Call of Cthulhu 7th Edition Black & Green Dice

One thing I noticed while researching my article about Q Workshop’s “Halloween” and “Bloodsucker” dice sets was just how many licensed dice sets they produced for big name role-playing games. With official dice sets for Pathfinder, Numenera, Fudge, etc., it’d probably be easier for me to list the major RPGs Q Workshop doesn’t produce dice for! Thankfully, Chaosium’s Call of Cthulhu would not fall on such a list!

In fact, Q Workshop has a huge selection of styles to choose from! In addition to the black and green set I’ll be reviewing today, they also offer the same design in beige and black, black and glow-in-the-dark and green and glow-in-the-dark colors.

They also have metal Call of Cthulhu dice (designed by the creator of the “Halloween” dice set), light blue Azathoth dice, yellow Hastur dice, red Nyarlathotep dice and dice based on the legendary Horror on the Orient Express campaign which come in a black and purple design. I must stress each one of these sets has its own unique design and how they are not simply the Call of Cthulhu dice design with a new color scheme. There’s even a green and black “Outer Gods” Cthulhu variant featuring a different Cthulhu design!

It was hard picking which set to review, but in the end the “black and green” set won. I can’t say no to such cool-looking dice. Especially since the design glows an eerie green under a black light! I defy you to look at the full sizes versions of the images below and tell me these aren’t awesome:


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Freaky Tiki Surf-ari: 6’+ Episode 234 is Up!

2013 Logo IconTo quote the description given at the new listing:

“It’s time to get away from it all with the annual Freaky Tiki Surf-Ari. Swim up to the bar while we play tracks from ZOMBIE SURF CAMP, CREEPXOTICA, ASIMOV COCKTAIL, KAVA KON and more. Monstermatt Patterson’s grass skirt catches fire as he tries to hula in the MONSTERMATT MINUTE, and Kraig Khaos goes nose-to-nose with a shark in order to play another KILLER KUT.”

Remember to email 6′+ (contact at 6ftplus.com) or leave a comment below about the show, whether you liked it or not. Tell your friends, leave a review on iTunes, but above all – enjoy.

You can find all episodes of 6′+ over at the official site as well as on iTunes and Stitcher. They’re also on Facebook, Twitter and Instagram.

Q Workshop’s Halloween and Bloodsucker Dice

I recently got in touch with Q Workshop to see if I could obtain one of their licensed Call of Cthulhu dice sets to review. During our correspondence, my contact there asked if I would be interested in reviewing two dice sets associated with their latest Kickstarter campaign: “Halloween” and “Bloodsucker” dice. As if the answer would have been anything other than “HELL YES!” I wasn’t the only one who thought highly of those dice sets, because the campaign was funded within four hours of being posted! I’ll have more on that later, but for now let’s get to the dice:

As you can see, I did get some Call of Cthulhu dice for a future review. You can also see the changes in packaging style. The boxes are smaller for their new dice and the days of fitted plastic trays for the dice are now over. The size of the dice remains the same and the change in packaging size only cut down on wasted space. I was admittedly concerned about the dice getting scuffed up since they’re loose in the box, but thankfully that wasn’t the case for any of the dice sets. Part of me wishes they could use some cardboard strips to keep the dice from bumping into each other and another part of me admits that most purchasers will throw them into a dice bag where they could get potentially scuffed anyway. But since they all arrived in perfect condition, I’m not doing to dwell on it.

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6’+ Episode 233 is Up!

2013 Logo IconTo quote the description given at the new listing:

“Rest In Peace, Pete Pardalis. We celebrate the life of the Tombstone Brawlers/Omega Men bassist by playing music by the bands, as well as tunes from Pete’s friends and fellow NYC musicians. Hear tracks from the MEMPHIS MORTICIANS, THE OTHERMEN, THE AFTERBIRTH, THE SPASTIKS, and more. Monstermatt Patterson pops in for another MONSTERMATT MINUTE.”

Remember to email 6′+ (contact at 6ftplus.com) or leave a comment below about the show, whether you liked it or not. Tell your friends, leave a review on iTunes, but above all – enjoy.

You can find all episodes of 6′+ over at the official site as well as on iTunes and Stitcher. They’re also on Facebook, Twitter and Instagram.

The Cards of Cthulhu Bonus Packs

As I noted in my review of The Cards Of Cthulhu: Beyond The Veil Expansion, some might be disappointed with not getting a larger amount of extra dice and experience tokens (both copper and silver). Thankfully Dan Verssen Games offers two bonus packs for use with either the expansion or the original The Cards Of Cthulhu game! But I’ll also show you other games you can use them with, along with potential usage in homemade haunted houses! Let’s check out the dice first:

The bonus pack dice are on top and the dice from The Cards Of Cthulhu are on the bottom. The bonus dice have the design stamped on rather than engraved, but this does allow for brighter colors.

The dice come with ten regular experience tokens, each packaged in its own little bag. Speaking of coins:

The coin bonus pack includes ten regular experience tokens and five higher value experience tokens! Unlike the dice, the bonus pack tokens are exactly the same as their counterparts from the boxed board games, right down to the metallic “clank” they make when you plunk them down.

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The Cards Of Cthulhu: Beyond The Veil Expansion

Having released The Cards Of Cthulhu,
Dan Verssen Games could have easily rested on its laurels and moved on to creating other games. Thankfully they went the extra mile and created The Cards Of Cthulhu: Beyond The Veil Expansion. This expansion introduces Nyarlathotep to the game, along with some new Horrors to aid the infamous Outer God. Thankfully, it also include some new followers and Investigator cards (along with plenty of items) in order to give anyone who plays a fighting chance!

Here is the new board:

And here’s everything you get with this expansion (not including the new instruction book):

One new element of play are the Investigation cards. Drawing one or more will require you to either discard them and pay a penalty or to investigate. Investigating can get you rewards, but requires you to roll a certain amount in order to succeed (and avoid being wounded). Thankfully, this expansion gives you plenty of new followers who can investigate and take the risk for you. In fact, two of the new followers are none other than Herbert West and Randolph Carter! Choosing to play as the “Detective” Investigator also gets you a special bonus when rolling during investigations. Another type of new card are ones which increase the difficulty of accomplishing certain tasks on each board. You have to pay experience tokens to get rid of them, but boards can take more than one of this kind of card and you have to pay to remove each on separately. This can become an issue if you have any gate cards in play. I neglected to mention them in my last review, but gate cards require you to draw an extra number of cards for each gate in play and you have to pay experience to get rid of them! Thankfully you get five new high value tokens with this expansion (along with a new rules sheet tailored for this version of the game). Let’s take a closer look:

The silver color does help set them apart from the copper tokens from The Cards Of Cthulhu, although I personally think the patina effect on those tokens looked better. Since The Cards Of Cthulhu: Beyond The Veil Expansion requires you to already own The Cards Of Cthulhu in order to play it, there are no extra dice included. You can certainly play this without using the cards from the original game, but you can also combine the decks if you want to. In fact, the expansion cards call have “Veil” printed on the bottom front of the cards in case you need to separate them from the regular cards. The instructions include the illustrated rules, sample game demonstrations and numerous new rules for both solitaire and multiplayer games to further enhance its replay value. I tried out the traditional and “novella” methods of solo play and had fun both ways. In fact, I racked up more wins playing this version than I did playing The Cards Of Cthulhu for my last review! Sadly, no short stories are included this time around. Dan Verssen Games has hit it out of the park once again with The Cards Of Cthulhu: Beyond The Veil Expansion. But that’s an admittedly minor quibble. Those upset that the expansion doesn’t include more tokens or extra dice will be happy to learn bonus packs containing those items are available separately (but aren’t required to play this).

Special thanks to Dan Verssen Games for the review copy!

The Cards of Cthulhu

Dan Verssen Games is a company that’s no stranger to the world of horror. Having already released Rise of the Zombies! and several War of the Worlds board games, a successful 2013 Kickstarter campaign led to the creation of The Cards of Cthulhu. The goal is straightforward: You (and up to three other players) have to prevent the summoning of Cthulhu, Yog-Sothoth, Chaugnar Faugn and/or Arwassa into our world. These beings can only be summoned if their board has more than five minions (including Minor, Major and Unspeakable Horrors) left on it at the end of a turn. Minions and Horrors get placed on a board whenever a player draws a card depicting one which also includes the symbol of the being linked to the board. Here’s a quick look at the creatures you’ll be facing if you play:

And here are the boards they’ll be placed on:

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A Chat With A Would-Be Villain

By ROSE CUMMINGS

SHELDON LEWIS had been kind enough to grant me an interview——and I must confess that the prospect of meeting the hero-villain of “Iron-Claw” fame, left me as excited and flustered as a school-girl. For a villain is meant to be cordially hated during the interim of the play or picture; any admiration one feels for his superb acting must be fought out in the privacy of one’s home—and not openly expressed. Anyway, that’s the dictum handed down from grandmother’s time.

Now I kept watching the passive, finely chiseled face as Mr. Lewis talked of his books, his home, and above all treasures—his wife. Somehow he didn’t fit my conception of what a “reg’lar” villain should look and act like. He was too sympathetic, too sensitive and fine in his ideals.

HE told me of his plans for he is now working on some masterful character-interpretations, as star of his own company. “Don’t think for one moment that I’ve lost my great enthusiasm and high regard for the legitimate drama,” he added. “Some day I expect to go back—but right now the motion picture field appeals to me strongly. It gives me a greater opportunity for real character work, and enables me to reach thousands of people who are constructive in their criticisms and appreciative of the hard work such acting requires. These people haven’t the means or the opportunity to get to the theatre—but moving pictures keep them enlightened, and entertain them as nothing else can.”

RECALLING the days when Mr. Lewis played the “legitimate,” one has only to think of the wonderful press notices he received after acting the dual roles of “Dr. Jekyll-Mr. Hyde.” These were better than Mr. Mansfield, himself, received. No matter what part Sheldon Lewis is asked to portray, he gives it careful study and virtually lives the character. If the scenario or play calls for the suave, man-about-town, you may rest assured that Sheldon Lewis looks and acts the part to perfection. He is a credit to his tailor. At the same time he can portray the lowest type of criminal with a realism that is almost uncanny.

I asked Sheldon Lewis if he was fond of athletics, to which he replied:

“My present work requires a supple, active body and so I spend two hours every day in my gymnasium. I have a special trainer with whom I box and wrestle to my heart’s content. I like horse-back riding, too-but golf’s my particular hobby. Give me a good game of golf, any day.”

NOW I wanted to delve deeper into the man’s personal character-and my only hope lay gathering the information from those who knew him intimately, about the studio. They were not only willing, but anxious to talk of the sterling qualities of Sheldon Lewis-—who is a sort of demi-God with those who work with him.

For one thing I am told, he welcomes criticism from every source. If a stranger were to walk into the studio and make a suggestion—he would give it as careful consideration as if it came from the director himself.

They also spoke of another little fellow, who is now employed as an office boy who came to the studio seeking a job. He was a bright fellow but dirty and shabby in appearance. Mr. Lewis took him in hand-—bought him a complete new outfit—suit, shirt, shoes, hat and overcoat and gave him his chance. This sounds more like the hero of the picture—and not the usual wicked villain— doesn’t it?

AND speaking of villainous roles—it is interesting to note that the big Pathé serials in which Mr. Lewis was starred, “The Hidden Hand” and “The Iron Claw,” are still being shown in Australia, China and India—and he receives thousands of letters from his admirers there, to this very day.

This in itself is significant. It is customary for the self-sacrificing hero, the kittenish ingenue and the fascinating leading woman to receive billet doux from enthusiastic admirers of both sexes, but when the same attention is paid to an artist who specializes only in villainous roles, it becomes a marked tribute to his acting ability and the firm hold he has managed to get on his audiences.

The only trouble is that Mr. Lewis’ correspondence often needs an interpreter capable of multifarious linguals feats, for letters from China, Italy, Morocco and Peru are brought to him daily by the postman.

[This post is based around an article included in the June 1919 issue of Theatre Magazine (Volume XXIX, Issue 220). Although as much effort as possible was put into preserving the article as it originally appeared, some aspects of the layout were impossible to replicate. To see the original, head on over to Google Books. The Man and the Monster eventually saw release in 1920 as Dr. Jekyll and Mr. Hyde.]

TGIF13: 6’+ Episode 232 is Up!

2013 Logo IconTo quote the description given at the new listing:

“It’s Friday The 13th and Strange Jason is…kinda dead. We use lightning and caffeine to try to jolt him back to life, along with F13-inspired tracks from GENKI GENKI PANIC, THE JASONS, STRVNGERS, THE MONSTER ONES and a brand new song from WEREWOLVES IN SIBERIA. Plus, Monstermatt Patterson gets shot into space in MONSTERMATT MINUTE: PART X and Kraig Khaos chills with Kevin Bacon in another KILLER KUT.”

Remember to email 6′+ (contact at 6ftplus.com) or leave a comment below about the show, whether you liked it or not. Tell your friends, leave a review on iTunes, but above all – enjoy.

You can find all episodes of 6′+ over at the official site as well as on iTunes and Stitcher. They’re also on Facebook, Twitter and Instagram.

TGIF13 X: Making a Cardboard Hockey Mask

You might have noticed I didn’t title this “TGIF13 X: Make Your Own Cardboard Hockey Mask.” I chose the title I used because the subject of today’s post is not a tutorial. Instead it’s a time lapse video of someone shaping the iconic mask out of cardboard (and packing paper) and painting it. That doesn’t mean you couldn’t possibly use this to make your own, but it’s not going to be as easy as a video where you’re guided through each step of the process. Especially since the complete process took about 20 hours! You can watch a master craftsman in action thanks to MudbrainsTvDIY:

Given the video’s subject matter, it’s surprising that MudbrainsTvDIY chose to score it with Kevin MacLeod’s “Hand Balance Redux” rather than another MacLeod composition that’s commonly associated with Jason Voorhees. But then again I did a Friday the 13th article with “X” in the title and didn’t make it about Jason X, so I really can’t express too much shock.

6’+ Episode 231 is Up!

2013 Logo IconTo quote the description given at the new listing:

“We conclude our retrospective trilogy with some of the best psychobilly that has come out in 2018. Wreck along to AS DIABATZ, CIGARATZ, TRASH BATS, THE GRUFFS and more. Monstermatt Patterson does his best P. Paul Fenech impression with a chainsaw, and we rush to the hospital during the MONSTERMATT MINUTE.”

Remember to email 6′+ (contact at 6ftplus.com) or leave a comment below about the show, whether you liked it or not. Tell your friends, leave a review on iTunes, but above all – enjoy.

You can find all episodes of 6′+ over at the official site as well as on iTunes and Stitcher. They’re also on Facebook, Twitter and Instagram.

Music to Game By VIII

Just like last year, I’m going to take a look at the entries from my 2017 “Music to Haunt By” review series with a focus on their use in tabletop role-playing games. Speaking of last year, I’ve since learned that the Atrium Carceri album I covered then was actually inspired by the Kult RPG! Digging further into the past also revealed more examples of audio releases created specifically for use with select Dungeons & Dragons adventures, along with the gaming set I mentioned back when I first discovered how popular gaming music was. I even learned there’s a Call of Cthulhu campaign which includes suggestions about music to use while playing! I also found some additional details about the origins of Zew Cthulhu’s audio releases.

But what about more modern examples? In addition to a fairly recent kaiju wargame soundtrack, I also learned there’s a Lovecraft-inspired album whose creator openly calls for Call of Cthulhu players to use it! Terra/Sol Games has free audio enhancements and Nocturnal Media has theme music for Talislanta: Tales of the Savage Land. The H.P. Lovecraft Historical Society has also released a licensed audio drama version of the classic Masks of Nyarlathotep campaign, along with a special prop set for gamers. I wonder if they noticed the article in Unspeakable Oath issue 23 where a reviewer suggested buying their Dark Adventure Radio Theatre releases specifically to use the enclosed props in gaming sessions?

But now I’ve gone too far off topic. So let’s get back to my look at material which wasn’t originally intended for use with RPGs. As always, the order of the albums reflects the order in which I reviewed them and does not reflect any personal preference. I occasionally had to remove some tracks for spacing purposes (or if they didn’t seem to offer any potential gaming use) but you can find the complete listing in each of the links.

Mark Harvey – If you’re looking for the perfect combination of music and sound effects to play during tabletop adventures in specific settings, you owe it to yourself to check out Mark Harvey’s work. The track which opens Pumpkinland is called “Pumpkinland” and features a slow, rumbling buildup which carries on through entire track. There are also touches of musical instruments to keep the tension up. It’s not too overwhelming for younger players while still being creepy enough for everyone else. It’s great for just about any spooky setting. You can also try playing it right before starting your next horror role-playing session to create some instant atmosphere. The track’s mild lurking feel also helps it flow into the next track: “Creature.” Said track turns up the lurking sensation and absolutely oozes with unease. It’s all atmosphere with no additional music aside from the occasional “throb.” It’s over 6 minutes, so you could potentially get away with looping it over and over again during a single session to keep players from getting too comfortable while playing a horror RPG. “Swamp” picks things up a bit with hissing music and a feel that’s almost like something breathing. There are the occasional distant cries heard as well. Most fantasy RPGs will have players venture into a swamp at some point, so don’t let the name trick you into thinking it can only be used for horror games. The organs and horns “Ghouls” are sometimes joined by vaguely mystical or spacey touches, so it also has some fantasy potential. It’s a bit insect-like at times, so it also works for encounters with creepy crawlies of any size. “The Pumpkin Patch” is an epic soundscape whose length depends on the format you purchase it on. The digital download runs a little over 25 minutes but has a brief silent pause about 17:14 into the track. This is due to Bandcamp’s size limits and the uninterrupted 34 minute version can only be found on CD. There’s wailing wind, creaking branches and night birds. There’s even some howling wolves, crickets and thunder at times for good measure. On the music side of things, there are the occasional touches of instruments. But they come and go too quickly to let you make any definite identifications. Either way, it makes for a spooky backing to any horrific expedition, be it a journey through Ravenloft or Dunwich.

Pumpkinland II starts with a track named after the album. In fact, it has an appropriately dark and low synth opening. There’s plenty of musical variations to keep things interesting (and disturbing). It gets even creepier halfway through, thanks to the vaguely metallic notes and subdued string work. I also enjoyed how the string work picked up as it plays out. The vaguely creaking open of “Nightfall” brings a swaying rope to mind. Perhaps your players will experience it during an encounter with a gibbet at a crossroads somewhere? Its sinister synth tones take on an almost heartbeat-like feel at times. Said heartbeat is enhanced by both the percussion sounds and the soft sounds of wind which are woven into the track. The sounds of monkeys and birds are merged with dark synth work in “Lagoon.” There are steady, stab-like tones and even some vaguely otherworldly touches. Later we can hear effects like a heartbeat, something moving through vegetation and a yowling cat in the distance. The track picks up a bit for the second half (especially the heartbeat and moving sounds). You could potentially time a something to happen when the heartbeat reaches its highest point. Alternately, you could wait until when the jungle sounds yield to a heartbeat as the track’s unseen traveler exits the lagoon. Clocking in at over 8 minutes in length, “Caverns” is one of the album’s longer tracks. The synth work has an appropriately heavy mood and strange laughter can be briefly heard at times. The fluttering bats and distant dripping perfectly capture the feel of wandering in an underground realm. The sound of footsteps let us know we’re not alone in the caves. These briefly give way to more synth work, but the effects do return. My only (minor) complaint is how the effects simply get repeated rather than use variations of them. This just might become your track of choice for exploring dungeons, but there’s also potential for haunted caves and mine shafts. Synthesizer notes are used to create a low key sense of dread in “Green Mist.” “Midnight” clocks in at a little under 24 minutes, so it can be played in the background throughout every gaming session to build tension or as the score for a specific scenario. The sound of wailing wind is louder than it was on the other tracks. The inclusion of rain and creepy bird sounds enhances the mood, as do the sound of something rustling. There’s plenty of variations, especially the weather effects. Sometimes a random sound effect is used once and never appears again. These include church bells, bats and distant thunder. All other effects return in some form throughout the track.

Pumpkinland III changes things up by starting with a track called “Procession,” which has what I like to call a “medium low” musical backbone. There are some neat variations to the plodding drumbeats and other instruments take over at times. The synth heavy “Rites” is suggestive of dark doings and runs for over 12 minutes. Its unique use of drums is supported by dripping sounds and distant moaning. So it’s ideal for when players investigate dungeons, crypts, catacombs, prisons and forgotten temples. Pounding synth work and some new wind effects kick off the ominous “Pumpkinland III” (which is perfect for deserts and arctic wastelands) while “Nocturne” features low, heavy synths and chirping insects. The chirping fades in and out and crickets join in at times to keep things interesting. The use of insect calls also mean it can be used as the musical backing for when players encounter the Necronomicon. Those new to the world of H.P. Lovecraft should look up “Al Azif” to understand why that makes sense. The creepy opening of “Docks” vaguely reminds me of Nickelodeon’s Are You Afraid of the Dark? series. But the soft wind and creepily cooing synthesizers take things in a different direction. Dripping water and softly lapping waves can be heard later on, along with the occasional appearance by wordless female vocals. The synths get very varied about halfway through. There’s also a sound effect that’s either someone walking or the sound of the docks settling. In addition to use with anything involving pirates, playing it while the players have to cross a haunted bridge would make things even creepier. Game masters can make up a story about a ghost who crosses the bridge at times in order to take advantage of the “walking” sounds if your adventure involves a bridge but doesn’t mention any ghosts. Low synth notes lurk in the background of “Nightmare,” which conjures up a feeling of mild nervousness. A lengthy screech breaks the tension and returns just before the end. Other random effects put in brief appearances throughout the track. The sounds of wind and militaristic drum beats are combined with synth work in “Graveyard.” The synth work is just as wonderfully varied as the drums are steady. I love the sneaking tones and mournful notes. Previous albums used variations on certain sound effects in the tracks to keep things interesting, but this time synth work handles that particular task more. But don’t let that make you think the effects are boring. Hell, there’s more different wind sound effects in this than the other two albums combined!

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6’+ Episode 230 is Up!

2013 Logo IconTo quote the description given at the new listing:

“Throw up those devil’s horns because this episode is all about the ROCK. It’s the best horror punk of 2018 (with some horror rock and blues trash thrown in.) Hear tracks from THE CASKET CREATURES, GEEK MAGGOT BINGO, THE JASONS, TWIN GUNS, FIEND CATS and more! Monstermatt Patterson gets devilocked in a London dungeon during the MONSTERMATT MINUTE, while Kraig Khaos returns for another KILLER KUT.”

Remember to email 6′+ (contact at 6ftplus.com) or leave a comment below about the show, whether you liked it or not. Tell your friends, leave a review on iTunes, but above all – enjoy.

You can find all episodes of 6′+ over at the official site as well as on iTunes and Stitcher. They’re also on Facebook, Twitter and Instagram.

Free RPG Day Is Here!

It’s time for our annual unofficial (in addition be being completely unauthorized and unsanctioned) celebration of Free RPG Day! So once you’re back from your local game store, go ahead and check these out:

Old Spice got a lot of attention for creating a new character class which lets people adventure as Gentlemen or Gentleladies. Although many took their reference to an unnamed RPG to mean Dungeons & Dragons was the game it was designed to be used with, others noticed how it was a closer fit with Pathfinder. But since Pathfinder is based on the 3.5th edition of Dungeons & Dragons, you can make it work with some minor tinkering.

Speaking of Dungeons & Dragons, Wizards of the Coast released an update to their famous Ravenloft setting called Curse of Strahd. In addition to the free introductory adventure Death House, they’re also offering various handouts for players and artist Mike Schley is offering a free download of the maps he created for Death House. Other potential resources include the advice given in the Amazon reviews for Curse of Strahd and the Dungeon Masters Guild.

Dungeon Masters Guild also has both volumes of the Lovecraftian Bestiary available under a “Pay What You Want” model!

Given the popularity of Rifts and Palladium’s other “Megaverse” games, it’s amazing their website’s “Cutting Room Floor” section hasn’t been featured here earlier. You can find all sorts of neat stuff there, including character sheets and a game master’s screen!

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6’+ Episode 229 is Up!

2013 Logo IconTo quote the description given at the new listing:

“We look back at the Best Music of 2018, focusing on the rip-roarin’ new surf music that has floated up from the deep. Featuring tracks from KING GHIDORA, The TERRORSURFS, BLACK WIDOWS, THE 427s, BLACKBALL BANDITS and more. Monstermatt Patterson pops by to hang ten with another MONSTERMATT MINUTE.”

Remember to email 6′+ (contact at 6ftplus.com) or leave a comment below about the show, whether you liked it or not. Tell your friends, leave a review on iTunes, but above all – enjoy.

You can find all episodes of 6′+ over at the official site as well as on iTunes and Stitcher. They’re also on Facebook, Twitter and Instagram.

Free RPG Day Is Coming!

Free RPG Day is scheduled for June 16th this year! Here are a few of the many free offerings which might be of interest to our readers:

Cthulhu Confidential/The Fall Of Delta Green
Unknown Armies
Dungeon Crawl Classics
Midnight Legion
Lamentations Of The Flame Princess
Numenera

You can also get things like dice, a collectible card, and even a sweet character folio. although that last one is so good we’re not 100% sure it’s free. You’ll have to find out for sure by visiting your local participating game store!

To learn more, head over to the official Free RPG Day website. No game stores in your area? Don’t fret, as we’ll be posting our annual collection of free gaming stuff on the big day as part of our own unofficial celebration!

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