Show overview
Lair Of Secrets has been publishing since 2021, and across the 5 years since has built a catalogue of 140 episodes, alongside 1 trailer or bonus episode. That works out to roughly 180 hours of audio in total. Releases follow a fortnightly cadence, with the show now in its 26th season.
Episodes typically run thirty-five to sixty minutes — most land between 29 min and 1h 11m — though episode length varies meaningfully from one episode to the next. It is catalogued as a EN-US-language Leisure show.
The show is actively publishing — the most recent episode landed 3 weeks ago, with 8 episodes already out so far this year.
From the publisher
The podcast about gaming and being a geek by two forty something geek dads.
Latest Episodes
View all 140 episodesThe Great Shadowdark Torch Debate (S5E15)
S5 Ep 14Shadowdark Hazards 101 (S5E14)
What do icy waterfalls, greasy floors, and light stealing smoke have in common? They’re all hazards! Welcome to Lair of Secrets. In this episode we're talking about Shadowdark hazards. The things that drown you, crush you, blind you, steal your memories, and more! Chapters 00:00 Introduction to Shadowdark Hazards02:33 Types of Hazards in Shadowdark04:50 (Spoiler Warning!) Examples of Hazards in Gameplay07:25 Creating Hazard Charts09:57 Combining Hazards for Greater Challenges12:38 Future Adventures and Hazards15:01 Conclusion and Call to Action Listen to the Episode Watch the Episode Watch Shadowdark Hazards 101 on YouTube. Show Notes What is a hazard? Hazards are often environmental effects like quicksand, rushing water, and falling debris. They're things you might be able to mitigate or evade, but per the rules, there's often no way to "defeat or permanently disable them". The core rulebook defines them on page 115. Hazards are divided into three types: Movement: Slow or stop movement. Examples: Caltops, tar fields, steep incline Damage: Ongoing damage that characters suffer while exposed to the hazard Examples: Acid pools, lava, pummeling hail Weaken: Saps the character's physical capabilities, mental grit, or resources. Examples: blinding smoke, memory stealing, snuffs light sources, The rules note that you can combine these to create particularly dangerous threats. Movement + Damage Exploding Rocks (Damage) + Loose Debris (Movement) Movement + Weaken Grasping Vines (Movement) + Sleep-inducing Spores (Weaken) Damage + Weaken Icy Water (Damage) + Snuffs Light Sources (Weaken) What the rules don't do is give you specific stats or mechanics for the example hazards, which hurt my brain, which grew used to having things stated out under the various editions of Dungeons & Dragons. While the core rules don’t give any written mechanics for hazards, the Arcane Library's published adventures *do* give us a few examples of how they're used in adventures. Hazards Chart: Published Examples, Sample DCs & Damage, and Homegrown Hazards Check out our "Shadowdark Hazards Chart" post for the hazards chart we reference in the episode, as well as example hazards quoted from Lost Citadel of the Scarlet Minotaur and Cursed Scroll #3: Midnight Sun. Featured Image Meta Cover artwork from the Shadowdark RPG game master screen. Credit: Arcane Library.
S5 Ep 13Why We Keep Coming Back To Cyberpunk 2077 (S5E13)
When it was released in December 2020, Cyberpunk 2077 was glitchy as hell. Five years later, we’re still playing it … but why? Chapters 00:00 The Allure of Cyberpunk 207701:53 Cyberpunk's Reflection of Reality04:24 Exploration and Discovery in Night City06:55 Game Mechanics and Play Styles09:43 Updates, Mods, and Community Engagement12:36 Emotional Storytelling and Character Impact17:54 The Evolution of Cyberpunk 207722:37 Realistic Dialogue and Player Choices24:32 Interweaving Storylines and Lore26:39 Bittersweet Endings and Moral Compromises32:00 Gameplay Mechanics and Character Development36:31 Future of Cyberpunk Listen to the Episode Watch the Episode Watch Why We Keep Coming Back To Cyberpunk 2077 on YouTube. Show Notes Huge, Immersive World We want to discuss how Cyberpunk feels oddly familiar…like, even with all the over-the-top-ness of the ads, the violence, etc, the concepts are familiar because we are sort of living in it right now. I have THOUGHTS on this. ( we were raised on Star Wars, or Trek, Or Harry Potter, and Cyberpunk. Which of those actually gives you a blueprint for today?) Exploration of the sights, sounds, and in world storytelling is deep. I have played several times and still discover something new when I have another playthrough. Ignore the main quest, focus on the small stuff THe main quest is pretty great, but there is SO MUCH small stuff that it is a lot of fun on replayed to focus on different small sidequests and details. One criticism: you can max out your level and such fairly early by doing this. I’d love a mod that lets you keep levelling up. Multiple starts Latest editions of the game added some RPG lines specific for each start, which was good. I’m not sure they made a difference in the overall story plot, but it was good from an immersive RPG standpoint. Great being able to play the game for the 4th? 5th? time and still get a new experience when going the Corpo route. Multiple endings Yep, and even the ones for Phantom Liberty are noteworthy. And can be very noir – endings that are not tidy. Or even truly happy. So Many Toys… So Much Lore The texts you find, the documents you read in the side quests, they often reference other sidequests or jobs. There is a ton of lore you can learn if that’s your thing. The old just won’t leave us. It tells a good story. It brings into question what we are here for and how we leave this life. When I think about this game, I think a lot of the joyful/rageful defiance that informs Punk. The question “How does one live when all signs point to being trod upon and powerless?” comes up, and Cyberpunk (fiction in general) often answers this with that defiance, usually in the scenery or side characters. Usually it means breaking the law, but in this situation where the law is corrupt and unjust, it is easy to see why that decision is made. I believe this dovetails into my earlier thoughts about CP being familiar on a level. Mods: Dark Future mod for Cyberpunk 2077 DayDream Gaming Night City Videos 36 Streets Featured Image Meta Edgerunner artwork from Cyberpunk 2077.
Cozy Video Games – Campaigns & Coffee
In between shoveling out from snow storms, we took the time to talk about cozy video games. We delve into the expected (Animal Crossing, Tiny Bookshop, Planet Crafter) and the not-so-expected (Fallout, Cyberpunk 2077, No Man's Sky, Red Dead Redemption 2). Chapters 00:00 Defining Cozy Games02:35 Exploring Popular Cozy Games05:16 The Role of Objectives in Cozy Gaming07:44 Unique Cozy Game Experiences10:16 The Impact of Gaming Platforms on Cozy Experiences12:53 Crafting and Terraforming in Cozy Games15:41 The Whimsical World of Slime Rancher19:49 The Thrills of Open-World Exploration21:22 Cozy vs. High-Risk Gaming Experiences23:36 The Importance of Homesteading in Games27:07 The Comfort of Building and Community30:17 Cozy Survival in The Long Dark32:16 Artistic Expression in Gaming33:20 Finding Comfort in Cyberpunk 2077 Listen to the Episode Watch to the Episode Watch Cozy Games - Campaigns & Coffee on YouTube. Show Notes Definition of what is a cozy game. From Wikipedia: A cozy game (cosy game in Commonwealth English) is a video game which emphasizes non-violence and relaxation. Initially derived from the life simulation genre, cozy games commonly include activities such as gathering and growing plants and nurturing other characters. They often have open-ended goals that encourage self-expression. Chris' definition: "Cozy game is any game that evokes that cozy feeling within you" Our Big list of Cozy Games Animal Crossing: New Horizons Strange Horticulture Strange Antiquities Tiny Bookshop The Planet Crafter Slime Rancher 2 Red Dead Redemption 2 Fallout 4 No Man’s Sky Dystopika Lightyear Frontier The Long Dark – Pilgrim Mode Aloft Lonely House Outside the Blocks Cyberpunk 2077 Featured Image Meta Cover art from Animal Crossings video game for Nintendo Switch.
Defining Cozy – Campaigns & Coffee
Our cozy Saturday morning coffee and games show returns to answer the question … what is cozy? Reading a book while sleet pounds the windows on a winter night? Putting your phone in a Faraday cage so you can get a few minutes of non-digital peace? We give a couple of definitions cozy can be … and then talk about what we personally find to be cozy. Chapters 00:00 Defining Cozy02:21 Personal Cozy Rituals and Experiences05:01 The Role of Sensory Input in Creating Cozy Atmosphere07:50 Cozy Games and Downshifting in a Digital Age10:20 The Importance of Cozy Practices Listen to the Episode Watch to the Episode Watch Defining Cozy - Campaigns & Coffee on YouTube. Show Notes Defining Cozy Hygge (/ˈh(j)uːɡə/, H(Y)OO-gə; Danish: [ˈhykə]; Norwegian: [ˈhŷɡːə]) is a word in Danish and Norwegian that describes a cozy, contented mood evoked by comfort and conviviality. As a cultural category with its sets of associated practices, hygge has more or less the same meaning in both places and in both languages;[1] however, the emphasis on hygge as a core part of Danish culture is a recent phenomenon, dating to the late 20th century. In the 21st century, the concept has also been familiarized abroad. Gluggaveður (GLOO-ga-veth-ur): Weather that looks appealing from inside but would be unpleasant to be outside in. What is cozy? No wrong answers ... but here are ours. Ken: Hockey jerseys Coffee, comfortable mugs, and good books (or comic books) Cold, dark winter nights with Christmas trees and chill music Lo-fi listening Cabin camping in winter /Hammocks on the Lake Snuggling puppies Chris: Storms, sitting on the porch or in the garage with the door open in a storm Reading Cooking and listening to 1920-1940s music and radio Coffee & coffee shops Coding while listening to music Sipping bourbon hot cocoa w/ the Xmas lights on in the dark Being off the internet David: Rain on the roof as I head to bed Reading a good book on the couch or in a comfy chair while warm and cozy Laying out under an umbrella on the beach, sometimes with a book, sometimes looking at the surf Music around the house while puttering around and doing minor chores Sitting out on the porch in the predawn hours with a cup of coffee Cozy Links Darth Vader Yule Log Nick Offleman drinking scotch Star Trek: Titan LCARS display Feedback We love feedback! You post a comment below or connect with us using these channels: Email Bluesky Discord DiceCamp (Mastodon) YouTube Twitch Featured Image Meta A yellow Labrador retriever puppy snuggles with an older Labrador retriever.
S5 Ep 12Solo Role-Playing Games (S5E12)
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
S10 Ep 11Crawl Out Through the Fallout, Part 2 (S5E11)
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
d10 Reasons Fallout 2d20 is Great (S5E10)
Fallout Season 2 is out on Amazon, and the Lair is back to look at what makes the Fallout 2d20 RPG so much fun to play. Post: Fallout 2d20 Campaign & RPG Resources Podcast: Fallout 2d20 Campaign Podcast: Fallout 2d20 One Shot: Crawl Out Through the Fallout Podcast: Gore and Lore in Fallout – Campaigns & Coffee Podcast: Fallout Zones Chapters 00:00 Reason 1: Quick to learn03:28 Reason 2: Quick to play at the table6:48 Reason 3: Aesthetics and connection to the video Game08:10 Reason 4: Layered Systems and Optional Complexity10:15 Reason 5: Zones - the sweet spot between theater of the mind and battle maps.13:17 Reason 6: Action Point Economy15:45 Reason 7: Luck18:43 Reason 8: Special Effects21:28 Reason 9: Lots of product support23:21 Reason 10: Solid VTT Support Listen to the Episode Watch to the Episode Watch d10 Reasons Fallout 2d20 is Great! on YouTube. Show Notes Reason 1: Quick to Learn The 2d20 system is easy to pick up. While all 2d20 games are a bit different from each other, Fallout has been easy to learn and start playing with Other 2d20 games include: Dune: Adventures in the Imperium, Dreams & Machines, and Star Trek Adventures. Reason 2: Quick to Play With the 2d20 system, we’ve found that combat goes quickly, leaving more time for role-playing at the table. Reason 3: Aesthetics With Perks, Injuries, armor that covers specific hit locations, skills, tag skills, and more. The rules for characters make it feel a lot like Fallout 3 or Fallout 4. Fallout 2d20 feels like a tabletop version of the video game. The only thing big that is missing is VATS, though you can aim for body parts. Reason 4: Optional Subsystems Scavenging, modding, settlements are available - but they're all optional. Reason 5: Zones Zones are the sweet spot between theater of the mind and battle maps. You can use photos or screenshots of real places and easily make a map. Check out our full episode on zones: Fallout Zones. Reason 6: Action Point Economy Lets you buy more dice, which can turn into more successes (or, ahem, more failures). Let those caps fall like rain. Encourages players to take big chances (or make up for big failures). Reason 7: Luck Spend a luck point, and swap out your Luck attribute value for another attribute (e.g. Luck replacing strength) for one check. Spend luck points to re-roll dice Reason 8: Special Effects Did you just blow off someone’s foot with a shotgun? Cave in their chest with a baseball bat? Tear through them with a hail of bullets? All things are possible with the right weapon (and the right die rolls) Reason 9: Lots of product support Modiphius has released, and continues to release hardcover books to give more character options, enemies, equipment, etc. They have also put out several Astoundingly Awesome Tales that give short campaigns Each of the Tales is for a range of levels. So if you have a group that is level 11-16, they have you covered. Reason 10: Solid VTT & Digital Support Foundry Roll20 Demiplane Featured Image Meta A screenshot of the Vault 111 door from Fallout 4.
S3 Ep 9Raiders of the Lost Temple, Part 3/3 (S5E9)
Our Shadowdark RPG one-shot concludes as the adventurers confront the vampiric horror lurking in the depths of the Lost Temple. 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. Want to know more about Shadowdark? Check out our episode "d12 Reasons Shadowdark is Awesome!" Chapters 0:00 Intro – Return to the Lair of Secrets2:10 The Vampire Dilemma – Rest or Risk It?8:00 Light, Lore & Vampire Prep19:00 Into the Darkness – Back to the Temple28:00 The Encounter Begins – Shanti Attacks43:00 Shanti Regenerates & The Party Struggles54:00 Boulder Trap & Split Paths1:06:00 Chalice Theft & Bat Form Battle1:21:00 Vampire On Fire – The Final Confrontation1:51:00 Outro – Victory, Loss, and Escape Listen to the Episode Watch to the Episode Watch Raiders of the Lost Temple, Part 3/3 on YouTube. 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. Show Notes The party begins battered and low on resources, debating whether to rest before confronting the vampire Shanti. Strategic torch management becomes critical as players balance light, survival, and undead lore. A rest outside the temple gives time for planning, forging stakes, and prepping for a vampire confrontation. Upon reentering the temple, the group is distracted by an illusory wall and a secret passage. Shanti ambushes them in her lair, initiating a brutal, multi-phase battle involving transformation, fire, and constant regeneration. A gem-eating rogue, a berserking warrior, and a nervy priestess clash with the vampire queen in the dark. Shanti flees as a bat, feeding from a blood chalice and returning stronger than before. Traps are triggered, light sources burn low, and a boulder nearly wipes the party. In a desperate move, oil and fire are used to ignite Shanti, while the priestess delivers the final blow with a divine Turn Undead. The group flees the collapsing situation—teleporting or running—leaving one ally behind as the lair claims its toll. Featured Image Meta Black-and-white artwork from the Raiders of the Lost Temple module.
S5 Ep 2Crawl Out Through the Fallout, Part 1 (S5E8)
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.
S5 Ep 7DarkSpace Interview: Sci-Fi for Shadowdark (S5E7)
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.
S5 Ep 6d6 Shadowdark Oozes, Cubes, & Puddings (S5E6)
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.
S5 Ep 5Raiders of the Lost Temple, Part 2/3 (S5E5)
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.
Raiders of the Lost Temple, Part 1/3 (S5E4)
The Lair Crew takes on Shadowdark as they play Kelsey Dionne's free Raiders of the Hidden Temple adventure. In the first actual play episode, they venture into a snake-infested dungeon, discovering dangerous monsters and potential allies. 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!" Check out Part 2 of the actual play. Chapters 0:00 Intro & Setup – Welcome to Shadowdark in Foundry VTT 6:30 The Temple Doors & Snake Trap Puzzle 14:10 The Hypnotic Pool & The Emerald Dive 22:40 Meeting the Snakefolk & The Cursed Dilemma 31:15 Bloodthirsty Prisoner & Party Tensions Rise 39:50 Enter the Chapel & Alessa's Mission 48:00 Ambush! The Vampirodile Attacks 59:45 Blood, Magic & Betrayal – Combat Escalates 1:16:00 The Final Blow & Tactical Retreat 1:29:00 Aftermath, Drumbeats & What Comes 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 1/3 on YouTube. Show Notes The setting is a jungle temple with Indiana Jones vibes. The ruleset is Shadowdark. Major events in the episode Party decrypts a reptilian phrase: “A snake shall always find safe passage” First major trap revealed—players must crawl under or face slicing spears Mysterious pool hypnotizes players with serpent-like reflections Rogue Rilmorn dives in, swallows a gem, and later becomes a one-man blood detector Players encounter snake-headed humanoids claiming to be cursed by a wizard named Gorgoroth Trust issues spike as Rilmorn executes a cold-blooded backstab, using the corpse as bait A massive undead crocodile (vampirodile) attacks, draining HP and Constitution Intense combat ensues—players burn luck points and divine smites to survive Final blow delivered by Anders wielding a newly-blessed spear Featured Image Meta Black-and-white artwork from the Raiders of the Lost Temple module.
Dungeon of Dread – Endless Quest Book Review
Ken returns to the Dungeon of Dread by Rose Estes, the first of TSR's Endless Quest books for Dungeons & Dragons. The book places you in the role of a young warrior who befriends a halfling thief. The halfling just escaped the lair of a magic-user, so naturally he's up for going back there with you… It's a classic book, and one that went on to inform a lot of Ken's early D&D campaigns (and his ongoing affection for water weirds…) Chapters 0:27 A D&D Geek's First Endless Quest0:56 Mechanics and Flavor Text – No Dice Required1:55 Cryptic Warnings and Classic Monsters3:22 The Nostalgia Factor4:27 Next stop … Gamma World?5:00 Outro – Share Your Own Endless Quest Stories Listen to the Episode Watch to the Episode Watch "Dungeon of Dread - Endless Quest Book Review" on YouTube. Show Notes Overview of Dungeon of Dread (1982) by Rose Estes Introduction to the Endless Quest series (1982–1987) Roleplaying without dice: choose-your-own-adventure style Your character: a slim 5'9" adult human fighter Gear as flavor text, not inventory Early monster encounters: water weirds, kobolds, hobgoblins, basilisk Narrative decisions that lead to death or danger (e.g., falling in holes) Personal nostalgia: how these books fueled imagination between D&D sessions The roots of Ken’s love for green slime and traps Collecting vintage Endless Quest books Teaser: Gamma World’s Light on Quest Mountain
S5 Ep 3d8 Shadowdark Hacks (S5E3)
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 [email protected]. 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 Sli
Timex Sinclair 1000 Computer – Geek Archeology
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?
S5 Ep 2Back to the Lair: Shadowdark, Cyberpunk Red, & GM Advice (S5E2)
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?
S5 Ep 1d8 Shadowdark House Rules (S5E1)
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 [email protected]. 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
Unboxing the GM Companion for Shadowdark
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.
