Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Wednesday, May 20, 2026

EPISODE FIVE: All Roads Lead To Doom

Atlantis
PREVIOUSLY ON OUTGUNNED ADVENTURES: When we last saw our heroes their aircraft was just emerging from a supernatural storm and in front of them lay the lost island of Atlantis!

As Onyx (our currently NPC pilot) banked the seaplane towards the island, we heard, aft, a loud cracking sound in the air. Looking back we realised the zeppelin had been struck by lightning, but - even more terrifying - it was now in the grasp of indescribably large tentacles that had arisen from the water and were squeezing the life out of the German craft.

Piercing the 'energy shield' over the island, we inspected the ruined and abandoned Greco-Roman city as we came in to land in the calming sea on the far side of Atlantis, parking the plane up on the beach so we could go exploring.

Onyx stayed with the plane - just in case we needed to make a hasty exit.

It soon became clear that the city had been abandoned by its populace - suddenly - a long time ago. The houses were falling down, furniture turning to dust, nature slowly reclaiming it all with encroaching vines.

Freya (Clare's photojournalist) was absorbed by the archaeology, while Buck (my explorer) and Dick (Kevin's former G-man) listened out for German survivors and any remaining natives.

Eventually we made our way up a main thoroughfare to the giant bronze gate barring the sturdy entrance to the central temple.

The door of four faces
As we approached, a poem was seen, carved into a wall, which Freya was able to translate:

"To face the sea, you must
catch the rising wind
follow the lesser stars
fear the darkened depths
"
This sparked much discussion as to its meaning. We suspected it was a series of clues to solving any challenges we would have to face, But even the first four words took us a while to get our heads round - until Dick suggested it was "face" as in "confront" rather than "look at".

"Catch the rising wind" was clearly connected to the brass door, which was cast with four identical faces, their lips pursed in a blowing fashion (see picture above).

Using my lighter I detected a breeze from the left mouth and the bottom one, then Dick accidentally set off a pit trap when he probed one of the orifices with a rolled-up leaf. Thankfully, the only thing bruised was his dignity. 

After a lot of mental gymnastics, together with our vast selection of skills and feats, we eventually cracked the code and Freya had to suffer the minor embarrassment of putting her lips to one of the mouths and inhaling until there was an audible click and the door dropped down into the ground.

Beyond the vast bronze door was a flight of stairs heading down under the temple. As it was the only way we could go, we descended.

We quickly realised that the wall-mounted crystals were emitting light, some even set in small brass cages that we could lift off the wall and use as torches.

The further we went, we noticed a panorama of bas-reliefs on one side were telling a story: a boy finds a trident in the sea that grants him magical powers; he attracts a following, but as he older he gets corrupted by the enormous power; his followers rebel against him; the rebels kill the prophet and take the glowing trident to the temple; unfortunately calamity strikes and the temple is attacked by giant tentacles.

If this was a true record of the fate of Atlantis, we were very impressed that someone was so dedicated to their work that they stayed on to record the destruction of the city in stone as it fell down around them!

Reaching the bottom of the stairs, so that we were now at sea level, we found ourselves in an enormous cavern, bisected by a bottomless chasm, and crossed by a single stone bridge - that was adorned by three pairs of armed mermen statues.

The pathway across bridge itself (pictured right) was decorated with a panoply of star-shaped crystals, small, medium and large.

Buck thought he'd understood the "follow the lesser stars" clue, but treading on one of the small stars just woke the nearest merman statue. It swivelled round on its plinth to face Buck and tried to jab him.

Eventually, after another lengthy discussion, Buck and Freya were able to figure out what the patterns were (again drawing on their particular fields of knowledge).

Buck was then tasked with guiding his two companions across the cunning trap.

This was very tense [a LOT of dice rolling for me, with my colleagues' lives in my hands], but eventually everyone made it across - although I did stumble at the last moment and had to be pulled to safety by Dick and Freya.

On the far side of the bridge we realised there were no more crystals, but as we continued down the slope it actually began to get lighter.

Soon we entered a partially-flooded amphitheatre. We were just admiring the clear sparkling water when a massive explosion filled the room with dust and debris.

Emerging from the haze came a unit of Nazi soldiers (about 10 at a quick estimate), just as an altar rose up in the middle of the flooded stage - bearing on it a strangely familiar trident.

However, things escalated rapidly, for behind the soldiers came our nemesis, Professor Kasper Wieloch, no longer dressed in his military uniform but wearing arcane robes instead. 

Framing our vision of this vile man, the horrific tentacles from earlier were flailing around... presumably under his control!!!

It's not looking good for our heroes!

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - NPC*
DIRECTOR:
  • Pete
*Unfortunately it appears that Mark will be unable to join us for the foreseeable future. We all wish him the best and look forward to his return to out table as soon as possible.

Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.

"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.

Sunday, May 17, 2026

"Half a Year, Half a Year, Half a Year Onward..."

Photo by NASA Hubble Space Telescope on Unsplash
Apologies to Alfred, Lord Tennyson for butchering his iconic opening to The Charge of The Light Brigade for the sake of a cheeky headline.

This blog has now been on "active duty" for six months now... and seems to be ticking over nicely.

To be honest, it actually feels much longer, like the gravitational pull of a black hole warping my perception of time. On one hand life is racing by at an accelerated rate, while on the other the blog wades slowly through treacle.

I realise this iteration of my blogging 'career' has grown out of the detritus and chaos left by my previous near twenty years of blogging, but I somehow fooled myself into thinking that that would make it easier to stay focussed on what I wanted this new edition to be.

This has not been the case.

Of course, I wish there was more tabletop roleplaying gaming material on it, as that was one of the main reasons for returning to the bloggosphere and it's always been where, I felt, I was the most creative.

Previous blogs have boasted gameable material, monsters, magic, and houserules as and when such tickled my fancy or I was suitably inspired. But so far - for the reasons I mentioned the other day - there's been bupkis.

I also wish my health - both physical and mental - was in a better place, but ultimately that's all down to me ensuring I pull my finger out and take positive steps to alleviate those issues.

The erratic heartbeat of the blog's views/hit count over six months
Behind-the-scenes, a conversation the other month with Tim Brannan (of The Other Side) finally managed to rid myself of my obsession with "hits" and where they were coming from.

Looking at the views individual posts are getting also paints a very different picture to the occasional tidal wave of bots scraping the blog as a whole for whatever it is they think they might find here.

Each article gets a pretty consistent amount of visitors that I'm very happy with. When you look at the blog's widgets charting "popular posts" for the week, the "scores" that separate each are usually only one or two hits apart.

These days I'm much more focussed on getting comments - either directly on the blog or on Facebook (where I promote all my posts). Comments, for me, are the lifeblood of blogging and the best, most genuine, reflection of a true connection with your readership.

Obviously, I'd prefer more people left messages on the actual blog, but Facebook has the bonus that readers can simply react to a post without the necessity of sharing their more detailed thoughts on my nonsense. 

Maybe, eventually, I'll write something revolutionary and suddenly my site will blow up with large-scale, genuine engagement, but in the real world I'm more than content to just keep posting my posts for my circle of friends and acquaintances. 

As this new blog continues to grow, I would like to develop that hardcore band of followers - my posse, if you will.

My goal is for "quality" over "quantity". As I've just said, I'm not striving for hits and clicks. Just a coterie of readers willing to interact with my babble, offer constructive criticism, and engage in conversations.

Look to the right and you will see in the side column (below the current 'featured article') a widget entitled Join The Posse. Under avatars for my current Followers is a button marked Follow.

Simply press that and - all being well - your avatar will join the ranks of this group of brave heroes.

I do think you'll need a Google account for this to work (Blogger, after all, is a Google thing).

Not only does this mean that my expertly crafted prose will appear in your Google "Reading List" but it demonstrates to me that you're interested in my waffle and support what I'm doing (without having to part with a single red cent, sign up to Patreon, or back my Kickstarter).

Since I last brought this subject up, I've had two new recruits join our happy little party: my best mate, Paul, and my old online pal Ivy aka The Happy Whisk.

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

Thursday, May 14, 2026

THROWBACK THURSDAY: Faking Family History

The brave solider poses with his gorgeous wife before heading off to war
Short of the amazing props made by people like the HP Lovecraft Historical Society and the contributors to the fabulous Propnomicon blog, old photographs are among the best tools to add an air of verisimilitude to role-playing games set sometime during the last century or so.

However, not everyone has a family history full of explorers, gunfighters and soldiers and this is where those rare photographic studios that offer 'olde time' pictures come in handy.

With a range of period props and costumes, you can create a slice of history - in sepia - that your family never knew it had... and then use the pictures as the basis for role-playing characters!

Timmy The Flea
Whenever I come across one of these studios, I like to take the opportunity to get dressed up and pose for an old time picture. Not only do these make for interesting 'conversation' pieces when displayed around the home (I'm beginning to sound like an advert!), but they are unique role-playing props.

It's not cheap (the last one Rachel and I had done cost £32 at the National History Museum of Wales around 20 years ago), but then again you don't find these specialist studios in every High Street or on street corners.

We're not talking about those online apps where your head gets badly Photoshopped into a fake film poster; this is the full works, as you can see from my examples above, and each one conjures up a string of stories and possible scenarios.

And I know these days you can do this via AI, but that can be very hit and miss - as well as being ethically dubious.

There used to be a photographic studio in the Trocadero Centre in London, which was stocked with Wild West and gangster costumes (Pete has a picture of him and some friends as 1920's Chicago gangsters in his stairwell), but that closed many years ago.

If you happen to stumble upon one of these places, and are looking for that special prop for your role-playing game, an 'old time' picture is a worthy investment of cash (obviously it doubles as an actual souvenir as well!)... and who doesn't like dressing up every now and again?

Timmy The Flea's Hole-In-The-Head gang portrait

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])! 

Saturday, May 2, 2026

Free Character Class For Free Comic Book Day

Superzero art by J.E. Shields
To celebrate Free Comic Book Day (and Comic Giveaway Day) today. my good pal Pun has released an ashcan version of a character class scheduled to appear in his upcoming Dungeon Crawl Classics superhero zine Crisis In Infinite Zines #1.

The featured character class is the Superzero, designed to emulate the comic book staple of heroes with powers that aren't always that 'super', such as Marvel's Morlocks from the X-Men titles or DC's futuristic Legion of Substitute Heroes.

Read all about it - and pick up the free four-page PDF - on Pun's blog, Halls of the Nephilim.

Thursday, April 30, 2026

THROWBACK THURSDAY: #TimFest 2025


A year ago (late April, 2025) we threw a party to mark the 20th anniversary of my life-changing aortic aneurysm, or more accurately to celebrate the extra 20 years (so far) that I have had since the National Health Service (NHS) saved my life.

Here's the pictures - and text - I used to mark the occasion on the blog: 
Much to Rachel's surprise, it was actually my idea to host this event (I am, if you didn't already know, notoriously anti-social). I'd seen that 'new' Doctor Who was 20 years old this year and I realised that my brush with death had come several episodes into the regenerated show's first season.

Up until this year, I have been very nervous - almost superstitious - about even knowing we'd reached another anniversary and I never wanted to know the exact date or too many details of the circumstances (beyond the obvious facts that I had suffered a dissecting aortic aneurysm and then a stroke on the operating table).

But, this year, I finally accepted that two decades was far enough removed from the original, awful, event that maybe it was time to invite friends and family round to share a few drinks, have some nice food, and - at Rachel's suggestion - even raise a bit of money for the Aortic Dissection Awareness charity.

While Rachel - who actually organised the whole shindig, invited the guests, prepared the food, decorated the house etc - called the event "20 Years of Tim", others were calling it "Tim Day" and even "TimFest". 

I'll confess while it was immensely flattering to have all these people turn up to celebrate "me", it was also incredibly overwhelming and every so often I had to find a few calming minutes of quiet solitude with Alice and Obi (my two favouritest dogs in the whole, wide world).

Poor Alice, who is dealing with her own medical issues, seemed rather out of sorts as well, with so many people in "her space", that she didn't even engage in her usual rough and tumble with Obi (she's renowned for bullying him mercilessly, despite being a fraction of his size!).

I was quite gobsmacked by how much Acrobatic Flea (my signature character from our old games of Villains & Vigilantes) branding there was for the day - from the lovely T-shirt that Rachel's parents had made for me to the cup cakes created by the wonderful baker over the road from us.

Just before the group photograph was taken, Rachel gave a short, tearful, speech about how brilliant everyone had been in the wake of my sudden hospitalisation - from the amazing doctors and nurses of the NHS to all our friends who had pitched in to help us get through this. It even got to me, despite having already heard a dry run the night before, and a good number of other attendees. 

On the food table was a small framed poster with a QR code that people could scan, if they wished to, to make a charitable donation to Aortic Dissection Awareness.  

There was light-hearted talk about making Tim Day an annual event, which I did relay to Rachel, but I think one social event in 20 years is probably quite enough.
Top Dogs: Obi, the visitor (front), and our beloved Alice.
FAMILY PORTRAIT: Me, Rachel (holding Alice) and Rachel's parents
There were even garden games available for the young - and young-at-heart
EX-CUPCAKE! We're lucky to have a gifted cake maker live across the road from us
Excuse me, there's a Flea on my cupcake!
A mere fraction of the food and drink Rachel provided on the day
While the event was never intended as a "gift giving" day I was stunned
by the unexpected gifts I did receive.

Tuesday, April 28, 2026

Where's All The Roleplaying Stuff Then?

Photo by Nika Benedictova
When I launched this blog last November (with a hefty backlog of material preloaded) it came with the implicit suggestion - if not an outright statement - that Cowboys, Capes, and Claws would be largely a roleplaying game blog.

Well, that was the idea in my head anyway.

There have been general roleplaying posts, but primarily the blog has been - to date - film reviews and trailers, comic book news, wargames bits and bobs, and some coverage of TV shows and my meandering health issues thrown in for good measure.

Those who read my old blogs will know that sometimes I'd tack gaming material on the end of my film reviews (e.g. monsters and magic items that had appeared in the movie, translated into my own old school mechanics), but there has been none of that so far here.

And I'm very conscious of that absence of "added value".

The big thing - and this has been alluded to in most of the gaming-related posts I have published here - is that I simply don't know what system I want to focus all my attention on these days, what game I want to run for the Tuesday Knights (my gaming group).

The strongest contender is Twilight Sword, the anime and video game-inspired fantasy roleplaying system coming soon from Two Little Mice.

The full game is due to be released to backers of the crowdfunder (such as I) in the next few months.

However, a beta PDF of the core rules - largely absent the setting material, which will be in a second book (all part of the crowdfunding campaign) - has been delivered. And I like what I've seen. It's simple, and seemingly elegant, but I'm still not sure if it offers everything I'm looking for in a game.

But then again, does any rules set?

I tried kludging together my own RPG system a few years ago, to cover everything I wanted in a game mechanically, and it turned out to be a Frankengame with an ease of accessibility somewhere in the region of Phoenix Command or Advanced Squad Leader.

While I knew how it all worked and how each subsystem meshed with the others, it would have been a nightmare to explain to our group - especially as we generally lean towards the more "rules casual" approach to gaming.

The rules and themes of Twilight Sword are quite different from my usual offering, but that just needs a mental adjustment upon my behalf, as I'm sure the players will adapt without thinking or complaint - as long it's clear what they need to do.

Therefore, I don't want to start "tinkering" - coming with scenario-specific houserules, new magical items or monsters - until I have the full game in hand (the actual books, rather than the PDFs) and have probably played more than a handful of sessions with "rules as written".

That said, I'm also lining up at a small number of back-up offerings, in case I decide Twilight Sword isn't actually what I'm looking for. The last couple of times I tried to run games at our table (
Shadowdark and Villains & Vigilantes
) both crashed-and-burned because I wasn't happy with the way things were shaping up.

Therefore, I really, really want to be certain that the game I choose is the right one before I present my next campaign to the Tuesday Knights.

I have a great deal of lost trust to regain. We only meet up 10 or 12 times a year, so each session is precious and can't (in my mind) be wasted on something that isn't going anywhere.

And this, gentle reader, is why I haven't written anything system-specific on the blog yet. Because I don't have a system to write to.

So, bear with with me, please keep reading the silliness I post (and commenting when you feel so inclined) and one day... hopefully in the not-too-distant future... there will be useful gaming material on the blog.

Along with film reviews and trailers, comic book news, wargames bits and bobs, and some coverage of TV shows and my meandering health issues thrown in for good measure.

Friday, April 24, 2026

Twilight Sword On Track To Ship End Of July

Today's livestream by theTwilight Sword authors
It sounds as though Twilight Sword is still on track to ship at the end of July.

In the latest email update for backers of the crowdfunding campaign for the anime and video game-inspired fantasy RPG from games' publisher Two Little Mice, it was stated that:
"Currently we're wrapping up the Starter Set, which should be ready in a couple of weeks. Soon after we'll go back to finishing Lands of Radia, which will be released around the end of May.

"Once the books are ready and typo-free, we'll send you all the Cards, Maps, Sheets, and the rest of the digital aids. We'll make another update next month to give you additional information about the soundtrack, the Alchemy Module, the Solo Mode, and the 3rd Party License.
"
Although there was little to add at this stage, in today's livestream by the games' authors, Riccardo “Rico” Sirignano and Simone Formicola, they stressed how proud they were of this game and how different it was to their other products, both in design and appearance.

As well as reiterating the planned shipping schedule for Twilight Sword, Rico and Simone added that they were still in the last round of playtests, which would allow them to work further on - for instance - balancing the monsters, but emphasised that the game was "mostly" finished.

Kokkoros! Art by Daniela Giubellini
A pleasant surprise in this week's email update was the inclusion of a link for backers to the 202-page beta PDF of the core rulebook for Twilight Sword.

While this is nowhere near a finished product, it is very advanced and eminently readable.

That said, I very much doubt I'll be posting a full review of the game until I have the hard copy in hand.

Not only is this beta release not the final iteration of the game, but also I'm no fan of reading massive PDF files on my laptop.

At first perusal though, the mechanics of Twilight Sword appear delightfully simple, but with a vast amount of applications, specific effects and modifiers.

I suspect it's a system that's easy to grasp initially, but then will take a good length of time - and actual play - to really grasp all its nuances.

There are definitely some idiosyncrasies and foibles of the setting and system that I'm going to have to put my thinking head on for if I'm going to run Twilight Sword for the Tuesday Knights (which is the intention).

I am, however, convinced that once the physical game has arrived - along with all the extras I invested in through Backerkit - and I've been able to study it all carefully and see how the various elements interact, it'll all fall into place (fingers crossed).

Casting spells, art by Daniela Giubellini

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.

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