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Lair Of Secrets

Lair Of Secrets

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The Great Shadowdark Torch Debate (S5E15)

Apr 24, 202612 min

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.

Mar 20, 202615 min

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.

Feb 14, 202645 min

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.

Jan 26, 202637 min

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.

Jan 24, 202621 min

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

Jan 16, 202654 min

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

Jan 10, 20261h 2m

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.

Jan 2, 202627 min

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.

Dec 19, 20251h 51m

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.

Dec 6, 202559 min

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.

Dec 3, 202537 min

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.

Nov 28, 202523 min

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.

Nov 22, 20251h 56m

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.

Nov 14, 20251h 44m

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

Nov 10, 20255 min

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

Nov 7, 202541 min

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?

Nov 6, 20255 min

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?

Nov 3, 202529 min

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

Oct 24, 202541 min

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.

Oct 16, 202512 min

S4 Ep 27Cyberpunk RED Actual Play Chapter 11: Get Out (S4E27)

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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.

Jun 20, 20251h 20m

S26 Ep 4d8 ShadowDark Monster Resources (S4E26)

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 [email protected]. 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.

Jun 13, 202522 min

S4 Ep 25Cyberpunk RED Chapter 10: Hera’s Wrath (S4E25)

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.

Jun 7, 202543h 15m

Player Agency (Campaigns & Coffee)

Grab your coffee and join the Lair crew as we unpack the challenge of fostering player agency in tabletop RPGs. We explore how to spark proactive decisions, avoid the paralysis of infinite choice, and leverage mechanics that reward bold, cinematic play. Chapters 0:00 Intro1:00 Star Wars Sparks and hesitant players3:00 Fear of splitting the party and analysis paralysis6:30 Encouraging proactive play and giving permission10:00 Using patrons and clear motivations14:00 Narrative hooks and inciting actions17:00 Video game parallels and open-world stress20:00 Mechanics: fate points, plot points, and inspiration24:00 Player chaos: volunteering as hostages26:00 Minion promotions and closing comments Listen to the Episode Watch to the Episode Watch Player Agency on YouTube. Show Notes Erin’s Star Wars SPARKS games: hesitant players and dusty Star Destroyers Fear of splitting the party and the paralysis of choice Giving players permission to act and making decisions cinematic Narrative hooks: long-lost brothers, ticking clocks, and patrons Game mechanics fueling agency: Fate Core, Cortex, Savage Worlds, inspiration points Stories from the table: defeating big bads too quickly, volunteering as hostages, “Benny from The Mummy” moments The balance between modules and improvisation Open-world video game parallels (No Man’s Sky, Red Dead Redemption, Skyrim) The episode’s closing: minion questions, potential promotions, and how to connect with the show Featured Image Meta A collection of twenty-sided dice.

Jun 1, 202527 min

Fallout 2d20 Wrap-up (Campaigns & Coffee)

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.

May 23, 202526 min

S4 Ep 24Summer Reading List 2025 (S4E24)

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 w

May 18, 202514h 29m

S4 Ep 21Fallout 2d20 Chapter 5: Thriftway Throwdown (S4E23)

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.

May 9, 20251h 41m

S4 Ep 22Support Your Local Convention: ShadowDark, Mothership, & Gaslands Recaps (S4E22)

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.

May 4, 202535 min

S4 Ep 20Fallout 2d20 Chapter 4: Shotgun Justice (S4E20)

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.

Apr 25, 20251h 42m

S4 Ep 20Moonbeam Chasing (S4E20)

Ken and David explore Moonbeam.stream, a streaming platform made for tabletop gamers and creatives, while sharing their live-streaming experiments and future content plans. They also dive into their respective ShadowDark campaigns, filled with dungeon chefs, dagger-bound skeletons, and low-level party drama. Ken preps for his return to Philmont, while David tempts fate with yet another enticing Kickstarter. Moonbeam sites Moonbeam.streaming The Lair's Realm on Moonbeam Chapters 0:09 What Is Moonbeam.stream?1:19 Streaming Past and Present2:48 Live Streaming Experiments3:28 Ken's OBS Trials & Switch Bridge Setup4:50 Drawing Dungeons and Mothership Maps5:46 Streaming One-Shots and Actual Plays6:07 The DIE: Die Improvement Environment7:24 Portal Vibes & Co-Working Streams9:29 Scheduling & Chaos Coordination14:21 Ken’s Training for Philmont18:18 Altitude, Monsoons, and Backpack Logistics25:04 Cooking in the Dungeon: ShadowDark Update28:24 Party Health Woes and Lucky Rolls30:55 Skeletons, Dire Rats & Goblin Politics33:49 ShadowDark Western Reaches Kickstarter35:13 Alien RPG Evolved Temptation35:55 Wrap-Up and Community Links Listen to the Episode Watch to the Episode Watch Moonbeam Chasing (S4E20) on YouTube. Show Notes What is Moonbeam? Not a crypto-currency. Ok, it is, but we’re not talking about THAT Moonbeam. It’s a streaming platform, currently in beta, that’s meant to have better moderation capabilities and a more creator-friendly pay structure. What are we doing with Moonbeam? Game Prep Campaign Notes Map Prep FoundryVTT exploration Random experiments Video Games? Maybe. Ken’s thinking about a Switch bridge. Actual Play RPGs The Die Improvement Environment or D.I.E. Helping rehabilitate those recalcitrant dice. Stuff we like so far Co-working Streams Random folks playing video games Haven’t watched an RPG session yet (probably should) Stuff we probably need to figure out A recording schedule? Posting? Figuring out how Realms work. (We’ve got a Lair of Secrets realm, but how does it interact with other realms?) Featured Image Meta A black and white image of the moon over Lake Champlain. Photo by Ken.

Apr 18, 202536 min

S4 Ep 19d8 ShadowDark Mistakes We Made (S4E19)

On this episode, we talk about the top mistakes we made running ShadowDark (aka "how Ken accidentally enabled hard mode for his campaign"). Our mistakes include "overly complicate torch management", "create deadlier rat diseases", "don't use Luck points", and more! Looking for more ShadowDark content? Check out these Lair episodes: d12 Ways ShadowDark is Awesome! (S4E15) Shadowdark Impressions (Campaigns & Coffee) Chapters Listen to the Episode Watch to the Episode Watch d8 ShadowDark Mistakes We Made on YouTube. Show Notes 1. Overcomplicate Torch Management You don't need to do torch gymnastics to light a new one. If your old one is burning down, and the players want to start a new torch, they do it. The timer is reset to 60 minutes, and the old torch is discarded. Keeping fractional torches around ("But we had 15 minutes left on this torch!") is a natural impulse given the importances (and potential scarcity) of light, but fractional torches make things complicated. And the mechanic isn't meant to be complicated. A reasonable house rule I've seen for torches that go out less than halfway through their burn cycle is to round down to 30 minutes. Keeping track of "half torches" is still work, but less work than breaking it down further. That said, if you’re under threat, then yes, there are torch gymnastics. There’s a DC 12 Dexterity check to ignite a torch under such conditions. - If it’s dark, same DC, but with disadvantage. We’ll talk more about that in our ShadowDark house rules episode coming up. (Sly Flourish - https://slyflourish.com/shadowdark_house_rules.html) 2. Create even deadlier rat diseases The common rat in ShadowDark is infected with a fast acting disease that immediately saps the adventurer's Constitution. Depending on how you interpret the rule, it either prevents all healing until the adventurer makes a saving throw OR the adventure can't recover their lost Con until they make a saving throw. Ken chose the latter. 3. Don't use luck points For Ken’s first few games, he didn’t use Luck points at all. Which, given how deadly ShadowDark is, can be a pretty big difficulty upgrade for players. Running the same scenario at a convention (and swapping in a Seer character from Cursed Scrolls #3) revealed just how helpful Luck tokens are (the seer being able to create Luck tokens 3x per day). 4. Get Spell Mishaps Wrong Ken’s game made spell failure MUCH more dangerous by rolling on the mishap chart whenever a spell casting attempt failed (and not just on critical fumbles, as per the rules). This makes it much more likely your 1st level character is going to get killed when failing to cast a spell. 5. Don't Plan for Carousing Carousing is a big part of the game. During downtime, players can spend gold to have adventures in town, earning XP, acquiring allies (and maybe an enemy). But to do it, they need gold … so it helps to make sure that they’ll actually have that gold when they got home. Also, read the carousing and “learn skills” downtime activities before you start the adventure, so you know what the players can do at the end. 6. Get Stuck in D&D 5e Mode ShadowDark is a cousin of D&D 5e … and 5e has a rule for everything. It’s easy to bring in default 5e assumptions (I’m looking at you, opportunity attacks) rather than looking for the ShadowDark equivalent. 7. Stress about when to level up Do you level up at session's end or in the middle of the session? This is more a preference than a mistake (though your mileage may vary). Leveling up is super easy in ShadowDark, but it does slow things down a bit. 8 Wasting time looking up rules that don't exist ShadowDark is a rules-light game. D&D or Pathfinder fans may come in looking for detailed rules for, well, just about everything. Most of the time, ShadowDark doesn’t have them. Like “Learning” during downtime. The book provides some guidelines for what they can’t do (learn another class’s or ancestries’ unique talents) and two examples of what they can (a new language, how to ride a sandworm using a harness). There’s no big list of skills (but though you could steal from backgrounds). Don’t worry. Just roll with it. Featured Image Meta The background image is the map from Lost Citadel of the Scarlet Minotaur, featured in the ShadowDark quick-start rules.

Apr 11, 202533 min

S4 Ep 18Fallout 2d20 Chapter 3: Raiders & Rumors (S4E18)

Our group of wastelanders (and one former Vault dwelling weapons tester) defend the fortified town of Covenant from raiders in the latest chapter of our Fallout 2d20 Actual Play campaign. The raiders defeated, the group gains access to Covenant, where they uncover rumors about a ghoul named Thriftway dealing in slaves for the Enclave. 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: Welcome to the Wasteland1:00 - Raiders at the Gates: Defending Covenant4:30 - Entering Covenant: A Safe Haven or a Lie?9:45 - The Barter Extravaganza: Caps, Junk, and Haggling26:00 - The Junk Jet Temptation: A Heavy Investment31:30 - Thriftway’s Shadow: Raiders, Slavery, and the Enclave44:10 - The Alarm Sounds: Lars Returns, Badly Wounded50:15 - A Mission Forms: Tracking Thriftway and Saving the Girl1:03:30 - Outro: Next Stop – The Hunt Begins! Listen to the Episode Watch to the Episode Watch Fallout 2d20 Chapter 3: Rumors & Raiders on YouTube. Show Notes Raiders at the Gates – The team helps Covenant fend off a raider attack and earns the town’s trust. Covenant’s Secrets – The town appears friendly, but there’s an undercurrent of unease, especially toward ghouls. The Great Barter Session – A deep dive into Fallout’s economy as the group haggles for ammo, supplies, and a stealth module for Nurse 17. The Junk Jet Temptation – Lucky Buck eyes a bizarre but deadly weapon. A Growing Threat – The group hears rumors that the Enclave is buying slaves from Thriftway, but his location remains unknown. A Sudden Attack – Lars, a local mechanic, returns badly injured, revealing that raiders took his daughter. A New Mission – With a lead on Thriftway, the party gears up for a rescue operation. Featured Image Meta A raider base in Fallout 4. Credit: Bethesda.

Apr 4, 20251h 5m

S4 Ep 17Fallout Zones (S4E17)

Fallout 2d20 uses zones instead of conventional battle maps or theater of the mind to describe where your characters (and their enemies) are in the game world. In this episode, we talk about how Fallout zones work, offer advice on how to use them, and take a peak at some other games that use zones. After fighting our way through the wasteland, we geek out about Alien: Isolation, the excellent survival horror game now available on the Switch, and the Foundry Virtual Table Top. 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 – Welcome to the Lair of Secrets1:00 What Are Fallout Zones?3:45 How Zones Improve Tactical Combat9:30 Obstacles, Cover & Hazards in Zone-Based Play15:20 Zone-Based Games – Fate, Shadowdark, Alien, and More19:45 Jump Scares - Playing ALIEN: Isolation in the Dark26:30 How Alien: Isolation Preps You for Running an Alien RPG31:10 David’s New Obsession: Foundry VTT34:50 Foundry vs. Roll20 – Which Virtual Tabletop is Better?37:45 Final Thoughts & Sign Off Listen to the Episode Watch to the Episode Watch Fallout Zones on YouTube. Show Notes Main Topic Overview of zones in Fallout 2d20 What and why? Abstract way of representing regions and distances in a game. Half-way between battle map and theatre of the mind … sort of. Great for RPGs featuring more abstract locales. Lets you avoid infinite 5-foot-squares. Fallout 2d20 zones Reach - Arms reach (within close, but not an actual zone; minor action to close; confusing wording) Close - Any distance within the zone you’re in. Medium - Distance of one zone Long - Distance of two zones Extreme - Distance of three or more zones How do they impact movement / weapons? Difficult terrain: “A zone may be filled with difficult terrain, slowing anyone attempting to cross it.” Fallout 2d20 core rules (p. 38) Obstacles are similar in that they hinder your movement, but they exist between zones—attempts to move from one zone to another where an obstacle is present may slow your progress. Fallout 2d20 core rules (p. 38) Hazards are parts of the environment that inflict damage to creatures caught in them. A hazard may be present in a specific zone, or it may be spread among multiple zones. Fallout 2d20 core rules (p. 39) How to Represent Zones Theater of the Mind How far can you take it in theatre of the mind? Visual Zones Use index cards or draw out boxes representing zones. Battle Maps Create your map. Draw lines on it indicating zones Outside Example: Zone 1: The near battlefield, on the shores of a stream. Between zone 1 and 2: the stream that must be crossed Zone 2: The field on the far side of the stream Zone 3: A stand of broken boulders & battle tank Zone 4: The edge of a forest. Hulks of buildings looms in the distance Inside Example: Zone 1: The Library Zone 2: The Entrance Hallway Zone 3: The Kitchen Zone 4: The Basement Zone 5: The Balcony and second for overlooking the dining room Prior experience with zones in other systems FATE Index Card RPG Professor DM / Dungeon Craft Alien (Year Zero system) Forbidden Lands Adjacent Shadowdark Fallout scenarios we ran The Lab (small scale zones) Surface Fight (open range) The Dungeon (larger, longer-range zones) Advantages & Disadvantages Advantages Makes range more abstracted; in Cyberpunk RED, if I want to give the solo a chance to use his sniper or assault rifle skills, I probably need to scale up my map. With zones, the distance gets abstracted … and the map doesn’t even need to exist. Disadvantages Breaks your brain a little. Can be hard to conceptualize (particularly if you come from a minis-based game. Reach vs. Close Building-as-a-zone vs. floors as a zone Banter ALIEN: Isolation Released 10 years ago And now it’s out for Switch! How to play: On the sofa, in the near dark, with AirPods in. FoundryVTT My favorite so far It has lived up to the hype I have heard from others Easy to pick up and start running with Very extensible Featured Image Meta The muddled background is the local map for Vault 88 in Fallout 4. Credit: Bethesda.

Mar 28, 202538 min

S4 Ep 16Fallout 2d20 Chapter 2: Covenant Clash (S4E16)

As our Fallout 2d20 Actual Play campaign continues, the party treks across the wasteland toward the settlement of Covenant. Along the way, they encounter dangers both grotesque and ridiculous, from gutting radioactive bugs for dinner to dodging their own teammates grenades. And yeah, Steve's still trying to recover his prototype laser pistol from the bandit leader known as Thriftway... 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: Welcome Back to the Wasteland1:04 - Meet the Survivors: Ghoul Chemists, Security Officers, and a Nurse Handy3:15 - Scavenging, Cooking, and Campfire Debriefs7:40 - Lucky Buck’s (Un)fortunate Grenade Luck12:30 - Wasteland Travel & Gunfire in the Distance18:05 - Sneaking Into Trouble: Raiders at Covenant22:50 - Explosive Ambush: Baseball Grenades & Laser Blasts30:20 - The Last Stand: Raiders’ Final Moments37:45 - Covenant Welcomes the Survivors45:10 - What’s Next? The Mystery of Thriftway55:20 - Outro: Join Us Again in the Wasteland! Listen to the Episode Watch to the Episode Watch Fallout 2d20 Chapter 2: Covenant Clash on YouTube. Show Notes Picking up from last time: The team emerges from their bloatfly battle at Taffington Boathouse, scavenging for supplies and making camp. Character Highlights: Ghoulardi, the chem-crafting ghoul, prepares a fine (if unsettling) wasteland feast. Steve NuGunnar, still haunted by the theft of his NewRay 3000, is determined to reclaim it from Thriftway. Nurse 17 plays both den mother and war machine, tending to the team and disarming Lucky Buck in the most literal sense. Lucky Buck, ever a source of accidental chaos, makes up for past grenade mishaps with a well-placed explosive. Svenghoulie, the enigmatic wasteland ghoul, provides a Molotov cocktail mid-battle as a thoughtful gift. Tense Wasteland Travel: Gunfire in the distance signals trouble near Covenant. Raider Ambush at Covenant: The team executes a surprise attack, eliminating hostiles with a mix of precision, explosions, and mechanical saws. A Welcome at Covenant: The settlement's guards thank the party for their assistance, allowing them entry. On the Horizon: The mystery of Thriftway and his stolen tech looms large, promising more danger ahead. Featured Image Meta The town of Covenant, as depicted in Fallout 4. Credit: Bethesda.

Mar 21, 20251h 3m

S4 Ep 15d12 Ways ShadowDark is Awesome! (S4E15)

On this episode, we delve far from the light to geek out about Shadowdark. The old-school-inspired RPG strips Dungeons & Dragons 5th Edition to its essentials, and then adds in some modern sensibilities. We talk about our favorite mechanics, how it's impacted our other games (looking at you D&D 5th Edition!), and our players' penchant for wandering off into the dark. PLUS: Squishy wizards! Unlimited spells (if they don't kill you!) Morale failures! AND the upcoming Western Reaches Campaign Setting Kickstarter (link in the comments) Chapters 0:00 - Intro: Straight into the ShadowDark1:30 - Rolling Old-School Attributes (3D6 in Order!)4:10 - The Darkness is Your Enemy: Why Light Matters7:30 - Inventory Tetris: The Beauty of Gear Slots10:00 - Squishy Wizards and the Horror of 1 HP13:00 - No XP for Combat? Time to Get Creative15:20 - Skills? Where we're going, we don't need skills!18:00 - Morale Checks: Making Enemies Run in Fear20:30 - Unlimited Spells (But at What Cost?)23:00 - Clerical Penance: Displease Your God and Suffer26:00 - Rolling on the Chaos Tables: Why Randomness is Fun28:40 - Limited Rules, Maximum Improv31:00 - Excited for Western Reaches—More ShadowDark Content!32:30 - Final Thoughts & Where to Find Us Online Listen to the Episode Watch to the Episode Watch d12 Ways ShadowDark is Awesome! on YouTube Show Notes Old School Attributes. Roll 3d6. In order. Re-roll if you all your stats are under 14, re-roll. No one can see in the dark But the monsters can. Where do the monsters lurk? Gear Slots Carry a number of items equal to your STR stat or 10. All gear besides typical clothing fills one gear slot. Gear that is hard to transport might fill more than one slot. Squishy heroes A wizard with 3 hit points? Good luck. Skills Easy? You do it. (It’s infectious … started doing that in D&D too) Hard? You roll? Something make it easier? Advantage, Harder? Disadvantage Morale Enemies who are reduced to half their number (or half their hit points for a solo enemy) flee if they fail a DC 15 Wisdom check. Large Groups. Make one check using the leader's WIS modifier. Throwback to old school D&D Your spells can kill you Dare to roll on the spell failure charts Magic missile bathes you in purple light? Unlimited Spells Just. Keep. Casting. But do you risk it Clerical Penance Inadequate or subversive penance (such as donating your sacrifice to a party member) only displeases your deity further and makes the spell loss permanent. Embrace the Random Talents depend on a die, not choice Limited rules. Maximum improv. Stripped down version of 5e removes a lot of the game’s specific rules. Improvise when the specific is needed. The rules system can fit in your head once you play it enough It’s in the Goldilocks zone of size The Western Reaches Kickstarter! Shadowdark RPG: The Western Reaches Setting ShadowDark Quickstart Shadowdark RPG Quickstart Set (PDF)

Mar 7, 202533 min

S4 Ep 14Fallout 2d20 Chapter 1: Wasteland Wake-Up (S4E14)

We kickoff our Fallout 2d20 campaign with the protagonists (not sure we can call them "heroes" just yet) waking up in the Wasteland. Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources. Chapters 0:00 - Intro & Audio Shenanigans3:15 - Meet the Survivors8:40 - Escape from the Hospital Basement14:55 - Reg the Super Mutant Chef22:10 - Journey Through the Wasteland29:30 - EyeBot Encounters & Enclave Paranoia35:50 - The Boathouse Discovery42:15 - Bloatfly Swarm Attack!49:40 - Lucky Buck’s Unfortunate Grenade Fumble55:20 - Steve Learns About Boats & Water1:02:45 - Looting the Boathouse & Finding the Note1:10:30 - What’s the Deal with Thriftway?1:18:15 - Closing Thoughts & What’s Next Listen to the Episode Watch to the Episode Watch Fallout 2d20 Chapter 1: Wasteland Wake-Up (S4E14) on YouTube. Show Notes Intro Banter & Setup: The team settles in, adjusting audio, discussing wildlife encounters, and reflecting on the horror of screech owls. Meet the Survivors: Ghoulardi – A grizzled ghoul with a quick wit. Nurse 17 – A pre-war Nurse Handy bot obsessed with Goldfish crackers and proper nap times. Steve NuGunnar – A Vault-Tec security veteran, utterly baffled by surface life. Lucky Buck – A shockingly lucky Brotherhood of Steel initiate with questionable grenade etiquette. Cryogenic Awakening: The group escapes a hospital basement, encountering a radroach-dissecting super mutant chef named Reg, who warns them to leave before his kin arrive. First Steps in the Wasteland: The survivors are joined by Svenghoulie, a ghoul carrying grenade-stuffed rubber chickens. The Journey to Covenant Begins: Along the cracked highways, they dodge a suspicious EyeBot blaring patriotic music and explain the concept of boats to a bewildered Steve. Bloatfly Brawl at the Boathouse: The team arrives at a seemingly abandoned boathouse, only to be swarmed by oversized, irradiated insects. Lucky Buck’s Unlucky Grenade Incident: Attempting to clear the infestation, Buck fumbles a baseball grenade, obliterating the bloatflies—and nearly taking Steve with him. Looting the Wreckage: The team scavenges supplies, discovering food, weapons, and a note pointing them toward Covenant and a mysterious Thriftway. Closing Thoughts & Next Steps: The session ends with a healed-up Steve demanding answers about Thriftway, as the group prepares for what lies ahead. Featured Image Meta Cryo-chambers from Fallout 4. Credit: Bethesda.

Feb 28, 20251h 26m

The D&D Attention Economy – Greyhawk ’76 (Ep. 7)

Ken elaborates on the Attention Economy - how many things people need to keep track of - for D&D 2024, and how it differs from the 2014. (and yeah, this explains his initial reaction to the Blade Ward cantrip back in Episode 5). He reviews the idea of the Action Economy (how many things a player can do in a round), how it relates to the Attention Economy (how many things a player needs to keep track of), and the implications for speed of play. Chapters 0:00 - Intro – What is the Attention Economy?1:15 - Action Economy vs. Attention Economy2:45 - How D&D 5E Streamlined Play3:30 - High-Level Play and Complexity Challenges4:20 - D&D 2024 – Exciting or Overwhelming?5:10 - Final Thoughts & Experimenting with the New Rules Listen to the Episode Watch the Episode Watch The D&D Attention Economy - Greyhawk '76 (Ep. 7) on YouTube.

Feb 17, 20255 min

Enemy Mine – Greyhawk ’76 (Ep. 6)

Ken recaps his group's second session using the D&D 2024 rules, with specific looks at Blade Ward (spiffy spell, won't save you from critical) and Mastery (a character ability that unlocks special characteristics of weapons). Chapters 0:00 - Welcome to Greyhawk '761:10 - The Burrow Boys Arrive: Ogres, Halflings, and a Goliath3:20 - Trickery and Tragedy: Illusions, Combat, and Critical Failures5:10 - The Standoff Turns Deadly: James Fairheight’s Fate7:00 - D&D 2024 Playtest: What We Learned Listen to the Episode Watch the Episode Watch Enemy Mine - Greyhawk '76 (Ep. 6) on YouTube.

Feb 10, 20258 min

Shadowdark Impressions (Campaigns & Coffee)

After venturing into the dark with only a torch to guide their way, the Campaigns & Coffee crew talks about their experiences playing the ShadowDark RPG (where they ARE very likely to be eaten by a grue). They discuss the dungeon-delving, old-school-inspired game’s real-time torch mechanics, its focus on fast-paced and high-stakes decision-making. They also look at encumbrance (no, you can not bring a golf club bag's worth of weapons), spell mechanics, and the game's relentless tension. Chapters 0:00 – Welcome1:00 – First Impressions of Shadowdark RPG3:05 – Torch Timer: Exciting or Stressful?5:36 – How Shadowdark Brings Back Old-School D&D8:11 – Minimal Planning, Maximum Action12:30 – Encumbrance: You Can’t Carry Everything!16:25 – Spells, Failures, and Magical Chaos18:00 – Fun (and Bad) Player Choices20:46 – The Overlord’s Healthcare Question22:06 – Outro and Final Thoughts Listen to the Episode Watch to the Episode Watch Shadowdark Impressions (Campaigns & Coffee) on YouTube. Show Notes David’s Sunday RPG Sessions Running Shattered Ark and diving into Shadowdark with friends. First Impressions of Shadowdark A game that balances intensity and relaxation, depending on playstyle. Real-Time Mechanics The torch timer creates urgency, making every decision count. Roleplaying vs. Action Less focus on deep character backstories, more on immediate problem-solving. Using Foundry VTT Learning the system while displaying maps on the big screen. Dungeon Delving Emphasis Shadowdark restores a classic Dungeons & Dragons dungeon-crawling feel. Comparing to Older D&D Editions Discussing how early D&D had more encounters and rest limitations. Encumbrance Matters! Inventory slots limit loot-hoarding, forcing strategic choices. Spell System Spells don’t disappear, but failed rolls can make them unusable or go awry. Player Stories Highlights of decision-making, torch anxiety, and unexpected survival. Featured Image Meta Cover art from the ShadowDark core rule book. Credit: The Arcane Library.

Feb 7, 202522 min

S4 Ep 13The Lair’s Guide for New Game Masters (S4E13)

On this episode of Lair of Secrets, we present the our guide for new Game Masters, packed with advice, tips, and encouragement for those ready to take the GM seat. We explore choosing the right game, gathering players, preparing efficiently, and rolling with mistakes while ensuring a fun and engaging experience. Chapter List 0:00 - Welcome to the Lair & GMing 1012:00 - Choosing the Right Game for You & Your Players5:00 - Prepping Smart: Rules, Research & Quickstart Guides8:30 - Finding & Pitching to Players11:45 - One-Shots vs. Campaigns: Starting with Low Commitment14:20 - Tools of the Trade: GM Kits & Digital vs. In-Person Play17:30 - Rolling with Mistakes & Improvising on the Fly20:15 - Setting Expectations & Managing Player Dynamics23:00 - Encouragement for New GMs & The GMUary Initiative25:10 - Closing Thoughts & Join the Lair Community! Listen to the Episode Watch to the Episode Watch The Lair's Guide for New Game Masters (S4E13) on YouTube Show Notes Identify games you are interested in Game that you’ve been playing? A game you’ve had on your shelf and have been interested in? Watch videos or listen to podcasts about those games. Like say … Scum & Villainy or Cyberpunk RED actual plays here at the Lair :) Make the Pitch Read the room and look for: games that fit the players might like Sense of whether they want a one shot or something extended Offer to run one game With the option to run more if you and the others like it Offer to run a self-contained game Fiasco Honey Heist Lasers & Feelings Lady Blackbird D&D Essentials Kit Do a test run Play the game at a convention Get a feel for how the game is run Try a solo adventure See the Dragonbane boxed set and its solo adventure Do a mini session with people excited for the game to “kick the tires” of the rules get used to being the GM figure out the virtual game table as the GM What’s your minimal viable game as a new Game Master Run a one shot That one shot means there isn’t a long commitment The one shot can turn into a multi-shot game if everyone is enthusiastic about it Quickstart rules for games Pregen characters This way you know what the character abilities are and how they might be played What we recommend you reading and setting up Review the scenario Take notes about parts that are confusing or not fleshed out. What we recommend you and your players review before the game: The basic rules for the game Rules Cheat Sheet Find one or make one Review the characters Some tools Index Cards Notebook List of names Pencils. Extra dice Build a tool kit! Running - Don’t worry. You’ve got this. Talk with your group and set expectations. Ask the rules lawyer to chill (or to help) Let the group know that if you can’t find a rule, you’ll make a ruling and move on Roll with the fumbles (see also: ken makes awesomely bad mothership maps) Don’t worry about being “right”, work on having fun Featured Image Meta Cover art for the D&D Essentials Kit. Credit: Wizards of the Coast.

Feb 1, 202525 min

Build Better Cities – Campaigns and Coffee

Building immersive cities for RPGs takes center stage on this episode, with inspiration from real-world examples like San Antonio's Alamo and Chicago's reversed river. We dive into tools and techniques for making cities that evolve, feel lived in, and resonate as characters within campaigns. From quirky city rivalries to handling disasters, this episode offers creative advice for dungeon masters and storytellers. Chapters 0:00 Intro2:10 Real-World Inspiration: San Antonio and the Alamo6:30 Geography and Natural Features in City Design10:45 Tools for RPG City-Building (The Quiet Year, Ex Novo)15:00 How Cities Evolve Over Time20:00 City Rivalries and Personality24:30 Integrating Disasters and Landmarks into City History30:00 Cities in Post-Apocalyptic Settings33:20 Q&A: The Rogue-Polymorphed-Toad Dilemma34:30 Outro Listen to the Episode Watch the Episode Watch Build Better Cities - Campaigns & Coffee on YouTube Show Notes Introduction: Exploring city-building in RPGs inspired by San Antonio's vibrant culture and geography. Cities: Skylines video game Key Elements of Real Cities: San Antonio’s Alamo and its unique building-height regulation. Chicago’s reversed river and evolving cityscape. Historical insights from medieval cities to Cyberpunk's Night City. Domus: Night City: how Cyberpunk 2077’s future megacity was built Tips for RPG City-Building: Start with geography and natural features. Use landmarks, NPCs, and district evolution to build personality. Recommended tools: The Quiet Year Ex Novo The Game Master's Book of Astonishing Random Tables Recommended books Life in a Medieval City Life in a Medieval Castle Life in a Medieval Village A Magical Medieval Society Western Europe City as a Character: How rivalries and unique traits shape urban identity. Integrating disasters and recovery into city evolution. The 9/11 Memorial in New York City The Survivor Tree Q&A Segment: Turning a rogue-turned-toad mishap into a strategic move.

Dec 20, 202434 min

I Hate Blade Ward – Greyhawk ’76 (Ep. 5)

Ken rants about the new and improved Blade Ward cantrip. in Dungeons & Dragons 2024. Chapters 0:00 Intro - Welcome to Greyhawk ’760:15 Why I Hate Blade Ward1:10 Blade Ward: 2014 vs. 20242:00 The Action Economy Problem2:30 Final Thoughts & Playtesting3:00 Outro - Like & Subscribe Listen to the Video Watch the Episode Watch "I Hate Blade Ward - Greyhawk '76 (Ep. 5)" on YouTube. Show Notes Welcome to Greyhawk '76. I'm Ken Newquist and I hate blade ward. Quick backstory: Had our first Greyhawk '76 session, in which the adventurers got recruited to recover a lost Fairheights family treasure from an abandoned mine. Our human battlemaster / wizard initiate LOVES blade ward. And rightly so - it's a cheap, spammable buff that builds on his already impressive AC. What changed? What it did: Resistance to bludgeoning, piercing, and slashing attacks Lasted until the end of the next turn What it does now Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll. Requires concentration Lasts for 1 minute. My concern: Impacts the action economy. We've added another die role for EVERY attack on this character. More dice being rolled means more time waiting for die rolls. And more math. Increased cognitive load on the Dungeon Master I've got a lot of things to remember. This is one more thing. Combined with fighter's 18 Armor Class (from Scale Mail), this increases the character's tank-iness at low levels. Seems over powered for a cantrip (no, I did not do the math) Where we go from here? Obviously I'm joking that I hate Blade Ward. I have some concerns, but we can mitigate them by: The player rolling the dice The player keeping track of the spell We already have similar book keeping for things like bless so it's not THAT much more. But it IS one more thing.

Dec 17, 20243 min

Our First D&D 2024 Adventure – Greyhawk ’76 (Ep. 4)

Ken talks about lessons learned during his first Dungeons & Dragons 2024 adventure, "The Lost Coins of Cousin Ernest", including: Blade Ward Rules guide in the 2024 Player's Handbook The Thief Hand-drawn maps in Roll20 Weapon Mastery Chapters 0:00 Intro0:35 Setting the Scene: The Treasure Mine1:50 Rival Factions: Fairheights vs. Witherwinns3:10 Water Weird Ambush4:20 Rogue Abilities Shine5:15 Hand-Drawn Maps and Retro Vibes6:30 Lessons Learned: Rules and Mechanics7:45 Blade Ward: Overpowered or Balanced?8:30 Teasing the Next Session9:10 Wrap-Up and Final Thoughts Listen to the Video Watch the Episode Watch "Our First D&D 2024 Adventure - Greyhawk '76 (Ep. 4) on YouTube Show Notes We had our first Greyhawk '76 session, in which the adventurers got recruited to recover a lost family treasure from an abandoned mine. I played on the High Ery / Erybend family rivalry subplot from the DMG: Fairheights vs. Witherwinns (their client is James Fairheight, and he found deciphered a map to the family treasure). Started the action IN the mine, with the adventurers and their client having just discovered the treasured. See the "Ignite Your Next D&D Campaign" episode of Campaigns and Coffee Setup is an old mine. The first level has a main shaft and lots of side passages. Mine tunnel collapses created a jumbled, partly flooded cave lake on the second level. The treasure, gleaming in light from a ventilation shaft over head, was located in the center of the lake. The bludgeoned corpses of a previous crew were on the island, having just reached the treasure. The treasure was protected by a water weird (inspired by a re-read of the Dungeon of Dread "Endless Quests" book) The cavern was multi-teared, with a walkable rim surrounding it, and multiple entrances. At intervals, additional crews would show up to challenge the party, because James couldn't stop humble bragging about his find. Goals: Give each character a chance to try out class abilities in a multi-level environment. Inject role-playing opportunities to help define character personalities and priorities. Lean into the DMG as a campaign source book. The Adventure It went well. Water weird attacked "Predator"-style, leveraging disengage and its' innate invisibility in the water maneuver around the cavern and threaten heroes. The arrival of the Witherwinn faction delivered additional drama, as some players chose to intimidate through force, while the Trickster cleric charmed other Witherwinns to his side … and used "calm emotions" to keep them disinterested. Set up the next confrontation: The Burrow Brothers, a murderous band of halfling cutthroats and their ogre allies. Lessons Learned I've got a bunch, some of which will be covered in upcoming episodes. The Rules Guide in the Player's Handbook is pretty great. Death Saving Throws: Work the same as they ever did (the save is a straight d20 roll, which happens at the start of your turn). Finding Traps is a Wisdom (Perception) - it counts as finding a hidden object. Check the Compendium The Rogue's Thief gets a Climb speed. Handy when moving down the crumbling walls of a collapsed cave. The Rogue's Thief also gets to substitute Dexterity for Strength when Jumping Hand drawn maps work well in Roll20 Weapons Mastery represents weapon-specific features that certain characters (rogues, fighters) can use take special actions (like "Nick" or "Vex". More on that next time. Blade Ward is a powerful cantrip. I hate it. Ok, I don't like it. Ok, I'll wait to pass judgement, but right now, I'm not a big fan.

Dec 16, 20249 min

Build a Greyhawk Library – Greyhawk ’76 (Ep. 3)

On this episode of Greyhawk '76, Ken talks about the essential books for running a World of Greyhawk campaign, including the new Dungeon Master's Guide (2024), the World of Greyhawk boxed set (1983) and the Expedition to the The Ruins of Greyhawk (2007). Chapters 0:00 Introduction1:00 Greyhawk ‘76 Campaign Kickoff2:30 Reviewing the 2024 Dungeon Master’s Guide4:00 Updated Maps: Hits and Misses6:00 Exploring Greyhawk Lore: Classic Sourcebooks8:00 The Twin Cataclysms and Canon Debates10:00 Iuz, the Great Kingdom, and Major Conflicts12:00 Adventure Hooks and Iconic Locations14:00 Wrapping Up: Greyhawk Library Essentials Listen to the Video Watch the Episode Watch 'Build a Greyhawk Library - D&D 2024 (Ep. 3)" on YouTube Show Notes Welcome to Greyhawk '76. Let's talk books! Player's Handbook (2024) The rules. Dungeon Master's Guide (2024) High-level overview of the Free City of Greyhawk and the larger campaign setting. Loosely based on the 1980 Greyhawk Folio. It's nice to see Greyhawk featured so prominently, but there are a ton of continuity, country, and NPC changes that don't make a ton of sense (except in the context of 1) updating Greyhawk for modern sensibilities 2) fitting all the things into Greyhawk … which doesn't really need all the things fit into it. Like … why is Otto (long standing member of the Circle of Eight) now a … dwarf? Sets up the primary conflicts as … Elemental Evil (they were defeated, but yeah, some cultists are still out there), the demigod Iuz (gathering his forces in the north; classic villain), and dragons … umm, yeah, dragons aren't world-shatteringly important in Greyhawk. The Scarlet Brotherhood and/or the dying Great Kingdom are better Big Bads. BUT … it wouldn't be Greyhawk if we weren't arguing about canon … hell, it feels like coming home to be reading people passionately and thoughtfully arguing about how the latest release disrespects with their favorite setting (I'm looking at you, From the Ashes). I'll link to some of that commentary in the show notes. Fold-out map of the Flanaess, with the City of Greyhawk on the other side. The World of Greyhawk (1983) The true state of the World of the World in CY 576. The original World of Greyhawk boxed set. Greyhawk Adventures (1988) Notes on Gods, Geography, Magic Items, Spells, and even Zero Level Characters The City Of Greyhawk (1989) - Pre-Greyhawk Wars release Gazetter of the Free City and the Surrounding Area - the city, plus some city-based things like the DM's guide to the Low City (random tables!) Folk, Feuds, and Factions - a who's who of the free city, plus guilds, low life, mages and priests, economics, military, and law. Expedition to the The Ruins of Greyhawk The 3.5 update of the Greyhawk Ruins book, which itself documented a chunk of Castle Greyhawk. Never ran it, but I might pull from it if the crew goes there. Somewhere, i've got a copy of the original Greyhawk Ruins … but haven't been able to fi gure out where I put it. Living Greyhawk Gazetteer This book provided the foundation for the old Living Greyhawk campaign. It takes place in CY 591, which is nearly two decades after our '76 campaign, but it's still a great reference (particularly for areas not covered extensively in earlier releases) Castle Greyhawk The joke version of Castle Greyhawk. Not recommended. Two new fan-created resources World of Greyhawk Gazetteer Revised Classic Guide to Greyhawk Greyhawk grognards take on DMG 2024 Canonfire - Samwise - Greyhawk 2024 Age of Great Sorrow - Entirely Unsolicited Grognard Opinions on the World of Greyhawk in the 2024 D&D Dungeon Master’s Guide

Dec 16, 202416 min

Meet the Party – Greyhawk ’76 (Ep. 2)

Meet the adventurers taking center stage in Ken's Greyhawk '76 test drive campaign for Dungeons & Dragons 2024! Listen to the Episode Watch the Episode Watch "Meet the Party - D&D 2024 (Ep. 2)" on YouTube Show Notes In the second episode of Greyhawk '76, Ken talks about the player characters the campaign is using to test drive the Dungeons & Dragons 2024 rules. Campaign Guidelines for Character Creation Since the purpose of the campaign is to test drive the D&D 2024 rules, we decided to start at 3rd level rather than 1st. That gives everyone a few more options to play with, and lets them pick a subclass (which is where things often get interest for players, since more advanced capabilities kick in with the subclasses). Here are our guidelines: Everyone begins at 3rd level Everyone uses the Standard point buy for attributes Use the "starting at higher level" rules on page 43 of the D&D Player's Handbook They get normal starting gear plus one Common magical item Characters who will die (what, Ken kill low-level 5e characters? Impossible!) will be built using the same rules, with the "starting level" tweaked as necessary. The Characters of Greyhawk '76 Ramnulf Heathertoes Male Halfling Thief Subclass: Rogue Background Origin Feat: Magic Initiate (Mage) Species Origin Feat: N/A Reed Goodbarrel Male Halfling Cleric Subclass: Trickster Domain Background Origin Feat: Tough Species Origin Feat: N/A Tiberius Male Human Fighter Subclass: Battlemaster Background origin feat: Tough Species Origin feat: Magic Initiate (Wizard) Raqsam * Male Dragonborn Wizard Subclass: Illusionist Subspecies: White Dragon Background Origin Feat: Alert Species Origin Feat: N/A Evaluating the Party It's a well rounded party. There's a good mix of classes (with a surprising number of halflings), which should help us achieve our playtest goals. It nicely balances hard-hitting martial characters (the rogue, the fighter), magical support (the wizard, the cleric), and healing (the cleric again). The chosen classes also help us playtest specific parts of D&D 2024 rules, like mastery, tweaked spells and cantrips, and the less combat-oriented skills (finding and disarming traps, interacting with NPCs, offensive and defensive spells, and the ever-fun battle master maneuvers.

Dec 14, 20241 min

Test Driving the New D&D – Greyhawk ’76 (Ep. 1)

Welcome to Greyhawk '76, a test drive campaign for Dungeons & Dragons 2024! (aka D&D 5.5). This episode introduces the test drive, what it hopes to accomplish, and explains where the campaign gets its name from (hint: it takes place in the Common Year 576). Chapter List 0:00 Intro to Greyhawk '760:45 The Legacy of Greyhawk1:45 Blackrazor Guild’s Storied Past3:15 New Campaign Setup and Testing D&D 2024 Rules4:00 Closing Thoughts Listen to the Episode Video Watch the video on YouTube Show Notes Introduction: Ken introduces Greyhawk '76, a podcast exploring D&D 2024 rules within the classic Greyhawk setting. Greyhawk Overview: A brief history of Greyhawk as D&D's second campaign setting, emphasizing its balanced factions and lower-magic tone. Blackrazor Guild Legacy: A retrospective of the group’s adventures in Greyhawk, spanning nearly three decades and multiple campaigns. New Campaign Setup: Details on the new campaign with third-level characters based near the Free City of Greyhawk, designed to test the 2024 rules. Focus on Testing: Ken explains the goal of evaluating the changes in D&D 2024, comparing them to 5E, and planning to incorporate lessons into ongoing campaigns. Feature Image Meta A classic illustration of adventurers planning by David A. Trampier, featured in the original D&D Player's Handbook.

Dec 13, 20244 min

S12 Ep 4Convention Season (S4E12)

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

Dec 6, 202433 min

Ignite Your Next D&D Campaign – Campaigns & Coffee

In this episode, we brainstorm ways to launch your campaign without resorting to "they meet in a bar". Providing fodder and inspiration is Greyhawk '76, Ken's upcoming D&D 2024 test drive campaign, and David's just launched open table ShadowDark campaign. We talk about how to engage players through immediate conflict, emphasizing choice, and balancing proactive vs. reactive player behaviors. Chapter List 0:00 Intro0:26 Ken’s Greyhawk Campaign Concept1:51 Greyhawk Nostalgia and Resources4:27 70s Aesthetics Meet D&D5:48 ShadowDark’s Torchlight Mechanics11:38 Kicking Off Campaigns with Conflict16:11 Engaging Passive Players19:57 Crafting a Dark Empire22:34 Outro and Call for Feedback Video https://youtu.be/GObxgGFpQQQ Show Notes Introduction: The hiatus of Elemental Apocalypse and excitement for D&D 2024. Greyhawk Revisited: Ken’s “Greyhawk 76” campaign idea with a 70s aesthetic, playlists, and retro maps. ShadowDark Adventures: David’s exploration of ShadowDark mechanics and its old-school D&D feel. Engaging Players: Starting campaigns with immediate conflict (e.g., being chased). Emphasizing consequential choices to encourage player buy-in. Balancing proactive and reactive player behaviors. Hero’s Journey: Using inciting incidents to create origin stories for party cohesion. Avoiding Passivity: Techniques to engage reluctant players or inspire action when adventurers resist the call. Overlord Advice: Brainstorming ideas for building a sustainable, formidable dark empire. Feedback We love feedback! You post a comment below or connect with us using these channels: Email Bluesky Discord DiceCamp (Mastodon) Twitch YouTube

Nov 29, 202423 min

S4 Ep 11The Electric State RPG (S4E11)

We look at The Electric State RPG, a role-playing game game featuring a slow motion apocalypse, haunting artwork, and a cyberspace plague so intoxicating that people died playing it ... simply because they forgot to eat. We start with Simon Stålenhag's original art/fiction book, which depicts a young woman's journey across the wrecked remains of the United States. We then walk through the role-playing game, discussing its setup, mechanics, and how it translates art book into a different kind of apocalyptic game. Finally, we get confused about the upcoming 2025 The Electric State movie. Directed by the Russo Brothers, it shares the visual aesthetic of the book and the game, but the setting itself has gone from somber death dream to ... action comedy? After geeking out about The Electric State, we talk about Netflix's new KAOS series (featuring Greek gods in a modern day setting), the Balder's Gate 3 and Mechwarrior 5 video games, using Obsidian for an Ironsworn: Starforged solo campaign, and news of various Lair experiments. Check out our unboxing of the Electric State RPG! Chapter List 0:00 Intro2:15 Introducing The Electric State3:40 Exploring Themes of The Electric State: A Slow-Motion Apocalypse6:10 Comparisons to The Last of Us and the Visual Narrative7:55 The Netflix Adaptation: Apocalypse Meets Comedy?10:05 Year Zero Engine and Its Role in The Electric State RPG14:50 David's Thoughts on MechWarrior 5: Tactical Mech Combat16:50 Ken's Adventures in Baldur's Gate 3: An Epic Battle with a Door19:25 Starforged, Solo Campaigns, and Using Obsidian for RPG Journaling26:05 Winter Break Gaming Plans and Balancing Nostalgia28:20 Revisiting KAOS on Netflix: Greek Myths and Modern Horrors30:40 Planning for Starforged and Co-op Gameplay35:00 Outro: Cloaking Device and Final Remarks Listen to the Episode Watch the Episode Watch The Electric State RPG (S4E11) on YouTube Show Notes Introduction Ken beat Hades. Insomuch as anyone can beat Hades. The game REALLY keeps going after it is "finished". David completed his gaming coffee table project. The Electric State The Electric State book and RPG are set in an alternate 1997, where a slow-motion apocalypse combined with a virtual reality addiction, is wiping out civilization. The Electric State art/fiction book An example spread from The Electric State artbook by Simon Stålenhag. Released in 2018, The Electric State is a hybrid art book/fiction book. It’s a story of a slow motion apocalypse, and tells the story of a young woman and her robot traveling through a ruined American landscape in an alternate 1997. The world’s been wrecked by a plague of virtual reality, which almost everyone succumbed to. Like Stålenhag's Tales from the Loop, the book is a combination of art and written fiction. Unlike Tales from the Loop, there’s little wistfulness or sense of nostalgia in The Electric State. It’s about the end of the world … and it’s a somber read. It's been categorized as a graphic novel, but it's more of a novella wrapped in beautiful artwork. Most pages feature a short narrative, usually connected to the illustration on the accompanying pages. The Electric State RPG An example spread from The Electric State role-playing game. Inspired by the artbook, The Electric State RPG is published by Free League. It was funded by a Kickstarter, which raised $413,598 from 5,715 backers. Game Mechanics: Powered by Free League's Year Zero Engine [PDF] , used in games like ALIEN, Tales from the Loop, and Mutant Year Zero. Emphasis on survival, exploration, and narrative-driven journeys in a crumbling, dystopian America. Ideal for players in the right headspace, as the setting is emotionally heavy and reflective. Narrative Depth: Rich background story involving Neuronics technology developed in the 1960s for remote-controlled warfare. Escalation to civil war and the fracturing of the United States into multiple factions (e.g., Pacifica, Texas). Rural areas devolve into lawlessness, while urban centers struggle to maintain order. Role-Playing Experience: Players focus on the journey, survival, and uncovering the mysteries of the collapsing world. The tone and setting demand thoughtful storytelling, akin to Call of Cthulhu but more grounded and relatable. The Electric State Movie A still from the upcoming The Electric State movie by the Russo Brothers. Credit: Netflix. The Electric State movie is coming in March 2025. It's directed by the Russo Brothers (The Winter Soldier, Infinity War, Endgame) and stars Millie Bobby Brown, Chris Pratt, and Devyn Dalton. It's described as an action comedy ... and we have no idea how that reconciles with the depressing tone of the original art book: The Playlist: The Electric State’ First Look: Millie Bobby Brown & Chris Pratt Star In New Sci-Fi Film From The Russo Brothers YouTube: The Electric State teaser trailer Nostalgia and Mechwarrior 5 David discusses MechWarrior 5, the

Oct 4, 202435 min

Campaign Prep Tips – Campaigns & Coffee

Campaign prep is something every dungeon master a needs to do … even if "prep" is something you throw together five minutes for the session starts. On this episode, we talk about our individual game prep strategies, from structured approaches like Chris's multi-phase plan to Ken’s adrenaline-fueled last-minute inspiration. Josh and Erin share insights into managing unpredictable player behavior and ensuring character growth. To end the episode, we offer advice on how to childproof your evil lair. Quotes "I process, I think, I make notes. Honestly, that second section is my favorite part." – Chris "The first group I ever DM’d for were probably some of the most creative people that I’ve ever known, and that was a bad thing because they went off on a whole bunch of different tangents that I did not see coming at all." – Josh "The first thing I want to do is figure out how I’m going to make characters change." – Erin "I have to have deadlines or else it won’t work. My best ideas come the night before or the day of the game." – Ken Chapters 0:00 Intro0:30 Chris’s Three-Phase Prep Method3:00 Josh's Chaotic First GM Experience5:45 Adapting to Player Choices7:45 Erin’s Character-Driven Prep10:15 Ken’s Last-Minute Inspiration12:45 The Role of Music in Game Prep14:30 Tools for Note-Taking and Mapping17:15 One-Shots vs Long Campaign Prep21:45 Final Thoughts on Prep Approaches24:00 How to Childproof an Evil Fortress26:02 Outro Video https://youtu.be/DFn26QB8-Oc Show Notes Chris’s Three-Phase Prep: Reading the material, brainstorming for character hooks, and finalizing maps/tools. Josh’s Experience: Adjusting to unpredictable players and focusing on world-building to adapt. Erin’s Approach: Preparing for character growth and change, particularly in convention games. Ken’s Method: Last-minute inspiration, enhanced by musical playlists and physical notes. Digital Tools: Discussion of tools like Obsidian and Remarkable tablets for note-taking. Final Thoughts: The group compares one-shot vs long campaign prep. Outro: Discussion about childproofing an evil lair.

Sep 27, 202426 min