Showing posts with label D and D. Show all posts
Showing posts with label D and D. Show all posts

Wednesday, May 20, 2026

"Second To The Right, And Straight On Till Morning"


I have long dreamed of a fantastical, island-hopping roleplaying game "project", akin to the beloved Ray Harryhausen sword-and-sorcery movies of my youth filtered through something akin to old school Dungeons & Dragons.

The exact flavour remains undecided, but I already have a campaign format in mind.

I want to emulate the very first campaign that Gublin and I played back in the late '70s: a picaresque nautical yarn in the style of Sinbad The Sailor, The OdysseyJason & The Argonauts or even Clark Ashton Smith's The Voyage of King Euvoran, with the player-characters as the crew of an exploratory ship sailing from mysterious island to mysterious island.

I've long said my campaigning Holy Grail is to run an open-ended 'forever campaign' that captures the spirit of the first generation of roleplaying campaigns (e.g. Gary Gygax's Greyhawk, Dave Arneson's Blackmoor, and my personal favourite: Dave Hargrave's Arduin).

Maybe this is the adventure that will steer me in that direction.

Friday, May 15, 2026

Okay, So Chat GPT Definitely Helped Me Here


I'm currently on a bit of a Greek myth kick when it comes to roleplayng games - inspired way more by Stephen Fry's quadrilogy of classy rewrites (Mythos, Heroes, Troy, and Odyssey) than Christopher Nolan's forthcoming movie.

For years, I've had this little itch at the back of my brain about a game that Gublin and I played a few times waaaaaay back in the 1980's, geared specifically towards roleplaying in the Greek myths.

But, for the life of me, I just could never remember anything else important about it. It was definitely Gublin's book, which explains why it wasn't so rooted in my memory, but I was sure it used cards and had an orange cover.

I know I cast some shade in the direction of AI the other day, but, eventually, I bit the bullet and fed what little I could recall into Chat GPT.

After about a half-a-dozen additional questions and clarifications (no, not a board game, video game etc) and wading through a lot of wild inaccuracies from my AI "assistant|", it finally directed me to Odysseus: Role Play For The Homeric Age.

Light bulb moment!


Written by Marshall T Rose, the game was published as a 32-page book, with cardstock inserts, in 1980 by Fantasy Games Unlimited (who, of course, also originally published Villains & Vigilantes which I would go on to play much, much more).

As soon as I saw the cover (pictured above), I knew I had found another - very small - part of my childhood.

I was also then able to find pictures of combat cards and ship deck plans that came with the game.

I've set-up an eBay search alert for the game, despite reading reviews that generally range from scathing to lukewarm. From what I've seen and read now, Odysseus appears to be an uncomfortable hybrid of clunky wargames rules (that that period was known for) and roleplaying aspirations, without much in the way of support.

No doubt this contributed to our games back in the day never finding their sea legs and becoming any sort of long-running campaign. At that time very little could compete with Advanced Dungeons & Dragons in our eyes.

I suspect that even if I can get my hands on a reasonably priced copy of Odysseus: Role Play For The Homeric Age it would be more for the nostalgia than as a potential game for the Tuesday Knights.

One of the deck plans - printed on cardstock - included in the game

ONLY TEN DAYS UNTIL SCI-FI SHENANIGANS!

Geekgasm moment: Rick and Morty meet Dungeons & Dragons onscreen!

Thursday, May 14, 2026

The Plot That Got Away From Me

A tunnel of light carried Marigold away from her dying world... but where to?
When my friend Simon stumbled across his old copy of the Heroes & Other Worlds rulebook and posted online about how it brought back fond memories of the campaign I'd run for the Tuesday Knights back in 2014-2016, it got me thinking about that campaign again.

Rereading some of my old write-ups reminded me of the "great plan" I had hatched to tie the apocalyptic ending of that campaign into the next one I was kicking around at that time: a contemporary superhero campaign set in Knight City.

With that game faltering and my realisation that I'm not really a good "superhero" gamesmaster, I might as well share the "big idea" I had for linking our old fantasy game - The Chronicles of Cidri - to Knight City.

The HOW game ended... with the end of the world (the planet Cidri - an alternate Earth - was transformed into a Hellworld by the ancient god known as The Yellow King).

Only one member of Cobblethwaite's Companions (the player-character's party), Marigold Weaver (Clare's character), escaped Cidri's transformation, thanks to a mystical portal the heroes had opened during their final stand.

Marigold Weaver
But that was not the end of the character. I'd decided that she had materialised out the other side of the portal on the world of Knight City, and had taken a job as a fortune teller in the city.

In my write-ups of the HOW campaign, I had "cast" the various player-characters using pictures from TV shows, films etc and trainee sorceress Marigold was represented by Renée O'Connor aka Gabrielle from Xena: Warrior Princess.

Posing as Madame Gold, in Knight City, she set up business in the middle-class to low upper-class residential borough of Fairlight.

Her write-up on the Knight City campaign guide/blog at the time was:

"Psychic to the stars - by appointment only. Generally considered a fraud by most people, Mary Gold is still treated with a great degree of respect by the residents of this borough. She is also one of the few people known to associate with Salem Saberhagen, the mysterious resident of the nearby Saberhagen Mansion."
Madame Gold
There was even a picture (left) to go with the entry, of Renée O'Connor put through a "fortune teller" filter on the Photofunia picture editor.

The "great plan" was then, at some point in the campaign, the new characters the Tuesday Knights would have been playing (ie. superheroes) would contact, or be contacted by, Madame Gold.

She would then warn them of the impending arrival of an apocalyptic Hellplanet (ie. the transformed Cidri, being 'piloted' by the Yellow King) in our solar system.

Part of her prophecy to avert disaster would involve tracking down a collection of "sleeping" heroes and "awakening" them.

These "sleeping heroes" would be the reincarnations of the Tuesday Knights' characters that had died at the end of The Chronicles of Cidri campaign (still with me?)

I had recast all the actors who had been used to represent the fantasy characters in the first campaign as random people in the world of Knight City, totally unaware of their "previous lives".

I'd thought it might have been quite cool if the player's superheroes had somehow come into - innocent, casual - contact with one or two of these people prior to their pivotal meeting with Madame Gold.

Anyway, that was about as far as I had gotten, as I'd planned to firm up details to fit the Knight City campaign as it developed... only it never did.

And my "great plan" never saw the light of day.

But I'm still rather pleased with it.

NB. Some of this multiversal mayhem did, eventually, manifest itself at our table, during Simon's epic 5e Dungeons & Dragons Ravenloft campaign (2018 - 2021).

During Lockdown, Meredith, our occasional Antipodean player, returned for a spell (thanks to the magic of Zoom), playing her rogue, Imogen, from the HOW game, who'd stepped out of the legendary mists of Ravenloft to aid our party. 

I seem to recall there was mutterings that she might be a trans-dimensional agent of one of the facets of Baba Yaga, who also appeared (in some guise) in both the worlds of Cidri and Ravenloft.

Wednesday, May 13, 2026

More Blood and Souls For My Lord Arioch!


Michael Moorcock's Elric may not have been my (post-Tolkien) introduction to the sword-and-sorcery genre (that honour rests with Fritz Leiber's Fafhrd and The Gray Mouser), it was Moorcock's work that truly shaped my taste in reading.

I haven't read any Leiber in an age, but I often revisit the twisted, hallucinogenic, weird fantasy adventures of Elric of Melniboné and The Young Kingdoms.

There's something about the succinctness of Moorcock's early tales of Elric and his soul-devouring sword Stormbringer that I've always found more enchanting than the doorstop tomes so prevalent today.

It was after years of reading Moorcock that I instituted my "Moorcock Rule" (more of a guideline)  that stated that a book REALLY had to work hard to justify itself if it ran longer than 150-200 pages. 

That said, I've never used the Young Kingdoms - nor any of the trappings of Elric's adventures (even Stormbringer, itself) - in my own roleplaying games. 

I don't own a copy of Chaosium's Stormbringer/Elric of Melniboné RPGs (1981 - 2010). I've looked into it in the last couple of decades but those books generally command silly money on the secondary market.

However, in recent weeks, both Goodman Games and Free League have announced they will be releasing games based on this IP next year (after crowdfunding campaigns).

Goodman Games is planning two different iterations: one using Dungeons & Dragons 5e and one using Dungeon Crawl Classics. While I feel the latter system is probably more suited to emulating the demon-fuelled magic of Elric's world, neither of these systems really tickle my fancy at the moment.

However, my interest is well-and-truly piqued by Free League's offering, Legends of Stormbringer, which will run on the Dragonbane engine. 

I know I keep saying I'm out of the buying new games side of the hobby, but to quote Michael Corleone in The Godfather, Part III:
"Just when I thought I was out, they pull me back in."
Dragonbane isn't a game I'm particularly familiar with, except from second hand accounts which are a generally overwhelmingly positive... with a few minor niggles about some of the mechanics.

A translated version of Drakar och Demoner, a game system played in Scandinavia since 1982, Dragonbane's definitely been at the top of my "must check out the starter set" list since it was first released in English in 2023.

This recent announcement might be the nudge I "needed" to pull the trigger on yet another game that I may - or may not - run for the Tuesday Knights.

You can read about Free League's forthcoming Stormbringer offering (and a bit about Dragonbane) here.

Figuring Out My Mummy Issues

It's a definite truism - and a meme - that as you grow older people are less inclined to ask you your favourite dinosaur (it's a diplodocus, by the way) but I've realised the same is true for your favourite monster. Specifically the original Universal Monsters.

I've been thinking about this a lot recently. Not sure exactly why. 

I'm pretty certain my friend, the author Charles R Rutledge would say Dracula, but I really had to put my thinking head on before it struck me which monster I'm most fascinated by.

The Mummy.

Although my favourite old Universal monster movie is, of course, the marvellous Bride of Frankenstein, the actual Bride is only really on-screen for around five minutes.

However, The Mummy is ubiquitous in films, comics, games etc. 

I even did a whole series of Show Me The Mummy movie reviews... and am planning a second such collection of write-ups in due course.

The Mummy was also a key antagonist in both issues of my DIY comic, Monster Mag, that I created as a youngling. For instance, in the first issue it easily defeated the Hulk! You can find issue one here and issue two here

From the Advanced Dungeons & Dragons
Monster Manual
, pg 72
And I've always been a fan of mummies as monsters in the old school Dungeons & Dragons games of my youth (really must bring them back at some point!).

There were some grand pyramid-themed dungeons in old issues of the Judges Guild magazines around at the time.

But all this has culminated in Rachel buying me a most incredible present the other day: the Ultimate Mummy action figure of Boris Karloff's portrayal in the the original 1932 film.

After thanking her profusely, I excitedly told her I now had an excuse to pick up the Ardath Bey figure and the sarcophagus accessory pack!

There is a rule (well, more of a guideline) in this house that my action figures are "tolerated" as long as they are not kept in their boxes, but put out on display.

However, at the moment, I'm so in awe of my Mummy figure that I can't bring myself to open it quite yet.

I also think I might have a new idea for a theme for my protracted castle tower project as well (inspired by the Egyptian Collection at Lord Carnarvon's Highclere Castle [aka Downtown Abbey])! 

Wednesday, May 6, 2026

"Watch Out for That First Step, It's a Doozy!"

After a young man gets separated from his friends while in the woods, he falls into a 10-foot deep pit of spikes, impaling him through the leg, and leaving him trapped. He quickly learns that his fall was not an accident.

Pitfall is a survival horror film starring Richard Harmon, Alexandra Essoe, and Randy Couture. In Theatres May 29.
Sometimes the simple ideas are the best. Pitfall looks like a compelling cross between a Jason Voorhees slasher and a Dungeons & Dragons wilderness adventure.

In this house, Pitfall is already on the list for a future Tim and Paul DVD* Night viewing.

* NB. In this day and age the term "DVD" also embraces streaming, Blu-Rays, VOD etc

Friday, May 1, 2026

TOMORROW IS FREE COMIC BOOK DAY!!!


Tomorrow is that most wonderful day known as Free Comic Book Day (and Comic Giveaway Day, for reasons).

The day when comic book publishers (large and small) try to tempt you to try their wares - or hook existing readers in for the next "must read" story arc - with free sampler comics at your friendly local comic store.

Remember, the books may be free to you - but the store still pays for them, so don't be greedy!

I've already revealed several of the titles that have caught my eye this year, such as the two Conan comics and Marvel's "apes and aliens" book, but there's also a He-Man and the Masters of the Universe/Dungeons & Dragons offering from Dark Horse that will scratch a certain itch.

Tuesday, April 21, 2026

Sleeping Beauty (2014)


Years before they became a byword for cheap, blockbuster cash-ins (i.e. mockbusters), the first movie I discovered by The Asylum was a fantasy film (simply called Dragon, I believe) in the discount aisle of Woolworths in Tonbridge (which shows just how long ago it was).

Since then I have remained firm in my belief that although they're not exactly known for quality productions, The Asylum is at its best when working in the fantasy genre.

That said, Sleeping Beauty isn't up to the pulpy, B-movie calibre of, say, an Arrowstorm film, but it still has its moments.

Directed by Casper Van Dien, who also appears as King David alongside his wife, Catherine Oxenberg as Queen Violet and his daughter Grace Van Dien as Princess Dawn aka Sleeping Beauty, the film is a liberal reworking of the fairy tale that starts in Disney territory then caroms off into its own little world.

To complete the family atmosphere on set, Maya Van Dien (daughter of both Casper Van Dien and Catherine Oxenberg) appears as a totally random addition to the story - a young girl called Newt (Aliens, much?) who has survived inside the enchanted castle and gives aid to Princess Dawn's rescuers.

Events initially unfold as they do in Disney's Sleeping Beauty cartoon, with the Three Good Fairies bestowing gifts upon the newborn Princess Dawn (although the guards' ill-fitting helmets and the treasure chests that look like cardboard boxes give away that this isn't the Disney version).

But then busty, yummy-mummy, evil witch queen Tambria (Olivia d'Abo) - whose invite got lost in the post - turns up and zaps Dawn with the familiar curse, then proceeds to blow up the good fairies.

In The Asylum's version, Dawn is raised alone in a castle tower, educated by her parents, and kept away from spinning wheel needles (several on-the-nose double entendres involving the word 'prick' got my hopes up this was going to be a wittily-scripted comedy; it's not), until just before her 16th birthday. And what do you know? She only gets tricked by Tambria into pricking her finger and falling asleep (taking the whole kingdom down with her).

A century passes and in a neighbouring kingdom, a servant called Barrow (Game Of Thrones' Finn Jones) discovers fragments of a map and a message leading to the cursed castle. Now, I'm not sure exactly who wrote this as Princess Dawn (as is suggested) is, of course, in a magical sleep.

I presumed it was actually an elaborate trap set out by Tambria - who has also been trapped inside the castle and unable to harm her slumbering nemesis - but this is never made clear.

Barrow's master is the obnoxious, privileged, bullying Tory-boy Prince Jayson (Edward Lewis French), who, learning of Barrow's discovery, decides to lead his coterie of yobbish mates on a jolly wheeze to rescue the treasure in Sleeping Beauty's castle and claim that kingdom for his own.

Again, it's never exactly clear how much this neighbouring territory knows about the curse on King David's land or the power of the wicked sorceress Tambria who now rules (kind of) there.

Given that it's just "over the mountain" from Jayson's realm, the general knowledge of the whole "asleep for a century" scenario seems rather vague.

Of course, Tambria isn't going to make things easy and throws a scaly pliosaur, a giant lizardman, a legion of shadowy wraiths and a never-ending army of zombies at the adventuring party that's coming for the treasure (and maybe the chance to snog a sleeping 115-year-old princess).

A particularly wonderful aspect about Jayson's loathsome cronies is, given that they are supposed to be trained fighters, just how cowardly they are. Their go-to tactic when confronted by any monster is "run away, run away".

The only one who shows the slightest bit of decency towards Barrow, and some backbone, is Gruner (Gil Kolirin) - who may be a commander or captain or something in Jayson's army, again it's not very clear.

The adventuring party gradually gets whittled down as they wander, seemingly aimlessly, around the same sections of castle and overgrown garden, until the final confrontation with Tambria.

By this time, Jayson has switched sides (or is he bluffing?), Newt has popped up and disappeared in a cloud of cryptic warnings several times, and Gruner and Barrow have bonded.

I'm not entirely sure who Sleeping Beauty is aimed at as there's some gore (Tambria pulling the head off of someone and dragging out their spine comes to mind) and an uncomfortable, rape-threat moment where a couple of brothers in Jayson's gang discover a magically sleeping servant woman in the castle kitchens. Thankfully Barrow steps in before that goes too far.

There's certainly an attempt at a Dungeons & Dragons vibe in the latter stages of this movie (torch-lit exploration, traps etc), but despite constant references to Barrow's map, there's never any real feeling that the adventurers are navigating a convincing, contiguous environment.

One minute they are stuck on one side of a lake, the next there's a bridge; they talk about going to certain places, but are next seen elsewhere.

This also isn't some hallucinogenic, dreamscape either, but simply a combination of poor directing, editing and scriptwriting.

The low-budget monsters aren't too bad though; the giant lizardman (despite being a cheap CGI creation) is quite interesting and the various undead have the added bonus that Tambria keeps resurrecting them every time they get nobbled.

As well as the many, many plot holes in the story (some of which I've alluded to above), more often than not the dialogue is delivered in quite mannered ways; now I'm not sure if this is director Van Dien trying to create a "fantasy Medieval" ambience but it doesn't really work.

Budgetary limitations abound in this version of Sleeping Beauty (there's no big dragon showdown at the end, for instance) - both in the effects and script - but it's an okay way to pass 90 minutes, if there isn't anything better on TV.

Wednesday, April 15, 2026

THE FASCINATION OF ARDUIN, BLOODY ARDUIN


Anyone who has read my drivel for long enough - and is into old school gaming - will be aware that Dave Hargrave's Arduin is one of my favourite settings and one that, to this day, shapes my ideals of what a "perfect" RPG campaign world should be like.

Over the years I have joined a number of Arduin groups on platforms that no longer exist, but I thought, today, I'd share a couple of pieces from those old groups that will - hopefully - go some way towards explaining my eternal love for Hargrave's legendary campaign.

In one group, a gentleman who went by the handle of Mourn Storm recounted a legendary tale from Dave's game and shared the picture below (by insanely talented Russian artist Leo Hao) to illustrate the story of the Battle of Fort Blood.

Storm's story read as follows:
"I patched together the tale of Fort Blood based solely upon what tidbits David passed along to me and interviews over the years with one or two players who were there. You also may remember the dedication to "Koryu, leader of the 47 Ronin" in [Arduin Grimoire, Volume 1].
"This crew was part of a world spanning quest he ran WWWAAAYYY back in the day, The players changed, characters died or were taken out of play, but there were always 47 'ronin' on this quest of Koryu's to retrieve/rescue his lover's soul.

"They found themselves at a place called Fort Blood and were about to camp for the night when one of the mages declared it was the Eve of the Black Solstice and that THIS place was a focus point. Long story short, they fought against the very Hordes of Hell from the moment the sun dipped beneath the rim of the world until dawn the next day."
Click here to see a massive version of this ultra-detailed painting

At some point I joined an Arduin discussion group on Yahoo and nothing sums up the spirit of Arduin better than the group's poetic, introductory text:
What dreams and glories we have all beheld!

I have travelled through the Ebon Gates on the Plateau of Forever, seen the highest peaks of the Misty Mountains and looked down into the dark swirling mists of The Devils Footprint.

I have delved deep within foul Skull Tower, wintered on the northern border of far Ghorfar where the Blue Barbarian Amazons wield their deadly skills and felt the oppressive heat rising from the jungles of Green Hell far to the south.

I have ridden the trails with brave men and craven, mad men and priests; I have known warriors, thieves, mages, treasure seekers, glory hounds, fools and wisemen. I call Deodanths my blood enemies, Dwarves stout hearted, Elves fools and Centaurs gallant foes. I have seen true honour and nobility in the bug folk called Phraints and courage unheard of from Halfling bakers.

I know the terrors of the Night of the Black Solstice, the fear that grips men when Amazons close to battle screaming like Furies from legend and the sweet thrill of victory when the last foe dies or flees the field. I've seen the deadly ballet of combat between TIE fighter and Dragon played out with lethal finality over the Mountains of Madness. I've fought in the blood games of Melnibone, traded skins with a Marmachandian merchant and walked the streets of Talismonde' side by side with Vampyr and Paladin companions.

I've searched for the Yabander stone, found the Blood of Sorkar, and once I saw Stormbringer unsheathed and lived to tell the tale!
More often than not, when I'm kicking around an idea for a fantasy campaign in my noggin, my first port of call for inspiration will always be Hargrave's legendary Arduin Grimoire (particularly the first three books, which I purchased as an eager Dungeons & Dragons-obsessed 12-year-old so many years ago).

As I begun one such expedition into the depths of the Grimoire, I came across the following quote on page two of the first book, on a page about experience point rewards.

Bear in mind that the Grimoire used an experience/level system very similar to that of old school Dungeons and Dragons.

In this particular entry, Mr Hargrave was counting down various events and giving guidelines to what experience points they would earn in his campaign.

For 375 experience points a player character would have to have been:
"sole survivor of an expedition acquiring the mightiest of artifacts (Satan's own pitchfork, nuclear weapons, phasers etc.)."
What kind of wonderfully, whacked-out and over-the-top campaign must Dave Hargrave have been running that such treasures were available to lucky (foolhardy?) player-characters?

And how gutting to only earn a mere 375 experience points from probably the most dangerous adventure of your life?

It's no wonder that The Arduin Grimoire blew my pre-teen mind and continues to hold an amazing fascination for me even after all these decades.

Tuesday, April 14, 2026

Horror Awaits You In The Pages of New Ravenloft Comic


Ravenloft rises from the grave once more to terrify comic book readers this August with a new eponymously titled four-part miniseries from Dark Horse.
Ravenloft is falling apart, and nobody knows why. Fortunately, monster hunter Ez D’Avenir is on the case! She’s searching the frozen wasteland of Lamordia for an undead creature that may hold the key to Ravenloft’s fate. But when Darklord Viktra Mordenheim catches wind of her quest, Ez is suddenly the one being hunted!
Dungeons & Dragons: Ravenloft, a new four-issue genre-bending comic series will unite Rudolph van Richten’s protégés from across the horrifying domains of Ravenloft.

The miniseries is written by Bram Stoker Award–winning author Amy Chu (Carmilla: The First Vampire, Red Sonja), with line art by Ariela Kristantina (The Girl Who Draws on Whales, Adora and the Distance), colours by Arif Prianto (Poison Ivy, Green Lantern Corps), and letters by Haley Rose-Lyon (BUMP: A Horror Anthology, Jill and the Killers).

Issue #1 will feature cover art by Guillem March, Riley Rossmo, Francesco Francavilla, Todor Hristov, and Angela Wu.

The series is also being touted as the perfect companion piece to the forthcoming Ravenloft: The Horrors Within, the new TTRPG supplement book for Dungeons & Dragons 5.5 that is due out in June.

The Valley Of The Bees (1967)


Made back-to-back with Marketa Lazarová, The Valley Of The Bees has long played second fiddle to its more well-known sibling in the portfolio of director František Vláčil, but for my money it is the superior piece.

While also set in the Middle Ages, it is far more lean and focussed than the meandering Marketa Lazarová, with better defined and more convincing characters and a stronger central narrative.

Having shown his displeasure with his father's marriage to a child bride - with a bat-laden wedding present - young Ondrej narrowly escapes death at his enraged father's hands and is then promptly packed off to join an Order Of Teutonic Knights.

After years of faithful service to the Order, living a life of spartan deprivation and devotion, Ondrej (Petr Cepek) finds his calling tested when he witnesses the ritual murder of a fellow fighting monk who tried to escape the Order.

Ondrej slips away, but is pursued by his best friend, Armin von Heide (Jan Kacer), who - while still fanatically loyal to the Order - believes Ondrej can be "saved".

He tracks the errant knight back to Czechoslovakia and soon finds him trying to barter with some peasants for a horse. Armin thinks he has convinced Ondrej to return with him, but Ondrej soon gives him the slip and eventually makes his way back to his father's castle.

However, things have changed at the castle. His father (a cameo from Zdenek Kryzánek, who was Captain Beer in Marketa Lazarová) has died, his step-mother is in mourning and the place is generally run down. Ondrej takes over and brings the estate back to life, as the mutual attraction between the young knight and his father's widow grows.

As the story builds towards the wedding of Ondrej and Lenora (Vera Galatíková) there is a sense of impending doom which escalates to a scene (that echoes Ondrej's arrival at this father's wedding all those years before) when Armin shows up - ostensibly to tell his friend that he is giving up the chase and returning home to the Order.

The Valley Of The Bees (aka Údolí Vcel) is a damning indictment of the brainwashing power of religious fanaticism with people committing horrendous acts because they believe it's what God wants them to do. But it is also a fascinating - and terrifying - insight into mindset and lives of the fighting monastic orders that were the backbone of The Crusades.

Vláčil employs a clever auditory trick with Ondrej's character - when he is away from home he "hears" the constant buzzing of his beloved bees which he raised in hives outside the castle.

Yet after he is home for a time he starts to hear the ocean waves that remind him of the castle where his holy order is based, next to the sea.

This heightens the character's sense of not belonging anywhere and adds strength to the final twist in the tale when Ondrej realises he must atone for what has happened in his life.

There are no great battle scenes in The Valley Of The Bees, but it is full of powerful character studies of various men who have given their lives over to the service of God and how they respond in different ways to challenging situations.

A D&D player looking for guidance on how to portray a paladin could do worse than study this enthralling 97-minute film - particularly Armin's unwavering conviction.

Friday, April 10, 2026

And Now We Wait A Year-And-A-Half For More Frieren

Macht of the Golden Land, season three's big bad,
the most powerful member of the Demon King's Seven Sages of Destruction
It's been two weeks since Crunchyroll aired the final episode of season two of Frieren: Beyond Journey's End, and I'm still thinking about it all the time.

An incredibly intelligent and nuanced anime, it blends long tracts of cosy, lyrical, slice-of-life storytelling with sudden bursts of - usually magical - fantasy violence.

I'd only really heard the name of the series late last year when I was talking to Clare about what manga Alec (her son, my godson) would like for Christmas. She gave me a list of titles and asked me to "report" back on which I thought would be appropriate. Top of the list was Frieren: Beyond Journey's End.

At the time, the first volume of the manga was out of stock, but it looked suitably fantasy-orientated that when I saw the anime was on Netflix I decided to check it out... and the rest, as they say, is history.

I didn't really know what I was getting into when I started season one, but I was in love with the show by the end of the first episode.

Like Delicious in Dungeon and the classic Record of Lodoss War, Frieren's approach to swords-and-sorcery is clearly influenced by Dungeons & Dragons (our inquisitive heroine's passion for collecting magical tomes often sees her accidentally diving headfirst into treasure chests that are actually mimics!).

Frieren in mimic, Fern - her apprentice - being all judgy
In fact, the anime is pretty much a template for a dream character-driven campaign, interspersing dungeon crawls into an epic overland quest.

One of the aspects that really spoke to me was the story's main theme, a fascinating meditation on the different approaches to life between immortals and mortals, different perceptions of the passage of time and so on.


For those not au fait with this incredible Japanese animation, here's my - off the top of my head - summation of Frieren: Beyond Journey's End's general story (I might have some bits wrong and this certainly doesn't cover everything... not by a long chalk):
Immortal elf mage Frieren was part of a small adventuring party that undertook a 10-year mission to slay the Demon King. Then they all went their own way.
Fifty years later, Frieren discovers her former colleagues - including human fighter Himmel The Hero, who she was possibly in love with - are all dead or on the brink of death.
She wants to commune with the ghost of Himmel but the only place she would be able to do this is at the northernmost tip of the continent.
So, she sets out on this new adventure, on the way picking up a pair of young companions, former wards of one of her old party members, including Fern, a stoic mage, and Stark, a cowardly fighter.
On their journey they undertake a number of side quests that earn Frieren magical Grimoires containing seemingly useless spells... which will surely have some pay-off down the line.
The first - 28 episode - season of Frieren: Beyond Journey's End is available on Netflix, while season two, which is only 10 episodes, is - currently - only on Crunchyroll.

Season three is slated for October 2027 and was announced at the end of season two. Production has begun and a teaser visual (at top) of the powerful demon Macht of the Golden Land was released on the day the final episode of the current season dropped on Crunchyroll.

Such a layered and beautiful work, understandably, provokes a lot of discussion and analysis online and below are just some of the short videos examining aspects of Frieren: Beyond Journey's End.

Tuesday, April 7, 2026

TWILIGHT SWORD: My First Champion

As promised in my last news update on the upcoming Twilight Sword RPG, using the recently released (to backers) character creation document, I have made my first Champion: Elean Starlight, daughter of former Champion Staghind Starlight.

I've long thought that Twilight Sword sounds like the perfect way to pool all my memorable characters - and previous adventures - from a lifetime of gaming into one place. And this is my first attempt to do that.

I'd originally thought I'd opt for someone with an isekai-style origin, but this seemed too good an opportunity to tie my old D&D character Staghind into this new world.

Now to go through the character creation steps:

NAME & ORIGIN: Elean Starlight, Heir.

"You are the heir of an ancient Champion or a hero of legend. You had no choice in your own destiny, and you always felt different."
KIN: Huma - the predominant humanoid lifeform in Radia, the huma are superficially elves.
KIN FEAT: Reroll a single failed Ability roll. This Feat can only be used again after a Rest or a Quick Rest.
DISTRIBUTE ABILITY SCORES: Either through points allocation or use of a standard array. I opted for the latter as this was my first run-through of the system.* 
  • STRENGTH: 7 
  • AGILITY: 9
  • VITALITY: 7
  • PERCEPTION: 8
  • WILL: 8
  • KNOWLEDGE: 6
  • CHARISMA: 5
  • STEALTH: 6
HEARTS & STAMINA
: 17 ❤️ and 3 🔷
WAY: Way of The Wild
FEAT: Aim (Can use her reaction to aim. Gains Advantage to the next attack she makes this Turn using a ranged or thrown weapon).
STARTING GEAR: An old bow, an old short sword, padded armor, 12 arrows, and a torch. 3D6 (I rolled 9) Green gems (?).

Obviously, there are still bits and bobs that need to be clarified, such as the damage weapons cause, what difference do "old" weapons make, how much damage armour absorbs, what form does the currency take, how does Advantage/Disadvantage work in this game and so on.

But this introductory, early look at Twilight Sword has filled me with a great deal of optimism. I may have spotted three or four typos in the text, but these looked like they were probably down to translation issues and will hopefully be picked up in future edits.

And, personally, I felt there needed to be some consistency in the breaks between paragraphs (although that might just be the old sub-editor in me), but otherwise - at first look - it appears as though Twilight Sword will be a thing of great beauty.

The character creation process was quick and simple. In fact, it would have been even quicker with a print copy of the rules to hand, as then I wouldn't have had to keep switching - like a bumbling, technology-challenged old man - between the PDF and the document I was writing in.

Even with my own incompetence, it only took, maybe, 10 or 15 minutes... as I already had my mini-backstory in mind. 

I'm eagerly looking forward to the full beta PDF release at the end of this month. 

* As I understand it most tests - including combat - involve rolling a d12 and scoring under (or equal?) the relevant statistic. 

Elean Starlight

Thursday, April 2, 2026

THROWBACK THURSDAY: My Life and Humanoid Ducks In Roleplaying Games


Part of the reason for my passionate support for Darcy Perry's wonderful DuckQuest roleplaying game - and why I backed several of his anthropomorphic duck-related miniatures Kickstarters - stretches right back to my earliest days of gaming.

In the late '70s and early '80s the bulk of my long-form (rather than random one-shot) gaming was with Gublin, a friend who lived five doors down the road from me.

Although created for a specific Dungeons & Dragons adventure at our local gaming club, my enduring character from those days was a female half-elf fighter/cleric/magic-user called Staghind, who enjoyed a storied adventuring career, before becoming a queen of her own nation and retiring.

At some stage in her life she adopted an anthropomorphic duck called Quincy as one of her many children and he taught her Quack Fu. Or she was taught Quack-Fu by a master and then she adopted Quincy. My memory from those days is like Swiss Cheese!

My ideas about humanoid ducks were entirely shaped by reading Steve Gerber's bonkers Howard The Duck comics, rather than RuneQuest (which officially introduced ducks into the roleplaying consciousness).

This is also why I have a copy of this issue framed and hanging on the wall in our lounge with other key comics from my years of collecting and reading. 

Not just because of the incredible impact it had on me as a nascent comic book reader, exposing me to the gonzo possibilities of the medium, but also for the influence it had on me as a fledgling gamer.

Whilst my anthropomorphic duck gaming ended rather abruptly with Staghind's retirement, the concept endured with the help of one of my mum's delightfully random fandoms.

Once I was of working age (and writing nonsense for the local paper), my mum somehow became a massive fan of the late '80s kids cartoon Count Duckula, so I used my salary to ensure she had an extensive collection of VHS tapes and annuals (as that was the only merch available at the time).

These days duck characters can be found roleplayng games such as Dragonbane (from Free League Publishing), where they are called "mallards", and Twilight Sword (yes, this was a deciding factor in me backing this game).

In the latter game the duck kin are also known as "mallards" and were available, in print form (as a set of cards), as an early bird sweetener to entice backers to get the ball rolling on the crowdfunding campaign.

I hesitated and missed out on this bonus "kin", but understand it will still be available to all backers as a PDF. I can't NOT have ducks as a playable race in my version of Twilight Sword!

Wednesday, April 1, 2026

CAMPAIGN AUTOPSIES: Will I Ever Learn?

Photo by Giancarlo Revolledo on Unsplash
When the Tuesday Knights came into being I was the de facto gamesmaster, running a deliciously vanilla fantasy campaign in my homebrew setting of Tekralh.

However, I don't feel my gamesmastering chops really began to take form until May 2014 when Pete handed me the reins of his nascent Chronicles of Cidri campaign.

Pete had been running this, for a few months, using the old The Fantasy Trip rules, but I updated that to a retroclone of the system, Heroes & Other Worlds.

I have to confess that the mechanics were rather too "dice pooly" for my liking, but they really worked well in the context of our campaign.

I ran Cidri for the better part of three years, building up to a delightfully OTT apocalyptic climax.

This campaign remains my personal gold standard, a target I now wish to aim for again - and hopefully excel - when I'm finally allowed to return to the head of the table.

The Tuesday Knights' membership has changed a lot since those days, we've lost some people and gained more members, which means tastes have changed as well, but I still feel these "revelations" hold water and I really should adhere to them.

I wish I'd had the foresight to conduct an autopsy on our Cidri campaign when it wrapped, dissecting my thoughts on why it worked, but I think I was just basking in the adulation of my players... and so it never crossed my mind to attempt the kind of surprisingly perceptive analysis that I had with these earlier efforts that hadn't worked out.

As will be clear by now I've started work on my latest attempt to run an "open-ended" campaign for the Tuesday Knights, but this time with a new rules set (Twilight Sword) and a superficially-familiar fantasy setting.

This will actually be my fifth or sixth attempted campaign since the Tuesday Knights first started gaming back in August 2008.

So, what went wrong with my previous games?

TEKRALH I: The first game I ran for the Tuesday Knights started as heavily houseruled version of Castles & Crusades (with a large dose of Hackmaster and Arduin) and it worked really well to start with...

Until, for no readily apparent reason, I decided to switch horses mid-stream and changed the rules system to a by-the-book version of Labyrinth Lord. The characters were severely de-powered and the game turned into a meatgrinder of TPK after TPK.

Within a few sessions all the fun that we'd had at the start of the campaign was sucked from the campaign. Eventually, I had to pull the plug on the game as it wasn't getting anywhere.

When we started the players were giving me nice backstories for their characters, with plot hooks etc, but by the end I was lucky if they'd give their characters names as they knew their life expectancy had become so limited.

MORAL: If it ain't broke don't fix it.

KNIGHT CITY I: Next up was my Villains & Vigilantes campaign, set in Knight City. This was driven almost entirely by the naïve dream of trying to recapture the magic that Steve, Pete, Nick and I enjoyed with our original V&V games back in the '80s.

Almost from the start things went wrong with this campaign due to the simple fact that we weren't all singing from the same hymn sheet. It wasn't anyone's fault in particular, but when we were teenagers we were all (except for Nick) avid comic book readers and had reasonably similar tastes in comics and superheroes.

Thirty years later, tastes had changed and the sort of scenarios I wanted to run (e.g. dimension hopping, cosmic stuff) didn't sit comfortably with some of the players, who were expecting more straight-forward supervillain bashing.

There were also problems with the rules (from the clunky combat table at the game's heart to the peculiar diversity of character's random power sets), but ultimately these were just the straws that broke a very unhealthy camel's back. I think we could have overcome these if everyone had had contiguous ideas of where the game should be going.

MORAL: Make sure everyone is on the same page.

TEKRALH II: I thought I'd found a winner when I came across D101's Crypts & Things (a sword & sorcery variant of Swords & Wizardry) as I thought this kind of human-centric adventure game was the way to go.

The simple problem with this very short-lived campaign - and it had nothing to do with the rules - was I had just discovered A Song Of Ice & Fire!

I was in the grip of Westeros-fever and spent all my time thinking about developing the wider world, quickly losing sight of the intimate adventure I should have been running for the players. 

This would have been fine if the player-characters were all high-up members of House Stark or House Lannister, but they were actually 1st Level D&D proto-adventurers and tunnel grubbers.

Instead of developing scenarios or stocking dungeons I was researching medieval legal systems, clothing, cuisine, bartering etc My eyes were fixed on the horizon rather than the gamestable in front of me.

MORAL: Intimate, not epic.

SHADOWDARK:
I only ran this for one session. The players told me afterwards that they loved it, but something about it just didn't click with me.

At the time I was working on my overcomplicated Frankengame monstrosity of assorted houserules all stapled together with my own ideas from decades of gaming.

As it happened, "my" system and Shadowdark shared some similar ideas. It's just Shadowdark did them more elegantly, more streamlined. So I should have been happy!

To this day, I have no idea why I bounced off of Shadowdark so hard, when - upon initially reading the rules - it felt like such a perfect fit for my style of gamesmastering. 

However, I'm glad I didn't drag this game out and euthanised it before people got too invested in the campaign.

MORAL: If you're going to kill off a game, kill it quickly.

KNIGHT CITY II: Last year - before the osteoarthritis in my back knocked me off my feet for more than six months - I started a new V&V campaign (this time with some houserules to avoid some of the issues we'd encountered mechanically last time).

I provided the players with pamphlets before hand introducing the setting and - hopefully - suggesting the style of game I was hoping for.

But, once again, it didn't take long to realise that we had four players all pulling in different directions. This meant, for instance, that the opening scenario - which should have taken one or two sessions to wrap up - was heading into its fourth month when I had to retire from the field.

At its core, the problems with this iteration of Knight City were exactly the same as before, even though the make-up of the group at the table was different.

Superheroes are such a broad genre that they can mean diametrically different things to different players, no matter how well you think you've spelled out your personal vision.

And a central element of that clash of ideologies lies at my own feet. Over the decades (I've been reading comics since I was a wee nipper, and a collector since I was a teenager), my personal beliefs about what makes a good costumed crimefighter have become so embedded in my psyche that I'm not only unable to clearly explain my "vision" (surely everyone else sees superheroes the same way, right?) but I get frustrated when my players don't automatically share the same "vision"!

Just because it's a beloved reading and viewing genre for me doesn't mean I can run it as an open-ended, forever campaign. In fact, I'm probably too emotionally invested in the genre for me to brook any deviation from my perceived "one true way".

To top that off - again ignoring my mistakes from previous failed campaigns - I'd gone full "Game of Thrones" on Knight City and obsessively detailed every borough, with hundreds and hundreds of locations. Most of which, the players bypassed when creating their character backstories. 

It's almost as if I'd totally ignored every single misstep I'd made previously as a gamesmaster and was trying to crash on regardless.

MORAL: Learn from your past mistakes. Pick a game genre that everyone understands.

Tuesday, March 31, 2026

Early Thoughts on Personalising The Twilight Sword Setting

As a youngling I had this Pauline Baynes map of Narnia on my bedroom wall

With the impending release of the beta PDF of Twilight Sword, I have begun to noodle around ideas for "personalising" the lands of Radia - the game's default setting. 

World building from scratch is one of my weaknesses as a gamesmaster: all my worlds created whole cloth tend to end up as simply reskinned versions of real lands from Medieval(ish) Earth... and not in a clever, Robert E Howard Age of Hyboria way.

I also have a tendency to "Game of Thrones" things up before the first die is slung, by which I mean I overcomplicate and hyperdetail the setting way beyond anything the players will probably ever have any interaction with.

This is because I tend to fall in love with my settings and then mistakenly believe I'm the next JRR Tolkien, CS Lewis or George RR Martin! When all I'm really doing is creating a backdrop for some wonderfully silly elfgames.

Aware of this fault in my planning process, I'm approaching Radia - which we know is inspired by video games and anime - with broader strokes.

At the moment, clearly, I know almost nothing about the actual, 'official' setting, so am just scraping together notes and bullet points of ideas, locations, names (for places and people) etc that - hopefully - veer away from the usual Western/Tolkien norm of fantasy settings.

For the anime influences for Radia, I shall be looking to pick up cues from my beloved Frieren: Beyond Journey's End, Record of Lodoss War, and Delicious in Dungeon.

My knowledge of anime is limited (although greater than my knowledge of video games), but I remain firm in my belief that these three serials have the best resources in the pure fantasy (Dungeons & Dragons-inspired) genre.

Beyond anime, I'm looking at established settings such as Narnia, Wonderland, Oz, Neverland, Eternia, and Arduin, and films like Labyrinth, The NeverEnding Story, The Dark Crystal, and so on, rather than my usual inspirations, for example Hawk The Slayer and Lord of The Rings

Don't get me wrong Hawk The Slayer remains the definitive old school Dungeons & Dragons movie in my book and Peter Jackson's Lord of The Rings trilogy is simply the greatest movie of all time, which I ensure I watch at least once a year from start to finish.

But, in my experience, the thing I find about such intricate settings as Middle-Earth and Westeros is that they are 'fragile'. If you mess around with them too much they break and are no longer the setting you fell in love with in the first place.

Now, I know you can say: but it's your game, you can do what you like with the setting, who's going to know?

But, besides the fact that I would know, it's my belief that these settings are so intricately interwoven that if you mess with, or change, one bit it will have a cascade effect further down the line so that something else isn't going to make sense (just look at George RR Martin's anger with The House of The Dragon tv show because characters were cut out who actually have an important role to play in the story at a later date).

Hence, why I'm shifting my focus to loosey-goosey, weird and surreal settings that are governed by more fairy tale aesthetics. I believe these will gel more with my vision - and understanding - of how Radia (and Twilight Sword) is supposed to operate.

Of course, I could be completely wrong. But I hope not.

I'd really like to run a setting that was, at once, familiar to the Tuesday Knights but also fresh and original, and not just another Middle-Earth/Forgotten Realms/Medieval Europe retread. 

And has talking animals.

Friday, March 27, 2026

Conquest (1983)


Let's get one thing straight from the start, I'm no fan of Italian Giallo cinema, but I felt I owed it to myself to sample "godfather of gore" Lucio Fulci's one stab at the sword & sorcery genre - Conquest.

Sadly, it's as dreadful, rambling and poorly constructed as any Italian horror movie I've seen with a nonsensical story, cheap and cheesy effects, awful cinematography (if the picture doesn't look like it was shot through a fine net curtain, or is obscured by near-constant mist, it's probably too dark to see anything clearly) and a disappointing lack of notable casual nudity (even if the central, mask-wearing villainess Ocron is topless every time she appears on screen).

What passes for a story in Conquest is the narrative equivalent of a sandbox Dungeons & Dragons campaign. Our two "heroes" - whiny, Luke Skywalker-esque (circa A New Hope) Ilias (Andrea Occjipinti), armed with his magic bow, and surly rogue Mace (George Rivero) - wander around a mist-enshrouded land having random, often inexplicable, encounters and fighting monsters.

They are supposedly fighting evil, but are also seen simply killing a random person to steal his food!

Evil, brain-eating witch Ocron (Sabrina Sellers) has a vision that Ilias is going to kill her and so dispatches her legions of wolf-men/dog-soldiers and other masked minions to capture him.

Of course, he doesn't know who she is and only decides to go after her once her soldiers have slaughtered the tribe of very accommodating cave people that Ilias and Mace have been staying with.

I'll admit there was a surprising twist in the plot towards the end, but even that took its own bizarre turn that was never explained or returned to - much like Mace's sudden ability to teleport (unless that was the magic bow!)

Ridiculous, stupid, illogical and, at times, tedious, Conquest is a hard slog to get through and thankfully only lasts about 88 minutes.

Thursday, March 26, 2026

THROWBACK THURSDAY: When We Got A Games Table!

At last, my chance to go full Eddie!
Thanks to my amazing, hard-working and supportive wife, Rachel, we acquired a games table in December, 2022.

It's something I'd yearned for ever since learning they were a real 'thing; and finally it was mine... er... ours.

Rachel has long said we needed a new dining table and I managed to persuade her that she should spend her bonus on a games table, which would then double as both dining table and venue for the Tuesday Knights and I to sling dice.

I did a ton of research, we measured a lot, drew up plans, found a UK company that specialised in games tables (Geeknson), asked a lot of questions, and finally pulled the trigger on a bespoke design back in late July/early August of that year.

The table arrived, and was unwrapped, just before Christmas, but I'd kept shtum on my "secret weapon" so that the Tuesday Knights would be the first to see it, in person, at that January's session of Pete's Hollow Earth  Expedition campaign (see below).

However, that didn't stop me 'playing' with it beforehand, for an Eddie Munson-esque "photoshoot" of an imaginary game of Dungeons & Dragons featuring the characters from the '80s cartoon as the protagonists, caught between a demonic flying creature and a warband of orcs.

I have such dreams for this new addition to the house that will justify the expenditure of Rachel's hard-earned cash on my geeky dream.

Presto the magician blasts the demon, as the evil gnome sorcerer cackles
Eddie does it much better than me, but you get what I was going for!
Gamesmaster Pete goes high-tech, flipping his tablet screen over the wooden GM screen
attachment to present us with a slideshow introduction to the adventure
A lot happened as always in that night's episode of Pete's pulp Hollow Earth Expedition campaign (which, by 2026, has morphed into an OUTGUNNED game), but here's a "picture special" of The Tuesday Knights enjoying their first meeting around the new games table.

Afterwards, Clare wrote the following about the table in her daily blog (now a Substack) of positive moments, Three Beautiful Things:
"I am so astonished by Tim's new gaming table -- which he has been keeping a secret since it was ordered in the summer -- that I gasp at each new revelation. First the top lifts off; next there's a green baize playing surface... that could be lifted off to reveal a map table... and then there are extra little tables to attach for your drink and your notebook; and a special desk for the GM, too. The whole smells pleasantly of new wood and polish."
Me using the "player's side table attachment" feature for my dice and notebook
Pete, at the head of the table, liked having a wooden screen and his own tray for dice, notes etc
An impromptu shoot-out in the back streets of 1930's Rio puts Oynx (Mark's character)
and Freya (Clare's character) in the firing line.
Here's me making full use of the "cup holder" feature
The morning after and the table had transformed back into a dining table
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc