Saturday, December 31, 2022

Chronicles of the Adventures in the Dune Imperium!

Cover art for Dune: Chronicles of the Imperium core rulebook

I have one of the few copies of the Dune: Chronicles of the Imperium core rulebook that were printed in 2001 by the long-defunct Last Unicorn Games. As a perennial, some might say addicted, patron of RPGs, it was one of the many games I own but have never played. But considering that the game was so short-lived (Last Unicorn was purchased by WOTC and the game ceased production) there wasn't much support for the game at any rate. 

The Last Unicorn version of the game was the first RPG based on the venerable sci-fi novel, and there wouldn't be another attempt at publishing a Dune RPG until the release of the similarly named Dune: Adventures in the Imperium almost 20 years later. 

To be honest, I believe it takes a group of people similarly steeped in the lore of Dune to truly co-create a deep and fulfilling campaign. In 2022, with the proliferation of web-based roleplaying options, I think it is much more feasible to have such an experience than was possible in 2001. I'm considering running such an online game at some point, as I believe the version of the 2D20 system used by the recent Dune game lends itself well to the limitations of online play. In other words, the system seems to be flexible, intuitive, and "light" enough for online play (verses games with more crunch...not that you can't run crunchy games online...I personally don't have the time or patience to do so).

I was going to do my usual end-of-year "artstravaganza" to end 2022 but...I don't feel like I have to do it this year...or maybe ever again. This last year was a good one for me in my never-ending quest to keep the roleplaying spark alive in my life. I may not have chronicled it much here on this old blog that I keep propped up and limping along by the skin of its teeth, but...my gaming situation is good, I'm content, satisfied even. It's a feeling I need to explore and savor more often. 

Needless to say I've got a lot on my mind when it comes to life and roleplaying these days. I'm definitely feeling nostalgic, but also simultaneously eager for what the new year ahead will bring. It almost makes me wish I was as prescient as Paul Atreides. On second thought, considering what happened to him...maybe not!

I'm looking forward to gaming in 2023 and beyond, in the world of Dune and elsewhere!

Friday, December 16, 2022

End-of-Week Poag (12/16/22): Warduke!

 Love this version of Warduke by the great Stefan Poag! 

Friday, December 9, 2022

End-of-Week Fabian (12/9/22): Castle Ravenloft

When I really got into Dungeons & Dragons back in the late 80's, the second edition of the game was ascending. It was the era of the big splashy settings. One of my favorites was the Ravenloft setting. Much of my admiration stemmed from the artwork, which was primarily the work of Stephen Fabian. His style seemed perfect for the setting, because it had an eerie, surreal quality that befit a realm of Gothic horror. 

Tuesday, November 22, 2022

Happy Xenogiving!

Just a group of happy sunbeams ready to feast and die horribly!
Happy holiday season, folks! I ran a one-shot Alien RPG session (i.e. a Cinematic session) for a big group of my friends this past weekend, and we had a blast! 

I don't know how much you know about the Alien RPG by Free League, but you may have heard about its d6 dice pool mechanic in combination with its Stress and Panic system. The rumors are true, people! The system at its foundation makes for an excellent recreation of an Alien movie! Things start out calm in the beginning, and by the end, there's mahem, madness, and death galore! 

I wrote up my own Cinematic adventure and used some pregens from other Alien RPG products available for free on the Free League website. Most of the people in my group are experienced players, but there were a couple guys who were new to roleplaying. I was determined to keep things fun and flowing, trying to avoid looking up the more detailed rules of the system. 

Basically, you need to roll 6s on your rolls to succeed. If you fail a roll, you can opt to reroll but you have to increase your Stress level by one. For each Stress level, you roll a Stress die. If a one comes up on the designated Stress dice, you have to roll on the Panic table. Hilarity and horror ensues!

My scenario centered on a ship called the Bettendorf, and the PCs were passengers paying to get away from Earth to find new opportunity on the Frontier of known space. The PCs all had their own agendas that spiced things up (such as the scientist PC constantly scheming to make "space cocaine"). The first act of the session involved them plotting and scheming while waiting to go into hypersleep for the 180 day journey ahead. They interacted with the NPC crew a bit, including discussion with the captain's 14-year-old son about the book Space Beast, written by the character Robert Morse in Alien 3, the lone convict survivor at the end of the movie. Little did the PCs know that the Bettendorf, a Wayland-Yutani science vessel, was carrying all sorts of deadly specimens...

Act 2 of the scenario started with the PCs being rudely awakened from hypersleep by the ship's XO, Ava. From there, they encountered mutated abominations like those encountered in the Prometheus movie, a facehugger, a bloodburster like the one encountered in Alien: Covenant, and of course a classic Xenomorph! Heck, there was a secret android among the crew who saw the humans as expendable thanks to Company orders!

By the time they were fighting the creatures, the PCs started dying horribly and losing their minds to Panic. Let's just say there was a lot of fear-induced paralysis, screaming, tremors, dropped weapons, and other bad things. Of the eight PCs only three survived: one officer, a drug-addicted pilot who was beaten to a pulp, and a roughneck/space trucker type who selfishly escaped in the Bettendorf's single lifeboat shuttle by himself (the lifeboat could accommodate seven people). The officer, beaten pilot, and the 14-year-old NPC were taken prisoner by a crew of soldiers in a passing Union of Progressive Peoples' patrol ship (or "space commies" as I called them during the session). These three were hauled off to a "space gulag," and the Bettendorf was left to float in space for the time being, until some unsuspecting fools decide to go salvage it...

All that fun was punctuated by a friendsgiving feast of turkey and other seasonal delights! All told, it was a great way to game in the holiday season!

Sunday, October 2, 2022

Barrowmaze OSE Campaign 2022: Session 0

Identities hidden to protect the not-so-innocent!
I











Last December, I lamented about wanting to run a Barrowmaze campaign, and declared that "someday" I will see the look of apprehension in the faces of players!

That day has arrived! Yes, yes, I know that I've run bits of Barrowmaze before in other campaigns, but now I'm attempting an ongoing, at least once-a-month (twice a month if I can swing it), open-table style campaign. I'll run a session if there's at least two players (who will be able to run multiple characters). That's what happened this weekend: I had two players show up, and they ran two characters each, and also hired three retainers to supplement their numbers. 

The players rolled up characters before the session, and I was able to explain some things to them before the session. So it was partly a session zero, which became a session "0.5" of sorts because we got some actual play in. I'll try to do a session recap soon! But in the meantime, I'm celebrating meeting some new players as well as bringing old friends into the mix. I'm also celebrating making my gaming aspirations a reality once again! 

Game on! 

Tuesday, August 16, 2022

Stop Blanket-Blaming the Game Master by Seth Skorkowsky

TL;DW(atch): It's up to both players and the GM (not just the GM) to ensure a great roleplaying experience! I encourage you to watch, Seth does some great videos about the roles and behaviors of players and GMs (warts and all).


Sunday, August 7, 2022

Basic D&D with Teenagers

Years ago, I tried to get my kids into D&D. I think any gamer parent worth their salt wants to make some attempt to pass on the love of the hobby to their offspring.

But one of the funny things about love is that it can't be truly faked. Sure, you can try, but just as with romance, you can eventually tell when someone isn't reciprocating the love of roleplaying.

I wasn't too heartbroken when it came to my kids being disinterested in tabletop roleplaying. The hobby is still fun for me personally, and different strokes for different folks, right? 

Years passed, and along came Stranger Things, with its 80's nostalgia (even for those who were born long after that decade ended). The show has helped to buoy D&D into the popular consciousness as a viable pastime rather than just a joke. And lo and behold, my kids came to me of their own volition and excitedly asked me if I would run some D&D for them! Well, of course I obliged! In addition, there's a neighbor kid who wants in on the fun. 

So my son, daughter, and the neighbor kid have been introduced by your truly to the wonders and horrors and Barrowmaze! I'm using the B/X D&D rules using a mix of products, including the original books, OSE, and Labyrinth Lord products/materials.

My daughter the budding visual artist has been doing character portraits for her own PC as well as for her brother and the neighbor (here's her character, the magic-user Gylbart the Gallant):

So far, the group seems to be having a blast, as am I! I've definitely kept things as accessible and light-hearted as possible. These are teenagers we're talking about, after all. But here and there, things get "real" and they fear for their PC's lives when the monsters swarm and the hit points start dropping! 

I'll be checking in soon with some highlights of our sessions!

Saturday, July 9, 2022

Cold Dread Hand Campaign: Session One (5/14/22)

The Cold Dread Hand campaign begins in 1489 Dalereckoning during the ninth month, known as Eleint or The Fading. As the first session opens, the characters find themselves on a trading ship called Icedancer. Their destination is Icewind Dale, the harsh and frigid lands north of the Spine of the World mountains. 

The party is travelling north because of growing rumors of a supernatural cold that has settled over Icewind Dale. Varhauth (Player Jim) of the Wolf Tribe of the Reghedmen barbarians seeks to discover the fate of his people in the face of the rumored unrelenting eternal winter. Also, there are tales that the people of Ten Towns (a cluster of settlements in Icewind Dale) are eager for brave and capable souls to help free them from some strange supernatural power that has engulfed their homeland. This means they are willing to pay handsomely for those who will aid them. 

(Note: the party has come together within the last six months, having met as adventurers on the Sword Coast. They’ve developed some semblance of group cohesion and perhaps some trust, but there is still much they have to learn about each other.)

Traveling with Varhauth are Darvalla the half-orc ranger (Player Derek, who was absent but his character was played by Jim's son), Dresmorlin the half-drow monk (Player Dan), Kelxim Fiddlelob the gnome rogue (Player Jay), Faeron the elf wizard (Player Pat), and Dorian Stonewright the dwarven cleric (Player Sean, who was absent, so Dorian was incapacitated for the session by sea sickness, true to dwarven stereotypes).

The Icedancer is slated to stop at Luskan before heading on to the oceanside settlement of Fireshear, which is the party's ultimate destination. They intend to travel overland from Fireshear to Brynn Shander, the largest settlement in Icewind Dale. From there, they will seek news of the Wolf Tribe.

The captain of Icedancer is a human male named Geth Helder. He is a sullen, ill-tempered man, tall, thin, paunchy, and unimpressive overall. As the ship comes within sight of the cliffs and walls surrounding Luskan, the PCs notice four small specks in the sky flying toward the ship from the direction of the city. They alert the crew, who begin to shout "It's the Iron Legion! Iron Legion! Prepare for battle!"

As the specks in the sky get closer, the PCs see what look like four kite-like contraptions in the air, with two humanoid figures hanging underneath each contraption. Faeron casts acid arrow at one, damaging one of the flying devices (the acid eats away at the material of its wings until it eventually crashes into the water). As the gliders pass over the Icedancer, one of the riders throws a device onto the deck. The device turns out to be a bomb of some sort, and it explodes with great gouts of flame and smoke. Then, four of the riders drop onto the deck (one from each glider, as if each still needs a pilot). 

The PCs attack the boarders, who wear head-to-toe armor and masks made of leather and bronzed iron plates. The PCs attack with weapons and spells, quickly getting the upper hand. However, the Iron Legion seems intent on getting into the hold of the ship. One of them manages to do so. After the PCs either kill or immobilize the three other boarders (immobilization thanks to Faeron's web spell), they rush to the entrance to the hold.

Looking down into the belly of the ship, they see an unexpected sight: the fourth Iron Legion boarder is on the back of a wyvern! The huge, monstrous flying lizard leaps up out of the ship, the fourth boarder clinging to its scales. Varhauth grabs onto the wyvern's tail and is carried into the sky! The three remaining gliders turn and fly after the wyvern (the fourth having crashed into the sea, with no sign of the pilot).

Meanwhile, Captain Helder cries out, horrified by the wyvern's escape. He confesses that the creature was meant for the Arcane Brotherhood, the powerful mage's guild of Luskan! They will be angered by the loss of the beast, and the consequences will fall on the captain! The PCs on the ship unmask the attackers, who turn out to be two relatively young humans (a male and female) and an elven woman. The two humans are dead, but the elf was captured in the wizard's web. As they attempt to question her, the elf says "glory and victory to the Iron Legion" before chomping down hard on her teeth. Moments later, a white foam (flecked with red blood) floods from her mouth, and she dies. She had a false tooth filled with poison!

Meanwhile, Varhauth attempts to injure the wyvern, but it whips its tail and he is unable to hold on! He tumbles from the sky and smacks into the cold water of the sea! His strength and toughness save him from taking fatal injuries from the fall. The sailors of the Icedancer pick him up as the ship sails by Varhauth. 

When they finally arrive at the docks of Luskan, the party encounters three mages of the Arcane Brotherhood. The trio are clothed in dark robes lined with gold runes, and their faces are hidden under dark cowls. They are attended by five heavily-armed guards, whose armor is also lined with runes. They are most displeased with Captain Helder. Faeron attempts to engage the mages in conversation, but they are dismissive and disdainful. They make the mocking suggestion that they will speak with the party if they PCs can find and bring the wyvern to the Brotherhood. As the Brotherhood's guards attempt to board the ship and seize the captain, Helder slits his own throat with a dagger rather than be taken into custody!

Kelxim, meanwhile, encounters some young toughts from the Coinspinner gang, one which is entranced by something called a dreamsphere (a small crystal ball that he clutches in one dirty hand, and stares into dumbly as lights swirl inside the sphere).  One of the toughs accidentally reveals the gang is based at Clearlight Temple.

Dorian, the seasick dwarf, finally comes out from below decks, still clutching his stomach from sea sickness. Under control by the GM (me!), he mentions he heard someone else moaning on the Icedancer. The party eventually heads to The Cutlass at the suggestion of one of the sailors. They mean to find a place to rest for the evening, and in the morning they plan to seek out another ship to take them to Fireshear, as the Icedancer will be docked for repairs for some time. 

At The Cutlass, the party meets the proprietor, a middle-aged human woman named Shivanni. They also witness the performance of Alton Willowsboon, a halfling bard. The crowd seems restless at one point as he sings a dirge-like, serious song with ominous lyrics. The last line is particularly grim:

"And I say unto you, oh travelers of this land: beware the icy grip of winter's cold dread hand."

As the PCs sit, drink, eat, and discuss the day's events and what they should do next, they see a man in visible pain at a nearby table. The human male is well-dressed, and appears to be a merchant. He clutches at his chest as he leans over his uneaten food. Dorian swears he recognizes the moans as the ones he heard on the ship! 

Dorian, Varhauth, and Darvalla approach the man, who can barely speak from the pain. The merchant manages to tell them he has a room at The Cutlass, and they take him to the room to lay down so that Dorian can attempt to diagnose and help the man. 

Once in the room, Dorian attempts to heal the man. Suddenly, the man arches his back and screams in acute pain. Then, something bursts from his chest, covered in the man's red, steaming blood! The thing is wormlike, and has a mouth full of small, sharp teeth. The creature evades the three stunned PCs and slips under the door of the room. The three PCs chase after the creature, calling out to their companions in the common room. 

The rest of the party runs to the bottom of the stairs, just in time to see the gore-covered thing leaping down the steps! The common room erupts in panic as patrons flee! Dresmorlin is able to launch a well-placed punch that causes the foul thing to literally explode in a shower of guts and acidic blood! 

Meanwhile, the ever-enterprising Kelxim slips upstairs to the unfortunate merchant's room. There, he finds a journal of the man, whose name is Turgig. The man hailed from Brynn Shander in Icewind Dale. His journal tells the tale of how the man sailed with a party of explorers to the mysterious, jungle-choked land of Chult far to the south! The man was on this journey for many months, and they braved perils such as giant lizards and other hazards until they found a strange, ancient temple complex. Turgig and his party investigated the central ziggurat of the complex. They slept in the ziggurat one night, and were ambushed in the middle of the night by a number of lizard people. The creatures were defeated, but many in the party were slain. Turgig was able to escape to the safety of the ship with a few of the other explorers. The merchant was also able to take a large, strange crimson-colored egg with him. Turgig believed the egg to be that of a slaad.

Kelxim was also able to retrieve some of the larval slaad's acidic blood before we ended the session!

Thursday, March 31, 2022

Cold Dread Hand Campaign: Session Zero Reference

So, yeah, got a new campaign going! Feels good to be back in the GM's chair, after pandemic and such have kept me away. But now is the time to begin anew, and I'm eager for a good, long campaign ahead! My players are as well, my group of old friends who I've adventured with both at the table and in the wide world beyond. 

But enough of waxing poetically nostalgic! In lieu of a face-to-face session zero, I'm laying out some initial considerations here for player (and public) reference:

  • We're using the Castles & Crusades rules.
  • Characters are starting at 3rd level.
  • We have at least six players, with the chance for one or two others joining in at times.
  • As busy adults, it's hard for all of us to get together. But to try and establish some consistency of play (rather than only get together very infrequently, which can kill campaigns), we've agreed to settle on the best date possible for the most people once a month. As long as we have a majority of players (i.e. at least four) able to make it to a session, we still have the session. This will give us at least 12 sessions a year for the campaign (with the hope that we can add in more over the course of the year)
  • Sessions will be as long as we can make them, to make the most of our play time.
  • Those who are unable to make a session still earn XP for their characters. However, the present players are in charge of how (if at all) they divvy up any coin, treasure, items, etc. gained during play to absent players.
  • Save the fudge for the Jersey shore (sorry, colloquial joke)! Seriously, though, there will be no dice fudging. If PCs die, they die. New characters start at the same level as the dead character, but at the minimum XP for that level. The rest of the PCs in the party must decide what to do with the dead character's remains and personal effects.
The campaign takes place in the Forgotten Realms, and starts in the fall of the year 1489 Dalereckoning (in the ninth month, Eleint/The Fading). The party has come together at some point in the recent past, as they were all adventurers in the Sword Coast region. They’ve probably been together as a group for about six months, or at least long enough to have developed some semblance of group cohesion and mutual trust. The events of their meeting and prior adventuring are up to them to elaborate as they see fit. They can elaborate as much or as little as they want on their shared and individual backgrounds. 

The PCs are travelling north from their unspecified prior adventures along the Sword Coast. They are headed for Icewind Dale, because there are growing rumors of a supernatural cold settling over the region. One of the PCs, the barbarian Varhauth, is of the Wolf Tribe of the Reghedmen, and he seeks to discover the fate of his people. Also, there are rumors that the people of Ten Towns are eager for brave and capable souls to help free them from the strange supernatural power that has engulfed the region in unrelenting cold. It is said the Ten Towns folk pay handsomely for those who will aid them.

This post will be updated as needed during the campaign. I'll be posting session recaps as well!

Monday, February 28, 2022

End-of-Week Art Post (2/28/22): Tieflings for Castles & Crusades?

I'm looking to convert the 5E D&D tiefling race to Castles & Crusades. Anyone seen a good conversion out there in the wilds of the 'net? 

Friday, January 28, 2022

End-of-Week Art Post (1/28/22): The Legend of Vox Machina


 Anyone going to watch The Legend of Vox Machina? I'm going to check it out. 

Just off the top of my middle-aged brain, but I don't think I've watched a D&D-based cartoon since...well, the old Dungeons & Dragons cartoon from back in the old days (unless I'm forgetting some other animated offering based on the grand old game). I mean, there's HarmonQuest, Disenchantment, and even Adventure Time...but those were perhaps inspired by D&D and fantasy roleplaying in general. Vox Machina is, I suppose, official "sanctioned" by the owners of D&D at the moment, right? 

Anyway, I say we give it a try! Why not, right?