slightly longer. That said, the reaction to the demands of each ‘Role-play’ Scene will vary according to the experience of the players. The more experienced roleplayers will be au fait with the dice rolling, whereas the less experienced players will be more comfortable with the scenes which require something like miming to resolve.

Physically, the Nobi Nobi Quickstart Booster is a simple pack of twenty-four cards. All are colour-coded according to type and so easy to spot, whilst the Character cards are illustrated in classic Manga style. The Scene cards do each have line art on them which depicts what is going on, but due to the size of the card, the artwork is slightly small.

Nobi Nobi looks to be an interesting format and means of introducing roleplaying to a wider audience, as well as having a low presence at the game table. The Nobi Nobi Quickstart Booster is an intriguing introduction, offering both a surprising amount of play in a very small package and easy replay value with different groups.