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The podcast about gaming and being a geek by two forty something geek dads.
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With help from the Lair community, we collected eight house rules for Shadowdark. On this episode, we run through them, offering our thoughts on how they might impact the game (most of these are not rules we've tried ourselves, so we'd love some more field reports!) Leave them in the comments, or email us at podcast@lairofsecrets.com. Want more ShadowDark? We've got more ShadowDark! d8 ShadowDark Mistakes We Made (S4E19) d12 Ways ShadowDark is Awesome! (S4E15) Shadowdark Impressions (Campaigns & Coffee) Unboxing Cursed Scrolls 3: Midnight Sun for ShadowDark Chapters 00:00 Introduction00:54 Monster 2403:02 VALHOLL!04:21 Shadowfinder Complete Bestiary05:24 Creating and Adapting Monsters for ShadowDark14:16 The Monster Overhaul15:12 Ruincairn Bestiary17:20 ShadowDark Monster Tools19:34 Conclusion and Future Discussions Listen to the Episode Watch to the Episode Watch d8 ShadowDark Monster Resources on YouTube. Show Notes ShadowDark specific Monster Resources Monster 24 Cost: $2 (pay what you want) 250 monsters by Tom Phillips, who spent 2024 creating monsters and publishing them to Reddit. This compiles his various critters into one document. Includes gaggles of hags (forest hags, tomb hags, venom hags), plenty of plants (carnivorous cave moss, blood orchid, vampire grass), and oodles of oozes and slimes (chaos pudding, green slime, umber jelly) VALHOLL! Nashcraeft #1 Cost: $6.99 A fanzine that builds on Cursed Scrolls #3: Midnight Sun. Introduces a bunch of monsters as well as a “lot system” as alternative to carousing, new magic items, new blessings, and 4 classes. Shadowfinder Complete Bestiary Cost: $25 (PDF) $29 (POD+PDF) as part of the Kickstarter Every PF 1E bestiary, #1-6, converted for Shadowdark RPG. The kickstarter is over; hopefully they’ll release this for sale when the Kickstarter-created book releases in October 2025. Creating and Adapting Monsters for ShadowDark Cost: $5 (pay what you want) Very handy, fan-created rules for making your own monsters (or converting them from other systems). Advice on creating monsters including “VIBES OVER COMPLEXITY”, “USE NATURAL LANGUAGE”, “MONSTER SPELLS ARE WEIRD”, and “RULES ARE MEANT TO BE BROKEN” Options include: BUILD BY EQUIVALENTS If your monster is like a knight, bugbear, or zombie … just use the stat block as is. BUILD BY ADAPTATION Say you want to recreate the 5e Bandit Captain, you take the ShadowDark bandit, and beef it up.  BUILD BY BENCHMARK E.g. converting Yakfolk warrior. Look at the CR (in this case, CR 3, compare it to CR3 monsters in ShadowDark, and start building. It has a talent bank describing all kinds of monster capabilities and a big list of monster spells.  It includes a bunch of horrors as well, including blink dogs, ettins, pseudodragons, unique horrors like the  “Eyeball Wall”, and a number of NPCs (pyromancer, cultist, etc.). ShadowDark adjacent Resources Runecairn Bestiary Cost: $13.49 100 Norse-inspired monsters for Runecairn, an Old School Renaissance RPG. The OSR stat blocks are close enough to ShadowDark to make conversion pretty easy. Includes sabertooth cats, grave newts, ogres, and giant octopi. The Monster Overhaul Cost: $30.00 (PDF) $60 (PDF+Print) Come for the 200+ monsters, stay for the ecology and random table pieces. Uniformly praised online. It’s got entries for NPCs (adventurers, barbarians) each with d100 names and character traits. For monsters, it delves beyond the stat block. Goblins get the same d100 names and traits PLUS physical descriptions, motivations, mounts, elite weapons, and loot.  Plus there are random tables like “50 mercenary jobs” and generic maps of locations like a wizard tower and a village. ShadowDark Monster Tools ShadowDark Tools: Monster Reference Filter monsters from the ShadowDark core rules + the first three Cursed Scrolls. Criteria include monster level, environment, type (e.g. angel, aberration), movement type (burrow, climb, fly), attack (blood drain, petrify, venom), effect (blindness, charm), and trait (corrosive, damage reduction, immune non-silvered weapons) Ken the DM’s Shadowdark RPG Monsters By Level A PDF index of ShadowDark core monsters by level. It includes each monster's special abilities and its page number. Featured Image Meta A list of monster stat blocks generated using ShadowDark Tools.
We explore our favorite game conventions, from the chill vibes of CinCityCon to the dynamic events of Gamehole Con, to the cozy fun of MEPACon. We also look ahead to Philadelphia Area Game Expo, a new-ish convention happening in January 2025. After the convention stories, we dive into our RPG experiments, including David's mechanical torchlight for ShadowDark, the crunchy mechanics and destroyable hexcrawl map of Forbidden Lands, and Dragonbane as the sweet spot of complex vs. simple game rules. Chapter List 0:00 Intro0:36 Convention Recap: CinCityCon and Gamehole Con3:12 Super Nintendo Escape Room Highlight5:45 Upcoming Events: MEPACON and Philly Area Game Expo7:10 Exploring ShadowDark's Torch Timer Mechanic10:29 Forbidden Lands: Hex Crawls and Crunchy Dice Mechanics14:12 Open Table Games and RPG Planning16:45 RPG Innovations: ShadowDark vs. Dragonbane19:30 Wrapping Up: Balancing Gaming with Life30:02 Outro and Lair Warnings https://www.youtube.com/watch?v=s2vZFA8dRVk Show Notes Conventions We Attended CincityCon Hamilton, OH October 11-13, 2024 Played lots of Sparks It’s a Star Wars Living Campaign based on West End Games original Star Wars RPG. Gamehole Con Madison, WI October 17-20, 2024 Played in an Escape Room Met Seth Skorkowski in person Played a lot of Sparks Saw friends who I don’t normally see Digression: Easton’s Escape Room Off Center Escape Rooms in Easton, PA. Easton was a hive of scum and villainy back during Prohibtion (or at least, a good place for illegal alcohol). Conventions We Plan To Attend Mepacon Bethlehem, PA November 8-10, 2024 Philadelphia Area Game Expo Philadelphia Area Gaming Expo (aka PAGE 2) January 16-19, 2025 Banter Forbidden Lands Ken’s reading through the Player’s Handbook.  Dice-pool based fantasy RPG built around a hex crawl. Bunch of d6s, a d8, a d10, and a d12. These represent base dice (from attributes), skill dice (from skills), gear dice (from your stuff). 1s are called banes. They represent  damage, exhaustion, fear, or degraded gear (but only hurt you if you push your luck). When you fail, you fail forward. 6s are successes; multiple 6s trigger special effects. Great art, great setting, but is the dice mechanic too crunchy for beginners? Thinking of playing a solo game with this as a way to try out the rules and relax. David ran ShadowDark in person and used Foundry VTT Ran The Lost Citadel of the Scarlet Minotaur from the Shadowdark Quickstart Used Foundry VTT on the television to show the player view of the map. Sans UI Had the Shadowdark module installed The torch timer was fun The timer on the first torch ran out an almost inconvenient time David made physical torch prop as a clue to the players, which they liked due to it’s obvious changes Ken's been playing with TorchLightTimer.com Feedback We love feedback! You post a comment below or connect with us using these channels: Email Bluesky Discord DiceCamp (Mastodon) Twitch YouTube
Our Fallout one-shot continues! The Eggheads -- a group of wasteland mercs -- travel to Hardscrap to re-supply and gather intelligence on the murderous, double-crossing Moose Men. Need more Fallout? Check out our Fallout 2d20 Actual Play Campaign! Watch our Gore and Lore of Fallout episode on YouTube. Learn about the game by watching d10 Reasons Fallout 2d20 is Great (S5E10). Confused about movement and zones? We’ve got an episode for that: Fallout Zones. Chapters 00:00 Introduction to the Wasteland Adventure03:41 Engaging with the Mole Rats07:30 The Role of Luck and Chance09:35 Final Confrontations and Outcomes15:41 Entering Hard Scrap: A New Community17:44 Strategic Decisions and Resource Management19:40 Negotiating Trade and Repairs33:20 Explosives and Their Uses37:08 Preparing for the Journey to Sky Garden45:18 Far Garden49:09 Planning the Assault on Sky Garden57:54 Options for Infiltration01:01:31 Concluding Thoughts Listen to the Episode Watch to the Episode Watch Crawl Out Through the Fallout, Part 2 on YouTube. Show Notes The team kicks off in mid-combat, battling mole rats outside Hardscrap Erin’s Sarge slices and dices with the buzzsaw while Sally Sun-touched takes damage but dishes out sass Colby shows off laser efficiency; Coromir defends his queen with a vengeance (and a bat) Post-fight, the team enters Hardscrap and barters a mini-nuke for ammo, food, dynamite, and armor Colby gets explosives, Sarge gets repairs, Sally gets medical help, and everyone stocks up They learn Moose Griffin has taken Sky Garden, with some raiders already making threats Ex-sheriff of Sky Garden shares info about a secret backdoor entrance to reclaim the overpass town The party plans a nighttime infiltration to overthrow Moose's occupation
Join us to explore the growing world of solo role-playing games, from zines (Thru-Hiker, Hope is Not a Plan) to journaling games (Thousand-Year-Old Vampire, Be Like A Crow) to full-fledged systems like Ironsworn and Star Trek: Captain's Log. We discuss the appeal, challenges, and deeply personal nature of solo gaming, emphasizing discovery, immersion, and the freedom to explore without an audience. Along the way, we share favorite titles, philosophical insights, and unexpected parallels to acid trips and corporate burnout. Chapters 00:00 Introduction to Solo Role-Playing Games02:51 Types of Solo RPGs05:03 Reasons for Playing Solo RPGs09:06 Exploring Specific Solo RPGs18:12 Adapting Traditional RPGs for Solo Play27:22 Solo Mode Board Games28:17 The Value of Solo Play in RPGs30:36 Mindset and Preparation for Solo Gaming34:16 Exploring Narrative Flexibility in Solo RPGs38:21 Understanding the Complexity of Game Mechanics44:43 Successes and Challenges in Solo RPG Experiences49:12 The Importance of Immersion and Aesthetics in Gaming Listen to the Episode Watch to the Episode Watch Solo Role-Playing Games on YouTube. Show Notes What are Solo Role-Playing Games? And why do we play them? What are they? Solo RPGs are games that you plan on your own, without a gaming group.  Approaches Focused zine-style games (Be Like A Crow, Loner) Dedicated full Solo RPGs (Ironsworn ) Adapting traditional RPGs to solo (Dungeons & Dragons, Shadowdark) Journaling Games (Thousand-Year-Old Vampire, Secrets of the Vibrant Isle, Journey,) Tools  Dice Cards Block Towers (aka Jenga) Oracles Why? Some assume people play solo when they can’t find a group.  But there are other reasons: You’re in a pandemic lockdown Taking a break from your regular group Playing games your regular group doesn’t want to play Telling stories your regular group doesn’t want to tell Learning a new system  Used to augment a current system or setting (Ex Novo, Journey) Engaging in something creative Quality downtime / Alternative to low quality Youtube. :) Solo Role-Playing Games We’ve Played Zines Hope is Not a Plan (Zine) A solo journaling game in which you will document your attempts to deliver a very complicated engineering project on time and under budget.  You hope for success, but you will most likely fail, damage your reputation, and lose your job. So it goes. THRU-HIKER: A Journaling Game of Long-Distance Hiking a journaling game of telling stories of long-distance hiking. Using your writing instrument of choice, a pack of playing cards, and a series of writing prompts, you will create stories of the joys and challenges of being on the trail for days, weeks, or months at a time. Mork Borg: Basilisk A print and play dungeons scrawler, inspired by Dark Fort and Dungeonquest/Drakborgen. See also: Dark Fort Online Void 1680 In the queue:  Clever Girl Welcome to Dino Land, a dinosaur theme park ravaged by escaped predators. You don’t know what caused the incident that set the dinosaurs free, but it was catastrophic. A pack of highly intelligent and oddly fixated raptors are hunting the last surviving human in the park. Will these prehistoric predators claim one final victim, or with the cunning human survive long enough to be rescued? Solo RPGs Be Like A Crow Thousand-Year-Old Vampire Journey Loner Void 1680 AM Mythic - Tools for GM-less role-playing Gamebooks - Legendary Kingdoms Star Trek: Captain’s Log Solo rules for Star Trek Adventures Ken’s currently play this one. It’s another test run for a possible real-world game, though the rules are much simpler than standard 2d20 games. Traditional RPGs with Solo Modes Ironsworn, Ironsworn: Starforged, The Sundered IslesIn Ironsworn: Starforged, you are a spaceborne hero sworn to undertake perilous quests. You will explore uncharted space, unravel the secrets of a mysterious galaxy, and build bonds with those you meet on your travels. Most importantly, you will swear iron vows and see them fulfilled—no matter the cost. Forbidden Lands Book of Beasts  includes solo rules.  Forbidden Lands - Solo Expansion Expanded upon by the author in a PDF supplement. Ken played this as a test run for his lunchtime campaign. Thought it was going to be rules light and fast, but funky dice and a fair amount of crunch made him realize it’s not. In the queue: Cyberpunk RED Single Player Mode Ken's considering using this to do a solo-run featuring the Maker Enclave, a faction from our Broken Loop campaign. Shadowdark Solo Rules for Shadowdark Solo Mode Board Games Dark Tower, Arkham Horror (board game and card game - Edge of the Earth), etc Successes and Challenges with Solo Role-Playing Games Ken: Challenges: Creating your character and universe are more fun than playing the game (Starforged,) Realizing the game is going to be more complex than you anticipated (Forbidden Lands) Getting stuck in the narrative (Captain’s Log) You’re not writing a book (see mindset) Can’t stop hacking the rules Ken finds he wants faster advancement AI? Successes: Playing dedicated zines with a focused rules framework helps. Chris Challenges Finding the mindset Give yourself permission to have fun without purpose. NOT blogging Settling in to learn the rules Successes Real immersion Being OK with not writing a novel Solo Role-Playing Games Tools Solo Game Master’s Guide All gaming is play. Mythic Game Master Emulator Second Edition Engine for adapting regular RPGs to solo Loner A Solo RPG for Emergent Storytelling Minimal rules. Maximum story. Play anywhere, anytime. Thanks for joining us! Like and subscribe on YouTube and find our show notes on LairOfSecrets.com. Featured Image Meta Cover art from the Ironsworn RPG.
In this one-shot actual play scenario for Fallout 2d20, the Eggheads -- a new crew of wastelanders -- finds themselves double-crossed and left for dead in a radioactive crater. They barely survive thanks to a regenerating ghoul, a rebooting robot ... and a very confused Child of Atom named Jonathan. Need more Fallout? Check out our Fallout 2d20 Actual Play Campaign! Watch our Gore and Lore of Fallout episode on YouTube. Learn about the game by watching d10 Reasons Fallout 2d20 is Great (S5E10). Confused about movement and zones? We’ve got an episode for that: Fallout Zones. Chapters 00:00 Welcome to Dicetown02:31 Meet the Eggheads04:11 Crawling Out of the Crater09:10 The Shrine of the Last Stop19:07 Dancing with Danger24:19 Is that a mini nuke, or are you just …30:45 The Nuka Grenade Threat39:52 Sleep tight, Child of the Atom50:57 Arrival at Hardscrap54:20 Mole Rat Attack!58:30 To Nuke or not to Nuke Listen to the Episode Watch to the Episode Watch Crawl Out Through the Fallout, Part 1 on YouTube. Show Notes Fallout 2d20 actual play, one-shot scenario Dicetown heist gone wrong: betrayal by Moose and the Moose Men The Eggheads: Sally Sun-touched, Sarge, Colby Brokenpen, and Coromir Crater recovery and unexpected assistance from Child of Atom zealot, Jonathan Deadly loot: RadAway, mini nukes, a gamma gun, and a pile of stim packs Chaotic moral quandaries: diplomacy via smooches and buzz saws High-stakes mini-nuke juggling Tension and hilarity at the Shrine of the Last Stop Arrival at Hardscrap and new threats: mole rats incoming! Tease for next session: what happens when you have a nuke and no self-control? Featured Image Meta A screenshot of a radioactive crater from the Fallout 4 video game.
We talk with Derek White, one of the minds behind DarkSpace, a science fiction rules hack for Shadowdark. Together with his co-creator Than Gibson, they created and released the basic rules through DMing the World and DriveThru RPG Now they’ve got a Kickstarter for an expanded version that quickly blew past their $15,000 goal and just crossed the $70,000 threshold. Join us to learn more about the 200+ page Shadowdark hack, new sci-fi rules and options, and the Kickstarter. DMing the World - DarkSpace homepage Kickstarter: DarkSpace - Sci-Fi Rules for Shadowdark New to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library. Chapters 00:00 Introduction to DarkSpace and Its Inspiration05:42 Design Philosophy: Rules Light and Player Collaboration11:16 Archetypes vs. Classes: A New Approach to Character Creation16:41 Psionics and the Triad Powers19:52 Kickstarter Success and Future Plans23:00 Challenges in Running Sci-Fi Games25:42 Kickstarter Stretch Goals and Community Engagement28:13 The Role of Light in Gameplay32:09 Surprises in the Kickstarter Journey Listen to the Episode Watch to the Episode Watch DarkSpace Interview: Sci-Fi for Shadowdark on YouTube. Show Notes Intro to DarkSpace and its pitch: “Rules light. Play sci-fi your way.” Derek’s motivation: burnout from fantasy and a return to sci-fi roots Challenges with other sci-fi RPGs and love for risk and danger in space Why species and archetypes replaced traditional races and classes Collaborative worldbuilding through trait-based character creation Triads: body/mind/soul psionic system and Force-like mechanics Expansion content teased: GM guide, monsters, hacking rules, chase mechanics, and ship building Use of timers and light mechanics adapted from ShadowDark for sci-fi tension Kickstarter surprises, stretch goals, and community engagement Legendary contributors: Mörk Borg creators, Ed Stark (Star Wars RPG), Mark Miller (Traveller), Kelsey Dion (ShadowDark) Unique add-ons: glow-in-the-dark premium edition, custom dice, merch Featured Image Meta Black-and-what cover art for the DarkSpace rules hack.
When is a monster not a monster? We’re talking about those classic threats known as oozes, cubes, and puddings. These creatures appear as puddles, cubes, and rolling masses of ick ... and they're sure to challenge your players. Want more Shadowdark? Check out our episode “d12 Reasons Shadowdark is Awesome!” Watch our Shadowdark actual play: Raiders of the Lost Temple New to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library. Chapters 00:00 Introduction to Oozes and Puddings00:08 Grey Ooze05:50 Zomblob11:32 Gelatinous Cube16:35 Cran Gelatinous Cube22:18 Black Pudding23:39 Heal Cube22:45 Are Slimes a kind of Ooze? Listen to the Episode Watch to the Episode Watch d6 Oozes , Cubes, and Puddings on YouTube. Show Notes Grey Ooze Source: Core Rulebook, p. 223 Description: Slick puddles the color of stone  Monster Level: 2 Notes: This ooze dissolves metal, so using swords, spears, and other metal weapons against it is risky: At the table: In Ken’s game, he had a gray ooze lurking in a cave, appearing to be part of the floor. He foreshadowed the ooze’s appearance by having a pseudopod lash out and snag one of the PCs’ allies. In game play, the ooze went down quickly because the PCs had help - their “allies” were cultists of the Rat-King, and they convinced them (via a charm spell) that they were also servants of the Rat-King.  Foreshadowing - puddle of wet stone that lurks on the cavern floor … and attacks when players walk over them. Zomblob Source: Monthly monster - The Zomblob Description: A sickly purple carpet of rolling sludge. Eyeballs, organs, and partially dissolved bones bubble up before being reabsorbed. Monster Level: 3 Notes: An zombie ooze that regenerates every round.  At the table:   The players are summoned by the City Guard to deal with an undead infestation in the town’s catacombs, but when the PCs arrive … the catacombs are silent. There’s no sign of the undead … or even the dead. All the corpses are missing. And then the ooze appears… Gelatinous Cube Source: Core Rulebook, p. 217 Description: A translucent cube of slime that silently mows through tunnels. Monster Level: 5 Notes: An Old School classic, which inevitably has some sort of skeleton floating in its innards. At the table: In Ken’s game, he had a skeleton “floating” up a vertical shaft in a dungeon, surrounded by a halo of daggers and coins. The PCs assumed it was some sort of telekinetic threat … until they threw a barrel at it and hit the edge of the cube. The PCs then rain away. :)  In David’s game, a skeleton appeared out of the darkness at the edge of the torch, a sword floating near it’s hand. Magic? Nope, gelatinous cube Cran Gelatinous Cube Source: Monthly monster - Cran Gelatinous Cube Description: In the darkest bogs and chilliest swamps, a blood-red cube slurps along the muddy earth. Glistening cranberry juice beads from its sides, and leathery corpses swirl around within its towering bulk. Monster Level: 9 At the table: It’s the holidays, so why not work something beloved (and horrible) into your game? The Night Before Yuletide It’s the night before Christmas (or your equivalent fantasy holiday) and a contingent of the Sewermen Guild have gone missing. One of their children begs the PCs to save their missing parent.  Venturing into the sewers, the PCs come across strange, caustic puddles of fermenting red liquid. Zombies, soaked in the weird liquid, attack unexpectedly. And somewhere, a Mad Wizard is searching for his favorite monstrous side dish. OR attack PCs while they venture into the bogs for fixings for the holiday? Black Pudding Source: Core Rulebook p. 199 Description: A black, ice-cold mass of sludge Monster Level: 6 Notes: Dissolves wood AND metal, so it’s a double threat to PC weapons and armor. At the table: Ice Cave Denizen: The pudding lurks, Predator-like, at the back of an ice cave. When creatures/PCs take refuge in the cave, it detects the heat, and creeps forward … but only after watches have been set. Variant Mechanics: Traditionally, black puddings split when hit (in 5e, lightning and slashing attacks do this). What happens in ShadowDark?  Heal Cube Source: Monthly monster - Heal Cube Description: A massive cube of clear slime with a faint, pink color. Plump mice and centipedes drift around inside. Monster Level: 5 At the Table: Noble Healing Chamber The town’s local noble acquired a Heal Cube as a hedge against death. The PCs come across it during a night of carousing that ends at the noble’s estate. The Cube is keeping the noble alive … but what’s fueling the cube? Side Note Conversation Massive cube of clear slime? Wait … are slimes actually a kind of ooze? What the heck is an ooze anyway? Featured Image Meta Black-and-white art of a skeleton-filled gelatinous cube devouring a new victim from the Ooze Cubes monthly monster release.
The Lair crew continues their Shadowdark actual play by venturing deep into the Lost Temple, exploring its strange environs and encountering factions within the group defending it. Missed the first part? Catch up now: Raiders of the Lost Temple, Part 1/3 Get the dungeon: EnWorld – Kelsey Dionne publishes two new free Shadowdark adventures New to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library. The quickstart set includes example characters, essential rules, and a ready-to-play dungeon. Want to know more about Shadowdark? Check out our episode "d12 Reasons Shadowdark is Awesome!" Chapters 0:00 Intro & Party Recap5:00 Gorgoroth’s Offer & The Blood Chalice13:00 Ruby Theft & Suspicious Snake Rooms22:00 Drum Ritual & Prepping the Ambush29:30 Total Darkness & The Battle Begins41:00 Chaos Combat: Priestess vs. Party55:00 Rilmorn Falls, Light Restored1:10:00 Strategic Recovery & Magic Mishaps1:26:00 Showdown with the Serpent Priestess1:45:00 Aftermath, Regroup, and What’s Next Cast of Characters Zorax the Unready (Chris) – Wizard A classically trained wizard with a spell book full of utility and a knack for casting magic missile, Zorax is more scholar than adventurer—often pondering the mystical while his party dives headlong into danger. Ever curious but slightly aloof, he has a cautious presence, offering magical firepower and insightful observations from the back line. Rilmorn (Josh) – Thief Impulsive, chaotic, and famously unlucky, Rilmorn dives into danger with zero hesitation—whether it’s belly-crawling ahead of the group, swallowing a gem, or stabbing a snake-person mid-negotiation. He embodies the archetypal rogue with a wild streak, equal parts comic relief and terrifying wild card. Anders (Ken) – Fighter (Sea Wolf) A spear-wielding berserker blessed by old gods, Anders charges headfirst into combat with bravado, charisma, and minimal regard for tactics or consequences. He’s a blend of Conan the Barbarian and Thor with a concussion—smiling as he stabs and only asking questions after the bodies hit the floor. Lila (Erin) – Priest Wise and pragmatic, Lila serves as the moral compass and healing backbone of the group, unafraid to challenge poor decisions or channel divine wrath when undead monstrosities strike. Calm under pressure but quick to act when needed, she blesses weapons, turns the undead, and debates with bloodthirsty prisoners without flinching. Listen to the Episode Watch to the Episode Watch Raiders of the Lost Temple, Part 2/3 on YouTube. Show Notes Party recap: Anders, Lila, Rilmorn, and Zorax faced off against a vampirodile. They meet Gorgoroth, a snake-headed wizard, who offers a shady deal A strange ritual begins: drums echo and stakes are revealed Rilmorn steals—and tries to eat—rubies from a snake statue Zorax initiates a diplomatic bluff as “a wizardly exchange student” Gorgoroth reveals Shanti, a vampire and former acolyte of the snake goddess Nathrexus Tension rises as the group readies to ambush Shanti All light sources fail: the group plunges into darkness mid-battle Chaos unfolds: stabbing in the dark, torch misfires, snakes summoned Anders goes berserk with his talking spear, Valrath Rilmorn falls, pierced by the falchion of a serpent priestess The ritual snakes slither away… and Shanti’s chamber lies just ahead Featured Image Meta Black-and-white artwork from the Raiders of the Lost Temple module.
With help from the Lair community, we collected eight house rules for Shadowdark. On this episode, we run through these rule hacks, offering our thoughts on how they might impact the game. Most of these are not rules we've tried ourselves, so we'd love some more field reports! And yep, we're looking for even more rules variants. Leave your feedback and/or house rules in the comments, or email us at podcast@lairofsecrets.com. Want more house rules? Check out d8 Shadowdark House Rules Chapters 0:00 Intro & Updates from the Lair0:42 House Rule #1 - DM Scotty’s Luck Dice (via Matthew McGugin)3:20 House Rule #2 - Dice Instead of Luck Tokens (via BrentNorton1602)5:43 House Rule #3 - Priest Miscast Tables (via BrentNorton1602)9:40 House Rule #4 - Session-Based XP (via BrentNorton1602)14:11 House Rule #5 - Max HP at First Level (via BrentNorton1602)17:24 House Rule #6 - Magical Tattoos and Moonstones (via BrentNorton1602)21:14 House Rule #7 - Don’t Lose Spell Until Success (via Sly Flourish)23:30 House Rule #8 - Removing Luck-Generating Classes30:03 Obligatory Rambling - Hades II, American Arcadia & Games from the Lair38:13 BattleZoo, More Shadowdark & Outro Listen to the Episode Watch to the Episode Watch d8 ShadowDark Hacks on YouTube. Show Notes 1. DM Scottie’s house rule for luck dice Details: https://youtu.be/x13wXuszkLA?si=6B2P4DQjArcXLrOP  Provided by Matthew McGuigan Our thoughts: David - Getting luck or luck dice for failure is interesting. It gives you something for losing a turn in combat. It will change how Shadowdark plays though. You can’t give dice to others like you can with luck. You can accumulate a lot of dice, making it nearly impossible to fail. It can tilt Shadowdark back to superheroic fantasy like 5e is. Nothing wrong with this. Be aware if you use this house rule, it will change the game a bit more in the player success direction.  2. Dice instead of Luck Tokens Details: Use d6 per level (level 1 gets 1, level 2 gets 2). Can be used to add or subtract from rolls at the table and can be shared with others, but can only spend an amount equal to their level. Provided by BrentNorton1602 Our thoughts: David - I think this sounds like a good idea. This gives you the ability to push you just over the edge, but at low level you can tell if spending luck would be worthwhile or not. You do lose the chance for a big swing from a 1 to a 20. At low levels you may not have a chance to succeed like you would with a luck token. It’s a lot less of an impact than DM Scottie’s house rule. 3. Clerics have miscast tables like wizards Details The gods are fickle, plus it’s easier if the system is the same for all casters.  Provided by BrentNorton1602 Our thoughts: Hmmmm. Kind of like the arbitrary nature of needing to atone.  Cleric chart vs. Wizard chart. All wine turns to vinegar until you atone. A plague of frogs. :)  Enemies of the deity send someone after you. Elite warriors of your faith come to beat the crap out of you.  4. Experience per session, not per monster or treasure. Details: 1 xp per session. 2nd lvl you need 3xp. At 3rd you need 4 new sessions. Easier to keep track of. Is the number of xp needed equal to the level you are going toward? Provided by BrentNorton1602 Our thoughts: David - It would be easier to keep track of. I see two issues with it: What about carousing and downtime? Does that XP go away? There’s a knock on effect to the game economy if you get rid of carousing, and remove a reason to go out and get treasure. This would mean that getting to 5th level would take a very long time/# of sessions. It also takes away the need to gain treasure or do things in the game that would gain you XP. 5. Max hit points at first level Details Provided by BrentNorton1602 Our thoughts: David - If you want a less deadly game at first level, I think this is a good option. It doesn’t lead to a great party cohesion if characters die right off the bat. 6. Magical Tattoos Details: We have a magic tattoo system and use warp stone, moon stone. Spell casters need to find or buy moonstone and have it turn in ink and tattooed on to their bodies. 1 pound per tier of spell. Provided by BrentNorton1602 Our thoughts: We’d like to know more!  7. Don't Lose a Spell Until You've Succeeded At Least Once Details: SlyFlourish: ShadowDark House Rules Our thoughts: Avoids the “you failed. So sorry” 8. Removing character classes that generate luck Classes like the Bard and Seer generate too much luck during games (or so I have heard) Having luck easily at hand removes a lot of the risk in Shadowdark Things like spellcasting become easier and more certain Luck is sometimes hoarded for spellcasters so they don’t fail Maybe this should be: Don’t allow more than one luck to be spend for spellcasting? “You *must* use the new result” could be interpreted as only a single luck can be spent on a roll Do you allow multiple luck to be spent on a single roll? Obligatory Banter Hades 2 American Arcadia  Slime Rancher 2 Three New Battlezoo Secret Tomes for Shadowdark! Featured Image Meta Black-and-white artwork from the Shadowdark core rule book.
Ken digs up the Timex Sinclair 1000. When this tiny computer was released in 1982 for $99, it was the cheapest home computer on the market. Ken walks through the device's features, his challenges using it, and contemplates what it will take to get the thing running again (a rainy Saturday project if there ever was one). Chapters 0:00 Introducing the Timex Sinclair 10000:35 First Impressions & Form Factor Throwback1:15 The Tech Behind the Machine2:25 Programming Memories & BASIC Adventures4:10 From Sinclair to Commodore 64 Listen to the Episode Watch to the Episode Watch "Timex Sinclair Computer" on YouTube. Show Notes Unboxing the Timex Sinclair 1000: cheapest home computer of 1982 How it worked: plugged into a black-and-white TV, used cassette tapes as storage Membrane keyboard woes: sore fingers, missed keystrokes, and perseverance Programming in BASIC from magazine printouts (like Byte Magazine) Memories of building a skiing game and early D&D tools Sinclair's role as a gateway to more powerful machines: Commodore 64, 128, Apple II Plus Discussion of family influence—Ken’s mom, a programmer, inspired him Future challenge: will it still boot in 2025?
We're back for Season 5 of Lair of Secrets! On this episode, we take a look back at our favorite episodes of Season 4 including: the actual play episodes for Cyberpunk RED and Fallout GM advice episodes on modern maps and building cities our cozy Saturday morning show "Campaigns & Coffee" We also look ahead into Season 5, which will include: New seasons of Fallout 2d20 and Cyberpunk RED as well as a new Shadowdark actual play. Delving into Cyberpunk 2077 and Cyberpunk RED Single Player Mode Shadowdark house rules and advice Chapters 0:00 Welcome Back to the Lair – Season 5 Kicks Off0:30 Cyberpunk Red Recap – Flipping the Switch & Hera Awakens1:57 Modern Maps & Mothership’s Corporate Horror3:25 Building Better Cities – Real World Inspirations8:30 Fallout 2d20 Finale – Lasers, Zones & Tailspire Maps6:58 Shadowdark Fails – Mistakes & GM Reflections10:27 Unboxings – Fallout, Electric State & Savage Worlds15:39 Season 5 Preview – Fallout, Cyberpunk & Shadowdark Actual Play24:40 Geek Archaeology – Star Frontiers, Dragonbone, Timex Sinclair & Rockets27:28 Future Features – Craft Projects, How-Tos & Call for Ideas Listen to the Episode Watch to the Episode Watch "Back to the Lair: Shadowdark, Cyberpunk Red, & GM Advice" on YouTube. Show Notes Looking back at Season 4 Favorite Episodes? Ken Regular episodes Cyberpunk Chapter 9: Flip the Switch d8 ShadowDark Mistakes We Made Fallout 2d20 Chapter 5: Thriftway Throwdown Campaigns & Coffee Build Better Cities One-offs Unboxing Fallout 2d20 Starter Set (such a goofy, disastrous video).  David Regular Episodes Modern Maps We got to talk about Ken’s best worst map for his Mothership convention game So corporate, it’s perfect, just not for the people living in it Campaigns & Coffee Dave likes the Campaigns and Coffee as a series. It’s a way to relax and talk as a group about different gaming topics that we are interested in One-offs Unboxing the Electric State Even though I haven’t played it yet, it’s a gorgeous book and has been a depressing but creative read Looking ahead to Season 5 Whats coming next? Actual Plays Fallout 2d20 Season 2 Cyberpunk Red Season 3 Shadowdark Actual Play Episode Ideas Why we love Cyberpunk 2077 Geeking out about Single Player Mode (Cyberpunk RED) Fallout Series as inspiration for your game Features Geek Archeology - what tech/geeky stuff would you dig up? Fixing my old Dragon Bone? How-Tos - what do you want to see?
With help from the Lair community, we collected eight house rules for Shadowdark. On this podcast episode, we run through these rule hacks, offering our thoughts on how they might impact the game. Most of these are not rules we've tried ourselves, so we'd love some more field reports! And yep, we're looking for even more rules variants. Leave your feedback and/or house rules in the comments, or email us at podcast@lairofsecrets.com. Like this episode? Check out our other ShadowDark shows: d12 Ways Shadowdark is Awesome! (S4E15) d8 Shadowdark Mistakes We Made (S4E19) d8 Shadowdark Monster Resources (S4E26) Shadowdark Impressions (Campaigns & Coffee) Unboxing Cursed Scrolls 3: Midnight Sun for Shadowdark Unboxing the GM Companion for Shadowdark Chapters 00:00 Introduction to House Rules00:25 House Rule 1 - No Torch Alarms02:16 Digression: David's real-world LED torch timer04:14 House Rule 2 - One Hour Minus 1d12 on Torch Timers07:30 House Rule 3 - Henchmen09:39 Rule 4 - Constitution Score as Hit Points13:32 House Rule 5 - 30-minute timers for torches16:22 House Rule 6 - Sneaky Triggers18:43 House Rule 7 - More Magic Missiles21:12 House Rule 8 - The Crawling Clock27:21 Obligatory Banter: Finishing the U.S.S. Enterprise32:50 R2-D2 Model Rocket Complete!35:07 Anticipating the Mars Lander37:19 David's Theatrical Debut in Dracula43:43 Celebrating Milestones and Future Plans Listen to the Episode Watch to the Episode Watch d8 ShadowDark House Rules on YouTube. Show Notes d8 Shadowdark House Rules 1. No Torch Alarms Details: SlyFlourish: ShadowDark House Rules “Players aren't allowed to use a timer to keep track of torches on their side. They can look at their watch or phone and note the time but they can't set a stopwatch or timer to keep track of torches for them. This limitation puts more responsibility on players to remember to deal with their torches before they go out.” Our Thoughts 2. One Hour Minus 1d12 on Torch Timers Details: SlyFlourish: ShadowDark House Rules “The GM subtracts 1d12 from the torch timer so no one is quite sure when it's going to go out. This alteration adds a little fun variance.” Our Thoughts Ken thinks … this certainly adds stress and anxiety for players And Dave thinks … a fun variant for for the GM. :)  David likes this one because humans are bad at estimating. We don’t don’t think you need this if you’re doing #1 3. Add henchmen to mitigate TPKs Details: “After 4 TPKs in 8 sessions, our table adopted rules for henchmen. Make characters RAW. Players select 1 character each as their ‘main’ to earn full XP. Henchmen earn 1 full share of treasure and 1/2 XP. A main can manage up to 4 henchmen plus/minus CHA modifier. Players tend to run a main + 3 henchies. Initiative is rolled only for main PCs, but the player may order their characters actions any way on their turn.” Provided by macoppy6571 Our thoughts We like idea of henchmen … is the share split amidst the henchmen? Or do each henchmen get their own XP? Definitely has the old school feel of old D&D hiring henchmen. 4. Constitution Score as Hit Points Details: “I give player HP equal to their con score at Level 1.” Provided by GM GI Joe Our thoughts Wow … that can be a lot of points! Eliminates a lot of the low level dread, BUT keeps the PCs alive. 5. 30 minute timers for torches. Details: “I play solo, so most of my rules are geared towards solo play. For torches, I set a 30 minute timer, and after 30 minutes there’s a 50/50 chance it burns out. If it doesn’t burn out, it can last up to 90 minutes.”  Provided by BradUtterstrom4105 Our thoughts: We like the push your luck aspect of this option. 6. Sneaky Triggers Details: “For thieves, I roll a stealth check to see if they can hide/sneak around to try to trigger their sneak attack.” Provided by BradUtterstrom4105 Our thoughts: We like how this introduces an option for making sure that sneak attacks are happening. 7. More Magic Missiles Details: “Magic missile has two missiles at d3 damage instead of one missile at d4.” Provided by bradutterstrom4105 Our thoughts: If you’re nostalgic for being able to sling multiple magic missiles. BUT there is the math of the dice … you’re doing a little more damage per turn AND getting two targets. 8. The Crawling Clock Details Crawling Clock write-up for random encounters, which was inspired by Goblin Punch's Underclock write-up. Our thoughts: We like the idea … though David’s not great at rolling random encounters. Ken likes the variability, and having the die there helps remind us that random encounters should be happening. Obligatory Banter The Enterprise Flying Model Rocket (ken) Been working on it for several weeks. NeutronLad says he’ll likely graduate from college before I finish it. BUT I am getting pretty close to finishing it. Just need to hand paint a few more elements and then try to stick 50-year old, water-based decals on the ship.  What could go wrong? Well, actually, decals that old can disintegrate when you put them in water, so I used clear coat on them in an effort to give them more structure  Dracula David’s acting in Dracula as the attendant. Featured Image Meta Black-and-white artwork from the Shadowdark core rule book.
We unbox the GM Companion for Shadowdark, a supplemental rulebook designed to make the game master's life easier. Written by Chubby Funster, it's got a ton of random charts for the world above and the world below, plus monsters, treasure, and much more. Get the GM's Companion for Shadowdark at DriveThruRPG. Chapters 0:00 Intro & GM Needs for Shadowdark0:07 Unboxing the Book & Initial Impressions1:15 Exploring the World Above: Hex Crawling, Biomes & Hazards3:43 Cities, Settlements, Shops & Taverns5:30 Class-Based Carousing & Downtime Options7:13 The World Below: Dungeon Generation, Rivals & Traps9:52 Monsters, Treasure & Magic Items12:08 Final Thoughts Listen to the Episode Watch to the Episode Watch Unboxing GM Companion for Shadowdark on YouTube. Venture Deeper for more Shadowdark! What more ShadowDark? We’ve got more ShadowDark! d8 ShadowDark Mistakes We Made (S4E19) d12 Ways ShadowDark is Awesome! (S4E15) Shadowdark Impressions (Campaigns & Coffee) Unboxing Cursed Scrolls 3: Midnight Sun for ShadowDark Featured Image Meta Cavern artwork from the GM's Companion for Shadowdark. Credit: Chubby Funster.
In this episode of the Cyberpunk campaign, the Edgerunners navigate the treacherous Elysium HQ after awakening Hera, a vengeful AI. They embark on a mission to plant AI-spawned seeds across the city, facing various challenges including combat with scavengers and the emergence of the Glow Boys amidst a radioactive sand storm. Get more Cyberpunk RED: Cyberpunk RED Actual Play @ Lair of Secrets Cyberpunk RED Role-Playing Game Resources Cyberpunk RED Frequently Asked Questions Cyberpunk RED Screamsheets Chapters 00:00 The Awakening of Hera02:41 The Mission to Plant the Seeds07:06 Combat and Chaos in the Garden Level11:41 The Escape Plan28:02 Exploring the Map and Game Mechanics35:23 Encountering the Glow Boys43:12 Inside the Building and Tactical Decisions48:50 The Growl of Danger52:40 A New Challenge Emerges01:00:41 Critical Moments01:07:13 Tactical Decisions in Close Quarters01:08:47 The Aftermath of Battle01:10:55 Resource Management and Vehicle Repairs01:20:15 Conclusion and Future Adventures Listen to the Episode Watch to the Episode Watch Cyberpunk RED Chapter 11: Get Out on YouTube. Show Notes Recap: Edgerunners awaken Hera, the vengeful AI, and agree to her mission Objective: Plant AI "seeds" in three Hercules Industries locations Immediate goal: Escape Elysium HQ on foot without a vehicle Encounter: Hostile scavvers attacking cyber-corvids for chrome Tactical choices: Split between sneaking out and running headfirst into danger Surprise threat: A radioactive storm arrives mid-escape Retreat to shelter: Players take refuge in a ruined garage Combat: Coydogs attack—Bob attempts diplomacy with kibble Atlas falls dramatically out a window Bob uses glow sticks and a flashlight to reveal threats Players defeat coydogs and trick the Glow Boys into thinking they’re dead Final escape: Hotwire a barely-working car and roll out of the Hot Zone Featured Image Meta The glowing ruins of downtown Night City, as depicted in the Cyberpunk RED core rule book. Credit: R. Talsorian Games.
The edgerunners finally flipped the switch at the bottom of Elysium HQ's subbasements. As the power surged back, a wrathful AI queen named Hera burst to life, proclaiming her refusal to serve any false gods or corporate masters. She sees to draw the crew — APT, Angry Bob, Omen, and Atlas — into her web of revenge against Jason Antilles, a tech bro CIO who escaped Earth’s devastation for an orbital Olympus. Get more Cyberpunk RED: Cyberpunk RED Actual Play @ Lair of Secrets Cyberpunk RED Role-Playing Game Resources Cyberpunk RED Frequently Asked Questions Cyberpunk RED Screamsheets Chapters 00:00 Intro1:04 Recap of the last mission2:27 Hera awakens, demands loyalty5:00 Digging into Antilles’ backstory7:15 The Wrathful Queen’s digital gifts10:00 Team heals up in eerie med-labs15:00 Planning escape routes, avoiding turrets20:00 Discussing Erebus, Cerberus, and past scars25:00 Moral debates and fixer mysteries30:00 Stepping back into the hot zone35:00 Prepping next moves and research42:00 Outro and episode wrap-up Listen to the Episode Watch to the Episode Watch Cyberpunk RED Chapter 10: Hera's Wrath on YouTube. Show Notes Recap of the team’s mission: descend into Elysium HQ, flip the switch, collect payday Activation of Hera, an AI queen filled with rage against Hercules Corp and Jason Antilles Team dialogue with Hera: pledging loyalty (for now) to survive, receiving cryptic gifts (golden apple, pomegranate, persimmon) Background on Antilles, Olympus orbital, and corporate lore Tension builds over the meaning of Hera’s demands and the risks of unleashing AI beyond the Blackwall Characters reflect on past wounds (both physical and emotional) while healing in futuristic med bays Planning next steps: research Hera, investigate who hired them, understand the nature of the gifts, and strategize upcoming infiltrations Banter and camaraderie among players, with moral dilemmas surfacing Cliffhanger: the team escapes the ruins, heading into Night City’s dangerous streets on foot, fruits and fate in tow Featured Image Meta A marble bust of the Greek goddess Hera.
With the first arc of our Fallout 2d20 campaign completed, we sit down with some coffee to reflect on the game. We talk about the 2d20 system's strengths, campaign story arcs, funky dice, perk cards, and immersive mechanics. Looking ahead, we think about future campaign goals, new characters, and deeper dives into Fallout-style survival gameplay. Want more Fallout 2d20? Check out: Post: Fallout 2d20 Campaign & RPG Resources Podcast: Gore and Lore in Fallout – Campaigns & Coffee Podcast: Fallout Zones Chapters 0:00 Intro & Fallout Campaign Overview1:17 First Impressions of the Fallout 2D20 System3:38 Luck as a Game-Breaking Stat?6:05 Perks, PDFs, and the Art of Scavenging8:22 Critiques: Special Dice, Proprietary Components10:23 What Didn't Work—Or We Didn't Use13:40 Cheat Sheets and GM Tools14:44 Favorite In-Game Moments16:42 Character Growth and Future Arcs20:15 Would You Play It Again?21:56 Combat Mechanics and Cover23:04 Planning the Next Arc: Session Zero Redux24:56 Minion Mailbag: Dungeon Guard Duty Snacks26:10 Outro Listen to the Episode Watch to the Episode Watch Fallout 2d20 Wrap-up (Campaigns & Coffee) on YouTube. Show Notes Fallout 2D20 system wrap-up after six sessions Reflections on long break and return to post-apocalyptic play Mechanics discussion: perks, action points, special dice, and the role of luck Praise and critiques: rulebook usability, proprietary materials, and gameplay smoothness Favorite moments: Pip-Boy puzzles, Nurse 17’s goldfish crusade, and ghoul roleplay Hopes for future arcs: deeper scavenging, zone maps, and expanded character growth Josh contemplating retiring "Lucky Buck" Session Zero for planning future campaign direction Bonus question: Best snack for dungeon guard duty Featured Image The door from Vault 81 in Fallout 4.
Join us for the Lair of Secrets' annual summer reading list! We run down a few of the books on our respective lists, but we're always looking for more! Featured in this episode are: Red Sonja Consumed by Gail Simone When the Moon Hits Your Eye by John Scalzi Cold Eternity by S.A. Barnes Space Opera by Catherynne M. Valente Infinite Archive (The Midsolar Murders #3) by Mur Lafferty Vicious by V.E. Schwab As well as side quests to talk about Iain Banks' The Culture series, Terry Prachett's Discworld, and Neal Stephenson's Seveneves. Suggest your own book ideas in the comments! Chapters 0:00 Intro & Rocket Misfires0:40 Red Sonja: Sword & Sorcery Revival1:45 Moon Cheese Madness: Scalzi’s Absurd Apocalypse3:10 Seveneves vs. Moon Made of Cheese4:20 Ghosts in Cryo: Cold Eternity Breakdown5:35 Space Opera and the Glam-paign Idea6:50 Infinite Archive: Murder, She Wrote in Space8:00 Vicious by V.E. Schwab: Superpowered Rivalry9:10 The Overflowing To-Read Pile10:20 Pratchett’s Final Discworld Reflections11:20 Saying Goodbye to The Culture Series12:00 More Books, More Time: Summer Reading Goals13:10 Share Your Book Picks!14:00 Outro & Call to Action Listen to the Episode Watch to the Episode Watch Summer Reading List 2025 (S4E24) on YouTube. Show Notes Red Sonja Consumed by Gail Simone (Ken) - I got this as a Christmas present, and I’m looking forward to Gail’s take on Red Sonja in novel form (I already read the comic book series she wrote; it was great). From the book blurb: The gutsy, wild, tortured free spirit, forged in pain yet unafraid of life or death, Red Sonja, the famous, fiery She-Devil and barbarian of Hyrkania has never concerned herself with the consequences of her actions. She’s taken what she wanted, from treasure to drink to the companionship of bedfellows. She’s fought who deserved it (and sometimes those who didn’t). And she’s never looked back. But when rumors start bubbling up from her homeland—rumors of unknown horrors emerging from the ground and pulling their unsuspecting victims to their deaths—and a strange voice begins whispering to her in her sleep, she realizes she may have to return to the country that abandoned her. And finally do the only thing that has ever scared her: confront her past. When the Moon Hits Your Eye by John Scalzi (David) - I’ve been a fan of most of Scalzi’s books. This is one of his more humorous books like Starter Villain and Kaiju Preservation Society. I’m looking forward to it. It’s also going to hold me over until the next Old Man’s War book comes out. The moon has turned into cheese. Now humanity has to deal with it. For some it’s an opportunity. For others it’s a moment to question their faith: In God, in science, in everything. Still others try to keep the world running in the face of absurdity and uncertainty. And then there are the billions looking to the sky and wondering how a thing that was always just there is now... something absolutely impossible. Astronauts and billionaires, comedians and bank executives, professors and presidents, teenagers and terminal patients at the end of their lives -- over the length of an entire lunar cycle, each get their moment in the moonlight. To panic, to plan, to wonder and to pray, to laugh and to grieve. All in a kaleidoscopic novel that goes all the places you’d expect, and then to so many places you wouldn’t. It’s a wild moonage daydream. Ride this rocket. Cold Eternity by S.A. Barnes (Ken) – Barnes’ third sci-fi/horror/ghost story novel is out. I loved the creepy atmosphere of the first two, which makes this one an easy pick. Halley is on the run from an interplanetary political scandal that has put a huge target on her back. She heads for what seems like the perfect place to lay low: a gigantic space barge storing the cryogenically frozen bodies of Earth’s most fortunate citizens from more than a century ago… The cryo program, created by trillionaire tech genius Zale Winfeld, is long defunct, and the AI hologram "hosts," ghoulishly created in the likeness of Winfeld’s three adult children, are glitchy. The ship feels like a crypt, and the isolation gets to Halley almost immediately. She starts to see figures crawling in the hallways, and there’s a constant scraping, slithering, and rattling echoing in the vents. It’s not long before Halley realizes she may have gotten herself trapped in an even more dangerous situation than the one she was running from…. Space Opera by Catherynne M. Valente - This one has been on my Kindle for way too long. It’s about time I ready what is described as “The Hitchhiker's Guide to the Galaxy meets the joy and glamour of Eurovision”. It may also feed into my vision of creating a Glampaign game. A century ago, the Sentience Wars tore the galaxy apart and nearly ended the entire concept of intelligent space-faring life. In the aftermath, a curious tradition was invented—something to cheer up everyone who was left and bring the shattered worlds together in the spirit of peace, unity, and understanding. Once every cycle, the great galactic civilizations gather for the Metagalactic Grand Prix—part gladiatorial contest, part beauty pageant, part concert extravaganza, and part continuation of the wars of the past. Species far and wide compete in feats of song, dance and/or whatever facsimile of these can be performed by various creatures who may or may not possess, in the traditional sense, feet, mouths, larynxes, or faces. And if a new species should wish to be counted among the high and the mighty, if a new planet has produced some savage group of animals, machines, or algae that claim to be, against all odds, sentient? Well, then they will have to compete. And if they fail? Sudden extermination for their entire species. This year, though, humankind has discovered the enormous universe. And while they expected to discover a grand drama of diplomacy, gunships, wormholes, and stoic councils of aliens, they have instead found glitter, lipstick, and electric guitars. Mankind will not get to fight for its destiny—they must sing. Decibel Jones and the Absolute Zeroes have been chosen to represent their planet on the greatest stage in the galaxy. And the fate of Earth lies in their ability to rock. Infinite Archive (The Midsolar Murders #3) by Mur Laffery (Ken) – The third book in Mur’s space murder whodunnit series comes out July 1st, 2025, which means it's definitely going to be on my vacation reading list. Who doesn’t want to take a cozy sci fi murder mystery book to the beach?  Amateur sleuth Mallory Viridian has just about got her bearings aboard the space station she calls home, but now the physical embodiment of the Internet is on its way, and it's bringing murder with it. Mallory Viridian has had a quiet few months. Even with the increased influx of humans visiting Station Eternity, she hasn’t seen so much as a bar brawl. Used to people dying left and right around her, the lack of murders to solve has left her unexpectedly . . . bored. But humanity's favorite way to waste time is on its way to her sector of the galaxy. A giant, one-of-a-kind data ship called Metis is bringing the entire Internet from Earth—as well as a mystery fan convention. On top of that, Mallory's literary agent is aboard, and he tells Mallory that she's the keynote speaker. It's almost a relief when a killer decides to strike at the convention. When Mallory finds her agent dead, she knows she has to work fast to find the murderer. With a strange new alien with unknown motives, a ship with impossible abilities, a lonely living, comprehensive Internet, and a deadly crime to solve, Mallory has her work cut out for her .... Vicious by V.E. Schwab - Erin gave this to me as a gift longer than I would like to think about. It’s time to read it. Victor and Eli started out as college roommates—brilliant, arrogant, lonely boys who recognized the same sharpness and ambition in each other. In their senior year, a shared research interest in adrenaline, near-death experiences, and seemingly supernatural events reveals an intriguing possibility: that under the right conditions, someone could develop extraordinary abilities. But when their thesis moves from the academic to the experimental, things go horribly wrong. Ten years later, Victor breaks out of prison, determined to catch up to his old friend (now foe), aided by a young girl whose reserved nature obscures a stunning ability. Meanwhile, Eli is on a mission to eradicate every other super-powered person that he can find—aside from his sidekick, an enigmatic woman with an unbreakable will. Armed with terrible power on both sides, driven by the memory of betrayal and loss, the archnemeses have set a course for revenge—but who will be left alive at the end? In Vicious, V. E. Schwab brings to life a gritty comic-book-style world in vivid prose: a world where gaining superpowers doesn't automatically lead to heroism, and a time when allegiances are called into question. Featured Image Meta Seven President's Beach in Long Branch, NJ. Photo by Ken.
The crew infiltrates a raider lair to rescue a kidnapped girl, navigating irradiated sewers, sentry turrets, and a heavily armed Thriftway gang. Steve NuGunnar faces off against his nemesis Thriftway in a brutal final encounter to reclaim his prized NuRay 3000. Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources. Fallout 2d20 Resources: Links to community forums, wikis, rules, podcasts, and cheat sheets. Chapters 0:00 Intro & Recap2:10 Turret Ambush!4:59 Raider Chase Begins7:35 Ghoulardi Loots, Team Pushes Forward14:00 Echoes and Radiation20:00 The Showdown Chamber28:00 Frag Grenade Chicken Toss36:00 Raider Meltdown in the Water45:00 Lucky Buck and the Leg Blasts54:00 Ghoulardi's Sniper Shot1:03:00 Nuka Cherry Rage Shotgun1:12:00 Raider Wrath and Ramming Speed1:20:00 The Last Shot at Thriftway1:27:00 Terminal Hacking Mini-Game1:39:00 Brotherhood Logs & Power Armor1:41:00 Cliffhanger Ending Listen to the Episode Watch to the Episode Watch Fallout 2d20 Chapter 5: Thriftway Throwdown on YouTube. Show Notes Recap of the mission: tracking the kidnapped girl from Covenant Opening battle: turret gun ambush and team tactics Nurse 17 charges into the fray armed with teddy bears and tea party rage Lucky Buck's accidental luck-fueled sharpshooting streak Ghoulardi’s chicken-stuffed frag grenade attack Steve NuGunnar confronts Thriftway for the NuRay 3000 Girl rescued from a makeshift cage by Nurse 17 Fallout-style terminal hacking minigame live! Discovery of Brotherhood T-60 power armor and terminal logs Time freezes, leaving the team mid-victory… Featured Image A view of sewers from Fallout 4.
On this episode, Ken recaps running ShadowDark, Mothership, and Gaslands Refueled at a local RPG convention. We also delve into how to support your local conventions (MEPACon in the Pennsylvania, and Who's Yer Con? in Indiana). Chapters 0:00 Intro & MEPACon Setup2:10 Venue Upgrade & Con History4:00 ShadowDark: Morka Norden Recap7:00 Learning from Live Play & Light Mechanics9:30 Mothership Funnel: Decanted Breakdown13:00 Emergency Decanting & Medical Mishaps17:00 Engineering, Design Tweaks, & Player Strategy22:00 Gaslands: Straight to Hell Tutorial26:00 Concrete Jungle & Advanced Play Challenges30:00 Why Local Cons Matter & Final Reflections Listen to the Episode Watch to the Episode Watch Support your Local Convention (S4E22) on YouTube. Show Notes MEPACon RECAP What is MEPACon? MEPACon stands for "Mid-Eastern Pennsylvania Gaming Convention" Located near Allentown, PA About 30 minutes from Ken’s house.  Held every six month, in spring and fall Not sure on the exact head count, but Ken's thinking 150 people. Probably more. Moved to Delta Hotels by Marriott, which is a MUCH better hotel than the previous one (which is being torn down) Ken ran four games: Decanted: A Mothership funnel … that failed at being a funnel. Except, maybe not? Morka Nordan: A ShadowDark adventure ripped from Ken’s lunchtime adventure Got used to the digital tabletop handling all the light stuff. It's harder to do in the real world. This is the game where Ken realized just how many ShadowDark mistakes he'd made with his lunch time game. Two Gaslands Refueled games Straight to Hell: A 2-hour intro game Concrete Jungle: A 2-hour race/battle royal game that probably needs to be 4 hours. And maybe I just need to run three 2-hour slot tutorials during the weekend to build up a base of experienced players. Supporting Your Local Conventions Importance of local conventions for playtesting, community, and outreach Thoughts on prepping for Who’s Yer Con and leveraging past games Reflections on building in-person player communities post-pandemic Featured Image Meta An old-time ariel map of Allentown, PA.
After some bartering in Covenant, the Wastelanders continue their quest to hunt down Thriftway's raiders. The Wastelanders' goal? Recover Steve NuGunner's NuRay 3000. Oh, and a girl who was kidnapped from Covenant by the raiders. Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources. Fallout 2d20 Resources: Links to community forums, wikis, rules, podcasts, and cheatsheets. Chapters 0:00 Intro & Wasteland Recap5:15 Covenant Refuge and Raider Fallout13:10 Upgrades, Bartering & Lars’ Plea20:40 Junkyard Clues & Mole Rat Mayhem31:25 Tracking Raiders & Teddy Bear Prep40:10 Ambush in the Wastes: Sneak or Shoot52:45 Sewer Entrance & Guard Elimination1:00:50 Shotgun Justice & Laser Luck1:17:35 Sewer Showdown & Whip Disarm1:33:55 The Turret Twist & Fallout Cliffhanger Listen to the Episode Watch to the Episode Watch Fallout 2d20 Chapter 4: Shotgun Justice on YouTube. Show Notes The wasteland adventurers delve deeper into the irradiated heart of the wasteland as Steve NuGunner, Lucky Buck, Goulardi, and Nurse 17 arrive at the battered settlement of Covenant. After narrowly fending off raiders, they resupply, regroup, and are thrust into a high-stakes mission: rescue a kidnapped girl taken by Thriftway’s Enclave-aligned raiders. Nurse 17 gets upgraded with stealth and speed, becoming a teddy bear-draped death machine, while Steve is laser-focused on retrieving his beloved NuRay 3000. Following tracks to a junkyard-turned-camp, the group uncovers clues leading them to an ominous sewer entrance. Their infiltration escalates quickly as stealth gives way to gunfire and buzzsaws. From sneak attacks to shotgun justice, the team cuts through the raiders, pushing deeper and deeper into the base. Along the way, they interrogate a survivor, sprint into potential traps, and navigate the green-tinged threat of an oncoming radiation storm. The episode crescendos with a chase into the sewer depths—just in time for the hum of an auto-turret coming online. Featured Image Meta A man aims a shotgun in a screenshot from Fallout 4.
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