This review is possible due to the generosity of Waylands Forge in Birmingham.
Friday, 25 September 2026
[Free RPG Day 2026] The Dying Spire
This review is possible due to the generosity of Waylands Forge in Birmingham.
Monday, 21 September 2026
Miskatonic Monday #451: Something Smells Fishy
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Author: Ignacio Campos
Setting: Massachusetts, 1924
Elevator Pitch: If the Buffy the Vampire Slayer ‘Go Fish’ episode was written for Call of Cthulhu
Plot Support: Staging advice, five pre-generated Investigators, six NPCs, two Mythos tomes, and three Mythos monsters (but plenty more in the sea).
Pros
[Free RPG Day 2026] No Place Like Homebrew
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.
No Place Like Homebrew is a sampler for No Place Like Homebrew, a supplement from Roll & Play Press, which provides the Game Master with hundreds of settlements, factions, NPCs, monsters, countries, and more. Everything is clearly laid out and colour-coded—purple for characters, brown for factions, green for locations, and red for creatures—such that the Game Master can consult the supplement and find something that she wants in the right section. Further, where needed it has stats. In the supplement, these are for Dungeons & Dragons, Fifth Edition, making it compatible with the world’s number one roleplaying game, but these are neatly compartmentalised such that a Game Master could easily ignore them and develop the content using the system and stats of her choice. The No Place Like Homebrew sampler has no such stats, but is colour-coded and thus everything is easy to find and identify what category each falls into.
The No Place Like Homebrew sampler opens with a handful of countries, leading with a description of Theotalis, ‘Opulent country rich in silver.’, known for Castle Theotalis and its gleaming spire as well as the fact silver views run in abundance across the county. The citizens are wealthy and silver is held as sacred though the mines are now mechanised. Dotted across the country are old silver statues which may be a source of riddles, advice, or snippets of lost history depending upon who you ask. Conversely, ‘Fozanzia’, a ‘Magical, smog filled-wasteland’, was once a centre of arcane research, but was reduced to an unhabitable wasteland following a failed attempt to artificially recreate dragon’s breath as a weapon. It is now shrouded in thick, draconic fog, scorching golden yellow by day, freezing grey by night. Except for the dragons and wyverns that roam the sky, the only things that live under the pall of magical fallout are hardy, but have mutated. However, if a creature survives long breathing in the miasma, it develops its own dragon breath… All six entries are categorised ‘Setting’ and ‘Country’, but also fall into a combination of the ‘Exploration’, ‘Safe’, ‘Magic’, ‘Horror’, ‘Dangerous’, and other categories.
Under ‘Realms and Leaders’, the sampler details three different dragons. ‘The Winged Terror’ is a wounded wyvern, recently escaped from a gladiatorial arena and clumsily trying to adapt to outside world; ‘Precept Regent’ are father, mother, and son Gold Dragons travel the world learning and giving lectures on all manner of different subjects; and ‘The Underking’ claims dominion over all that lies under the ground and sees mining efforts as invasions! Thus, we have a creature that is wild new threat to the countryside, a trio that might be the very sages that the Player Characters are looking for, and a would-be ruler of the Underworld.
The centre part of the sampler is devoted to the widest selection of interesting options to import into the Game Master’s campaign—people, organisations, and the occasional monster. Unfortunately, whether it is the ‘Syphapods’, translucent underground octopi that drop on people and suffocate and constrict them or the ‘Duneshredders’, landsharks that swim in the desert sands, the monsters in the sampler manage to be uninspired and uninspiring. Much, much better are the NPCs. ‘Cerulea Prim’ is a Stone Giant renowned for cave paintings, occasionally takes commissions to paint murals, but lets others add to the paintings in her cave and now wants to find an inspiring band of heroes to feature in her next work. The ‘Shardpick Syndicate’ is a band of Dwarves known for their diamond-tipped picks which enable them to rework old mines and dig out previously inaccessible seams of ore and gems, but this is all a front for its leader’s true aim—finding a lost city! ‘Nym’ is a Nothic fascinated by the surface world and tortures those it captures for their knowledge and secrets, but giving up the knowledge beforehand might prevent her from attacking you. Other entries include a popular author looking for inspiration in the wilderness, a high priest to a sun god wanting donations to restore his remote temple whilst pining for the love that his faith denies him, and an assassin who uses scorpion venom, but who has lost his favourite and mostly deadly scorpion! Overall, it is a nice range and there is definitely something or someone that the Game Master can add to her campaign.
Pride of place goes to ‘The Copperpot Arms’, an inn so large it has capacity for five hundred guests. It is fully detailed and ready to use, and even though the map is too small, it gets across a sense of its layout. Lastly, the No Place Like Homebrew sampler gives an idea of its ‘Campaign Primers’. These include tone, inspiration, and pitch, as well as campaign overview, lore and mechanics, key locations, important characters, and inciting incident. Lastly, there are some Session Zero questions to put to the players about their characters. The included ‘Pirate Campaign: King of the Blue’ is inspired by One Piece meets Monster Hunter and consists of a world of drifting island nations, one of which is Theotalis from earlier in the sampler (and the book), and the big hook is the hunt for a shipwreck said to be laden with pirate treasure. The primer comes with NPCs; lore and mechanics such as building crew reputation, upgrading ships, and using knock-off electrum coins in a world where the silver coin is the prime currency can get a pirate or a Player Character into trouble; and an inciting incident to get the campaign started. Overall, it is a good page of details, but still with room aplenty for the Game Master to add her own content.
Physically, the No Place Like Homebrew sampler is well presented. It readable and accessible and the artwork is decent.
The obvious problem with the No Place Like Homebrew sampler is that it is bitty, lots of little things rather than one whole that can be used as is. As a preview though, it does a good job of showcasing what is in the actual No Place Like Homebrew book and there is content in the sampler that the Game Master can take inspiration from. It is far from the best item published for Free RPG Day 2026, but where others might get immediately used, it might be something that the Game Master dips into at a later date.
Sunday, 20 September 2026
2016: Shadowrun: Anarchy
1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
Published in 2016, Shadowrun: Anarchy was offered as an alternative ruleset to the then Shadowrun, Fifth Edition, notably a narrative driven ruleset which kept the core mechanics, but also simplified Shadowrunner creation. At its heart though, is the Cue System. This first appeared in the publisher’s pulp Sci-Fi roleplaying game Cosmic Patrol and then in the superhero roleplaying game, Valiant Universe Roleplaying Game. Both are storytelling games with some traditional mechanics, but unlike some storytelling roleplaying games, they do not forego a Game Master. Instead, in addition to roleplaying their characters, whether members of the Cosmic Patrol or superheroes in the Valiant Universe, the players take in turns to serve as the Game Master. Shadowrun: Anarchy uses the Cue System, but makes one significant change to it. Instead of each player being the Game Master for a scene, Shadowrun: Anarchy maintains the role of the Game Master as in traditional roleplaying games. The Game Master sets the brief and at the beginning of each scene narrates the situation, what the Shadowrunners see, smell, hear, and so on. Then the game play proceeds around the table with each player narrating what his character does. Each player’s narration ends when it is appropriate, either in terms of the story or the scene, or if the player needs to roll dice for his character, whether that is to attempt a particular objective or combat is initiated. A player is free to narrate his character’s actions in the scene and to develop the scene as long as any addition is not going to break it, usually inspiration from the ‘Cues’ or story or situational tags, that can either be ones the Game Master presents at the start of the scene or ones that are on the player’s character sheet.
Mechanically, Shadowrun: Anarchy uses a dice pool system that will be familiar to players of Shadowrun. When a player wants his Shadowrunner to act, he forms a dice pool of six-sided dice consisting of Skill Dice and Attribute Dice, plus any Modifiers from the situation, Shadow Amps, and Qualities. This roll is made against the Game Master’s Opposing Dice pool. Results of five or six count as Hits and if the player rolls more Hits than the Game Master, his Shadowrunner succeeds, if not, he fails. Edge can be spent—and a Shadowrunner typically starts with a single point of Edge—to alter the results. If spent before the test, four, fives, and sixes count as Hits, but after the test, any results that are not five or six can be rerolled. A player can also spend a Plot Point to add a Glitch Die to a dice roll. This is a die of different colour. If the result of the Glitch Die is a one, bad luck has befallen the Shadowrunner, even if the result overall means that the Shadowrunner has succeeded. For example, a Close Combat attack could not only fail, but the attacker falls over as well; a gun could jam; a Hacking Test results in the Hacker deleting or downloading the wrong file; and so on. However, if the result on the Glitch Die is a five or six, then good luck has befallen the Shadowrunner, such as bypassing armour in a fight, finding something interesting on a Hacking mission, and so on. Again, this good luck will still occur if the overall result indicates that the Shadowrunner has failed.
There is a brilliant piece of writing when it comes to ‘Attack Limits’. “A character can only take a single attack action during their Narration. What is an Attack action? An action that intentionally and directly damages another living being (including NPCs, critters, spirits, and whatever). Want to debate the meaning of Attack action beyond that? Have fun, and we’ll be here for you when you’re ready to play!” It is just saying, get on with it, because Shadowrun: Anarchy is not the kind of roleplaying game where that kind of detail should be causing any sweat. This is not to say that Shadowrun: Anarchy manages to avoid causing any sweat, but it is a point well made.
Physically, Shadowrun: Anarchy is a good looking book. The artwork is excellent and the layout clean. However, it definitely needs another edit.
Unfortunately, Shadowrun: Anarchy is a book with problems. Not least of which is the fact that there is no map of Seattle and its environs in 2077, let alone North America or the world. There are places where rules could have been clarified, but either never are or are very later on, such as placing the ‘Anarchy Catalogue’ with its ready-pick Shadow Amps right at the end of the book rather than with the rules for Shadowrunner creation or rules for a particular in a ‘Contract Brief’ rather than in the general section for the pertinent rules or in the NPC section. The selection of NPCs or ready-to-play Shadowrunners is great, but not all of them are consistent in their design. So, if player or Game Master wants to use one, they need to be redesigned to make the costs balance.
The issue with Shadowrun: Anarchy is threefold. First, it set out to address the crunch and mechanical complexity of Shadowrun, Fifth Edition that made it difficult to learn run, and whilst it can be argued that it very much did that, offering a streamlined, faster-playing system, in switching to the more narrative, player-involved Cue System, it asked player and Game Master alike to make a radical change in playing style, but did not explain it enough. How exactly does a ‘Cue’ work? Or a ‘Tag’ or a ‘Disposition’? It is possible for the Game Master and her players to grasp the fundamentals, but the nuances are lost they are not fully explained or given a full example of play, which if done right would have been the best teaching aid of all. Second, Shadowrun: Anarchy cannot decide who it is for. The old Shadowrun veteran who wants to try a simpler system for his favourite roleplaying game? Someone who is completely new to Shadowrun? Or someone who has played a Cue System roleplaying game and wants to try a Shadowrun roleplaying game? All three? It is unclear. Third, is the lack of development to make it coherent and have more of the pick-up-and-play aspect that you get the impression it is aiming.
Shadowrun: Anarchy is a great idea. A fast playing roleplaying game with narrative elements in one of the best developed and entertaining settings in the roleplaying hobby. In fact, it is not actually unplayable, but the lack of development, the underwhelming lack of presentation in terms of its idea, and its organisation make it almost as difficult to play as the then current version of the main roleplaying game, Shadowrun, Fifth Edition. Which misses the point of what it was intended to do.
[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.
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 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.
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.
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.
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.
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.
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.
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.
[Free RPG Day 2026] Water & Mist
This review is possible due to the generosity of Waylands Forge in Birmingham.
For Free RPG Day 2026, Magpie Games published not one book, but six—Adventure Booklet 1: Earth & Root, Adventure Booklet 2: Fire & Brimstone, Adventure Booklet 3: Ash & Steel, Adventure Booklet 4: Air & Wind, and Adventure Booklet 5: Water & Mist as well as the Expanded Rules supplement. These are all for Avatar Legends: The Roleplaying Game, one of the most successful Kickstarter campaigns for any roleplaying game. This is the roleplaying adaptation of Avatar: The Last Airbender and The Legend of Korra, animated series which are inspired by the indigenous cultures of North America and Asia, in particular, China, Chinese martial arts, and the ability to ‘bend’ or manipulate the four elements—water, earth, fire, and air. Only one person can bend all four elements, and he is known as the ‘Avatar’, and not only does he serve as the link between the physical world and the spirit world, but he is also responsible for maintaining harmony between the world’s four nations. In the roleplaying game, the players roleplay characters, or companions, who are capable of bending one of the elements as well as practising martial arts, all with the aim of protecting the world from harm and those unable to stand up to misuse of power.
What this means is there is much more of a sense of tension to Adventure Booklet 5: Water & Mist, a race to not only find First Gentleman Varrick, but also finding out why he has gone missing. Unlike the previous entries in the series there is a plot at the heart of the scenario, but like the previous entries in the series, there is no story plot of there being one scene after another. Instead, the scenario is very determined by the actions and decisions of the players and their characters. To that end, the Adventure Booklet 5: Water & Mist lists all of the NPCs and groups together and all of the locations together. Although the various NPCs will have things to tell the Player Characters, more importantly, the location descriptions include details of clues that can be found at each and leads which will link to other NPCs and locations. Effectively, the Player Characters can work their way through mystery, scene-by-scene, with the Game Master throwing in the odd complication or encounter, as determined primarily by the number of segments filled in on the Clock.
The advice for Game Master covers how to handle and fill in the Clock and throwing in escalations to raise the tension, but dedicates most of it attention to running detective stories. It suggests highlighting the passing of time to impress upon the Player Characters the sense of urgency and the consequences of the Player Characters not conducting the investigation in a quiet manner, but above all, it advises that the truth not be hidden from the players and their characters. In other words, the mystery is more fun if it gets solved, so the Player Characters should be able to find the clues and they should be able to undercover the truth. Overall, the advice is solid and useful.
There is advice too on how to set up the scenario if the players are using their own characters rather than the pre-generated quintet which is included in Adventure Booklet 5: Water & Mist. Whether or not the scenario is being run with the pre-generated Player Characters or ones of the players’ own creation, the players will still need to explain the relation between them and President Zhu Li Moon. The five pre-generated Player Characters include Enuk the Guardian, a new Airbender who has come to Republic City to learn Air Nation Ways and wants to keep an eye on a sibling; Changunak the Successor, a Waterbender and technologist from the Southern Water Tribe who wants to main her family’s fishing village; Zhu Song the Hammer, a weapon-wielding former Terra Triad gang member with a grudge against its new boss; Slate the Pillar, an Earthbender trained to lead to a specialised metalbending anti-mecha police force; and Pianchir Jing the Rogue, a Firebender and street orphan who knows Republic City well.
Adventure Booklet 5: Water & Mist is the most sophisticated of the scenarios in the series released for Free RPG Day 2026. The Game Master needs to maintain a tension through between the mystery and its truths, between the actions and decisions of the Player Characters and the countdown of the Clock triggering events, whilst also pushing the players and their characters forward just little to keep the story and mystery unfolding. It is supported by good advice though and the scenario has every that the Game Master needs to run an entertaining blend of intrigue, interaction, and action. Again, as with other entries in the series, Fans of Avatar: The Last Airbender and The Legend of Korra will enjoy the background too and overall, Adventure Booklet 4: Air & Wind is great support for Avatar Legends: The Roleplaying Game.





