The Tales of Mukoda, Session 1

Here’s a summary of a continuing story, The Tales of Mukoda, a series of actual play in an ongoing persistent solo roleplaying campaign, with my character Mukoda ha’Varou, using Ironsworn and Ironsworn: Delve, and other parts of the system. You can see all of my actual play sessions in the Ironsworn playlist over on my YouTube channel, and consider following me over on Twitter or Instagram as well, or check out all the other things.

This campaign journal entry covers session 1, which is episodes 4–10 of actual play in the video playlist.

Session 1

Welcome to the world of Ironsworn! But, why does it have to be me?

On the world, in the Ironlands, somewhere near nowhere, there is where we begin. Living recently in a dying Ironlander circle community, inside-outsider Mukoda ha’Varou is already swearing iron vows and getting into trouble in Stonetower.

The situation in Stonetower becomes complicated quickly as Mukoda learns more about an ongoing Varou threat. For a dying circle, there sure is a lot already going on around here. And then true enemy is revealed!

A Haunt coalesced on the Stonetower ceremonial mace. Mukoda travels to the Varou, who have the Stonetower ceremonial mace, then convinces them to allow a ritual to break the Haunting bond.

But, the Haunt joins in the ritual keening song and takes angry form in front of all. Mukoda battles the Haunt whilst the Varou are all held sway, unable to break free on their own volition.

Barely surviving the bitter fought battle, Mukoda yet successfully defeats the spirit keened from the Stonetower ceremonial mace. Now fellow Varou are freed from the frightening Haunt’s influence. Mukoda is emboldened and the way forward is made clear but iron vows are demanded.

Stonetower ceremonial mace is returned, and the tale told. Warden and community are compelled to pack up and dissolve, but Stonetower’s dark secret is revealed. Mukoda is sworn to convince the Varou of Stonetower community sorrow and make amends. In return for forgiveness, Varou demand Mukoda swear to become a protector of their community and their marks that claim this territory. Mukoda requests to join, but is rejected by Wardens.

A final sojourn is made in Stonetower whilst community disbands the circle’s ceremonial claim to that place. Of Ironlander circle’s presence at Stonetower nothing but memories and detritus sustains. Stonetower itself now appears an empty and unclaimed husk, not much more than just structure seems to remain. Mukoda returns to Stonetower Varou and becomes part of their community as promised, learning more about their shared ancestry and culture. And, stories hinting at new future troubles to explore are heard.

To Be Continued

But, what have I recently learned?

Read the more at The Tales of Mukoda, Session 1 Lore

The Tales of Mukoda, Worldbuilding and Truths

Here’s a summary of a continuing story, The Tales of Mukoda, a series of actual play in an ongoing persistent solo roleplaying campaign, with my character Mukoda ha’Varou, using Ironsworn and Ironsworn: Delve, and other parts of the system. You can see all of my actual play sessions in the Ironsworn playlist over on my YouTube channel, and consider following me over on Twitter or Instagram as well, or check out all the other things.

This campaign journal entry covers worldbuilding and truths, which is essentially the second part of session 0.

Worldbuilding and Truths

Welcome to the world of Ironsworn! But, what is this world where I am?

As a reminder, I consider this part of session 0 to be, essentially, a cross-table conversation that includes others in my own thinking about worldbuilding, and that I’ve been informed by the solo actual play series by Adam Koebel and Mark Hulmes, and the co-operative actual play by All Systems Go. Think of these as cross-tabletop inspiration and dialogue for the worldbuilding and truths for my solo play!

The Old World

The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.

Quest Starter: A settlement is stricken by disease. Though this sickness bears some similarities to the Old World plague, it doesn’t kill its victims. Instead, it changes them. How does this disease manifest? Why do you swear to seek out a cure?

This is particularly interesting right now, so I’ll be informed by the overall COVID-19 pandemic; very timely and current. Lot’s there to explore. But, I’m also reminded of discussion from Barbara Tuchman’s A Distant Mirror, where I learned about the way in which the Black Plague caused not only lots of death, but what came after that: a great deal of movable and immovable wealth that was available and unclaimed, ripe for concentration to those who survived. There was a kind of feeding frenzy on what was left behind and apparent increase in personal wealth for those who lived and were able to claim it.

The Old World illness means that not all who sailed to the Ironlands survived the journey, or lived long after arriving. There may be entire boats that crashed on the coasts filled only with dead and unclaimed belongings. Other landings may have lasted long enough to start settlements, but then failed and have left ghost towns behind. Those communities that made the journey and managed to survive are now filled with fear and paranoia about sickness.

Perhaps part of what happened in Stonetower is that it finally fell to illness, or the fear of illness.

Some circles may be holed-up, being very rapacious and holding on to wealth, and keeping other people out; and there may be others that are empty and abandoned; and so on.

Not to make light of pandemics, in general, or COVID-19, specifically, but this seems timely to play around with these ideas.

Iron

Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them.

Quest Starter: Your dreams are haunted by visions of a pillar which stands in an unfamiliar landscape. What do you see? Why are you sworn to seek it out?

I think definitely building off of all the conversations from the cross-table inspiration I’ve mentioned, I feel like these pillars are “Bones of the Earth”. There’s these mysterious iron pillars all over the Ironlands, and maybe they are on ley-lines, but it’s kind of apophenic, meaning you can’t quite tell if there’s a pattern. You can’t really tell if there’s a pattern, Every time you think you’ve discovered a pattern, further observation falsifies that idea; but they still seem to be in some as yet unrealized pattern.

Building on the “Bones of the Earth” idea, these pillars are phenomenally hard on the outside, but there is actually a kind of molten metal in the middle. The Old World was Bronze Age, but we’ve now got these iron pillars that can be tapped, like maple syrup, and you can get molten metal, iron, out of them, to use. Maybe we can’t ever or only rarely scratch the outside of these pillars, but every once in a while there’s cracks, or maybe rarely with enough force a crack appears and you can tap into a pillar and get this substance out.

I think there’s also some mystic effect to these pillars, similar to the discussion about them by All Systems Go. I don’t mention in the video, but I can definitely imagine some Land of the Lost kind of Pylon thing going on with some pillars, or maybe those appear some other way. But, there’s some way that the pillars cause Ironlanders to go a bit crazy, maybe the pillars have caused previous waves of now vanished Old World settlements to collapse. The pillars, perhaps being on, or forming themselves, some kind of ley-line network, are how the Ironlands are imbued with not only iron, but also mystic energy, effects, and anomalies.

There’s a lot to build on with these implications and possibilities that come from the metaphor of “Bones of the Earth”.

Legacies

Other humans sailed here from the Old World untold years ago, but all that is left of them is a savage, feral people we call the broken. Is their fate to become our own?

Quest Starter: You find a child—one of the broken. It is wounded, and hunted by others of its kind. Do you protect it, even at the risk of inviting the wrath of the broken tribes?

Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.

Quest starter: Miners uncovered an underground ruin. Thereafter, the people of the settlement are haunted by strange dreams. The ruins call to them, they say. Several have disappeared in that dark, ancient place— including someone important to you.

I definitely want both of these legacies to be true. I feel that the other humans succumbed to the effect of the iron pillars, and the mystic energy of the Ironlands; I’m thinking here of the broken being like Morlocks, and the newest wave of humans as Eloi; something to discover and a theme to explore. I also definitely want there to be ancient ruins all through the Ironlands, with a complex mysterious pre-history.

Communities

We are few in number in this accursed land. Most rarely have contact with anyone outside our own small steading or village, and strangers are viewed with deep suspicion.

Quest Starter: In the dead of winter, a desperate man arrives at a snowbound steading. He is wounded, hungry, and nearly frozen to death. His family has been taken. By whom? Will you brave the merciless winter to save them?

We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.

Quest Starter: A decades-long feud between two circles has flared into open conflict. What is the cause of this dispute? Do you join in the fight, or swear to put a stop to it?

I don’t think there are any big cities yet, and we’re at the point where there may be a couple of larger communities, or clusters of circles, starting to form; but for the most part there are only small circles that have formed, lots of little outposts, loosely connected by infrequent trade and pony express style communication systems. There would likely be more circles along the coasts, staying nearer to where they landed. Of all places, the Havens are where the most expansion into the interior has occurred.

Also, circles are not really tied to specific location, although they can stay in one place, but they are tied together by their community. Some circles are nomadic. And, they can pack up and move, sometimes.

Each circle has their different quirks, and are mostly isolated from other circles.

Leadership

Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.

Quest Starter: You have vivid reoccurring dreams of an Ironlands city. It has strong stone walls, bustling markets, and a keep on a high hill. And so many people! Nowhere in the Ironlands does such a city exist. In your dreams, you are the ruler of this city. Somehow, no matter how long it takes, you must make this vision a reality.

I feel like leadership is varied from circle to circle, and depends on how the circle formed, and the people in the circle.

Defense

The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.

Quest Starter: You come upon a dying warden. She tells you of an important mission, and charges you with its completion. “Swear to me,” she says, reaching out with a bloodied hand to give you an object crucial to the quest. What is it?

I really like this. There are a number of inspirations for me for this. I want a Yojimbo, wandering ronin kind of deal; wandering into a community, and getting hired by one faction or another; moving from community to community. I also feel like Wardens are kind of militarized traders, who travel with trade caravans but are also really well funded. Their kind of Knights Templar-ish. They go around and do the Witcher kind of thing, with Monster of the Week, discover the big bad and defeat it, but they also do occasionally team up and do The Three (or Four) Musketeer things.

But Wardens are also a kind of fraternal organization, like a Knight Templar or Freemason, Wardens have fraternal bonds where they can go to any new community without previous relationships, but have that bond with the Wardens to rely on; inspired a bit by Revolutionary Brotherhood, which discusses in part how one of the changing roles of Freemasonry was to create a social support network of strangers as immigrant Europeans expanded toward westward travelling to new communities alone.

Freewardens are the travelling version, where Wardens are tied to a circle in some way.

Mysticism

Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power. However, most folk believe true magic—if it ever existed— is lost to us now.

Quest Starter: Someone close to you is accused of cursing a settlement, causing fields to go fallow and cattle to become sick. What is the evidence of this? Will you defend this person and uncover the true cause of the settlement’s troubles?

Magic is rare and dangerous, but those few who wield the power are truly gifted.

Quest Starter: You have heard stories of someone who wields true power. They live in an isolated settlement far away. Who told you of this mystic? Are they feared or respected? Why do you swear to seek them out?

Magic courses through this land as the rivers flow through the hills. The power is there for those who choose to harness it, and even the common folk often know a helpful ritual or two.

Quest Starter: Someone you love walked the paths of power, and succumbed to it. Who are they? Why did they fall into darkness? Where are they now? Do you seek to save them or defeat them?

I think there’s some of all three of these going on. I don’t think there are Merlins. Or, maybe one or two, but still very rare and mythical? There aren’t any organized Hogwarts-style structures. What we’re tending more towards a more pervasive folkloric mysticism. Kind of like the Celtic Catholicism in Secret of Roan Inish. Superstitious, ritualistic kinds of mysticism. I think everyone knows there are these effects, but it’s very folkloric and not very clear to most people how it works.

There’s a kind of Andromedia Klein style magical realism, where things one does have effect, but the causal link is always not completely clear. The folkloric mysticism of the Ironlands is rooted in the world, and “does not often include overtly fantastic or magical content, but rather looks at the mundane through a hyper-realistic and often mysterious lens.”

But, at some point, I also imagine things will get more complicated, with complex rituals being possible. Some people maybe have a kind of Myth Adventures style core ability in a concrete non-obfuscated way to grab the energy of pillars, ley-lines, and soever for wild effects.

I think, like the iron of the pillars, and probably very connected to them, the Old World didn’t have iron or magic either. No one in the Old World knew that magic existed until arriving in the Ironlands.

Religion

I’m going to go a bit off on my own tangent with this one. I have zero interest in there being any complex organized religion, definitely nothing like Roman Catholicism.

In the same way that there is in Cosmicism, there’s the Elder Gods, Old Gods, and people; and in the Theogony of the Ancient Greeks, with Primordial, Titan, Gods, then Household Gods; and soever.

For this, I’m thinking that what is thought of as Gods are structured linguistically. I’m not entirely sure how this will work, and I’m not thinking this all is very present. I may not explore it much? But, I think the oldest, most alien Gods are Nouns, so like the Elder Gods. Then there are Old Gods, Verbs. And then there are New Gods, which are Adjectives; Demi-gods, adverbs; and personal Gods, maybe, are, like, Pronouns (See what I did there?!), and maybe household Gods are Prepositions and so on.

I don’t think religion is super present. There aren’t Gods thundering over everyone. And, I don’t think there’s an organized priesthood. Maybe there was in the Old World, but it got so fractured on the way or in the Ironlands that there isn’t much left.

I think there’s also maybe some American Gods style Old Gods from the Old World and New Gods from this place, being found in Ironlands. Some, perhaps the Verbs, were brought with us, but the Old Gods we didn’t know about, the Nouns, were already hidden and behind things, and there’s New Gods from this place, Adjective and Adverbs, being discovered or being revealed.

I feel like the praxis of all these entities is more like Shinto than Roman Catholicism. I have no interest in having an organized Christianity in my imaginary world. But people feel these powers, and perhaps feel empowered by them in this place, by their relationships with these entities, these concepts. Like the Prometheans are like Forethought; and Huginn and Muninn are Thought and Memory; these abstract concepts are personified in an entity, a collectively created, generated entities. As they have power in these Ironlands, they have start to have real effects in the real world, that have started to coalesce and have real stuff happen. I even think, perhaps, that in the Old World this wasn’t at all true, and these are new experiences of having these real effects and real relationships have only started occurring in the Ironlands.

Firstborn

The firstborn live in isolation and are fiercely protective of their own lands.

Quest Starter: The elf, outcast from his kind, lives with Ironlanders. Over time, he became a part of the community. Now, he is dying. He yearns to return to his people before he passes. Does he seek absolution or justice? Why do you swear to help him? What force opposes his return?

There are definitely the various Firstborn (Primordials, Giants, Elves, Varou, and all those creatures, communities, and cultures) that exist. But I don’t think they necessarily are constantly present, or everyone is aware of them. Just ike our circles trade but aren’t in constant communication, and they Freewardens are more aware of the Firstborn than the general population, because they travel and have more contact; like the Night’s Watch is more aware of the threat in the North. The Firstborn are not abandoned or gone; they are definitely here. They are not specifically in isolation, but it just happens that everyone in the Ironlands is in isolation.

Beasts

Monstrous beasts stalk the wild areas of the Ironlands.

Quest Starter: A prominent Ironlander is consumed with the need to bring vengeance upon a specific beast. What makes this creature distinctive? How did it earn the wrath of this Ironlander? Do you aid this person in their quest, or act to prevent their blind hate from destroying more than just the beast?

I think Beasts are like the Forest Spirit and Boar Spirit in Princess Mononoke. These are the ideal, exemplar, heroic versions of the animals. They exist. I think most people know they exist, but they are rare. Every once in a while there’s a clash or something happens that rouses the exemplar to show up and make itself known.

Horrors

We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.

Quest Starter: You bear the scars of an attack by a horror. What was it? Are those scars physical, emotional, or both? How do you seek to make yourself whole again?

I think I got this confused a little with Monstrosities in Delve. But, these awful things exist. The horrors, the mutants, the cosmic horrors are out there, maybe in the ruins, maybe near pillars. These will be more rare, like boss fights, as I play.

To Be Continued

But, why does it have to be me?

Read the more at The Tales of Mukoda, Session 1

The Tales of Mukoda, Character Creation

Here’s a summary of a continuing story, The Tales of Mukoda, a series of actual play in an ongoing persistent solo roleplaying campaign, with my character Mukoda ha’Varou, using Ironsworn and Ironsworn: Delve, and other parts of the system. You can see all of my actual play sessions in the Ironsworn playlist over on my YouTube channel, and consider following me over on Twitter or Instagram as well, or check out all the other things.

This campaign journal entry covers character creation, which is essentially the first part of session 0.

Character Creation

Welcome to the world of Ironsworn! But, who am I in this world?

Inspired by Adam Koebel’s Half-Elf character, I started to think about another First Born ancestry: Varou. I’ve decided to be Half-Varou.

I use the Oracle to workshop a name, and come up with Mukoda. I decide my full name includes my ancestry and is Mukoda ha’Varou.

Thinking about character stats, I struggled a bit, because all of the stats seem “wolf” like to me, but I settle on 2 Edge, 3 Heart, 2 Iron, 1 Shadow, 1 Wits. I’m thinking that this character isn’t inherently very sneaky or deceptive, nor particularly knowledgeable or observant. I felt that I’d like to be reasonably quick and agile, as well as reasonably physical and able to endure; I’m equally skilled in both ranged and close quarters combat, but not super great at either. What I have in most abundance is courage and willpower, and social skills to match; probably something I gained whilst trying to navigate the world as someone with mixed heritage.

Mukoda ha'Varou character stats

I set my starting Health, Spirit, Supply, and Momentum where they all are at when fresh, prepared, and ready to go.

For my initial long term goal, I decide that I want to have a character that has realized the barest beginning of mysticism and the powers that knowledge makes available. I think I’ll start out with at least one Ritual, but that I want to find out more. Finding out more is a process that I’m not sure about yet. I’ll figure that out later. But, the Path itself involves fulfilling an formidable, or harder, iron vow in service to an elder mystic just to become a Ritualist, and gain the Asset.

I decide this background vow’s overall difficulty is Extreme. I’ll figure out more about what this looks like later too.

I ask the Oracle for a settlement name, and the response is Stonetower. This will be an Ironlander settlement where I think I will begin my tales, though I know nothing else about the world or where this settlement is in the world, yet.

My first two bonds are with people I’ve met so far. The first is with a bandit, who wants to advance their status. They are sociable, bold, and stoic. This bandit I know is an Ironlander named Katja. The second bond is with a trader, who wants to defend a place. They are attractive, armed, and insensitive. This trader I know is also an Ironlander named Ikram. I’ve met Katja and Ikram as I’ve travelled on the road, and have at time been on either side of the perennial, universal conflict between bandits and traders. I’m not sure yet how they feel about each other, but it could go either way!

I decide that my third bond will be with the Stonetower community. Since this is an Ironlander community, I will be an inside-outsider. I have mixed ancestry, but I’m probably mostly familiar with Ironlander culture as that is who I’ve been around most growing up. There will likely be a lot of tension around my mixed heritage throughout my ongoing campaign, as something to play around with as continue.

I’ve been living in community with Stonetower, trying to experience what it is like to be more settled and have roots in a particular location. My mixed heritage has been increasingly troublesome as there’s been an ongoing conflict with a nearby Varou community. Some Ironlanders in Stonetower feel like I’m a spy or advanced scout for the Varou, but others feel that I must step up as an ambassador to stop the conflict with “my people”. There’s a lot of personal tension with the community around this.

However, the Oracle tells me that Stonetower, as a community is dead, civilized, and abandoned. There’s not much left here. The Ironlanders are the last dregs, trying to survive as a struggling outpost whilst still keeping up appearances, due to most of population leaving for elsewhere on account of the Varou danger.

I decide that I may explore having or developing a relationship with the Warden, or Freewarden, in this community, possibly seeking to become part of that group. But I’ll find out more about what Wardens look like during Worldbuilding later.

I next draft out cards from the Assets deck to see what randomly happens. Three Rituals: Keen, Leech, and Lightbearer. All three are ones that I was actually considering! Reflecting on these in relation to Mukoda as a character, I settle on the ritual Keen as one of my three starting Assets, especially since it relates to the Varou Keth blade from my heritage. I also realize that my stats probably aren’t ideal for Rituals, as perhaps I should have had more Wits, but I’m okay being sub-, or quasi-optimal.

Mukoda ha'Varou character Ritual Keen

I consider Companions, but am not super excited about them now. Next I run through the plethora of Paths and Combat Talents, and think about them in combination with my particular character. I settle on adding the Combat Talent: Cutthroat and Path: Wildblood to finish rounding out my starting three Assets.

Mukoda ha'Varou character Combat Talent Cutthroat

Mukoda ha'Varou character Path Wildblood

I think these fit very well with what I imagine to be Mukoda’s life up until now, on the hard scrabble and bloody dusty road as a Half-Varou.

Finally, I also decide to narratively provide myself with my keth, a curved Varou dagger, which I gained in my youth, as part of a rite of passage required before becoming an adult Varou. With that comes some narrative imperatives, such as that I had at least enough cultural contact with my Varou heritage to have undergone this ritual, in some fashion. I’ll find out more about that later, no doubt!

To Be Continued

But, what is this world where I am?

Read the more at The Tales of Mukoda, Worldbuilding and Truths

The Tales of Mukoda, Introduction and Shout-outs

Here’s a summary of a continuing story, The Tales of Mukoda, a series of actual play in an ongoing persistent solo roleplaying campaign, with my character Mukoda ha’Varou, using Ironsworn and Ironsworn: Delve, and other parts of the system. You can see all of my actual play sessions in the Ironsworn playlist over on my YouTube channel, and consider following me over on Twitter or Instagram as well, or check out all the other things.

This campaign journal entry covers my introduction and shout-outs, which is essentially a prelude to session 0, coming up next.

Intro and Shout-outs

Welcome to the world of Ironsworn!

“In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands.

Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.

This series is an experiment in trying to more closely follow zero-prep principles, in part because I haven’t before, but also to try to make things easier on me between sessions, and make me feel more like diving in. I have had difficulty getting to the table to play, and sometimes even actually playing even when I’ve gotten to the table ready to play. So, this is a try at making the journey a little easier.

Are you ready to swear iron vows and see them fulfilled—no matter the cost?”

I think my first exposure to Ironsworn was Geek Gamers’ two solo actual plays, a year ago: Geek Gamers’ Ironsworn playlist

What got me to finally realize I wanted to play this game was the Delve preview with Shawn Tomkin on aFistFullofDice. Delve just seemed so cool! aFistfulofDice’s Ironsworn: Delve Sneak Peek!

I also want to mention that my own thinking about worldbuilding has been informed by the solo actual play series by Adam Koebel and Mark Hulmes, and the co-operative actual play by All Systems Go. Think of these as cross-tabletop inspiration for solo play!

Also, I just want to also mention that I’ve been given a timely boost by The Arcane Library / Kelsey Dionne‘s recent email about motivation.

Check out the mini hex crawl map I’ve created and am using for this campaign, included in my minimal suggestive tactical maps collection.

As usual, in my solo RPG actual plays, I’m also using my Pyramid Arcade by Looney Labs for minimal minis, some assorted acrylic treasure gems, and the usual suspects of dice, clip board, hipster PDA, and so on. I may end up using other stuff along the way as well, but we’ll see if I need anything else.

As a final note, thanks for the track Bloody Tears by Quincas Moreira, which is provided by the creator freely for people to use in their videos.

To Be Continued

But, who am I in this world?

Read the more at The Tales of Mukoda, Character Creation

Kabo Aboom & The Fate of Littleback, Part 2

Here’s a summary of the continuing story of Kabo Aboom & The Fate of Littleback so far, my first playthrough in an ongoing persistent solo roleplaying campaign using the Weave RPG system. You can see all of my actual play sessions in the Weave playlist over on my YouTube, and consider following me over on Twitch so you can catch me playing live. If you hadn’t caught up, you can read part 1, the summary of session 0 through through my first three adventures, and then come back to this summary of adventure four through six.

After an adventure on the high seas that left him soggy and stomped, Kabo is dumped back on shore, much the worse for wear. Kabo regroups and tries to decide what to do next.

Adventure 4
The Woods / The Herald / The Serpent

Kabo knows about Moonfall Field, where normally small moon shards usually rain; to find out if there’s a way to force the apocalyptic moon shard of unusual size to land there instead of crashing into Littleback. Kabo calls on an acquaintance, a Goblin Portal Spelunker, for help getting to Moonfall Field quickly, without having to endure the risk of another travel montage fiasco. Goblin Portal Spelunker agrees to help, but needs to gather fuel for the portal at a Boom Salt Pit.

Kabo gathers up a walking stick with a dragon carved on it and a heavy iron shield from his things, the Kabo and companion travel to a Boom Salt Pit, Whilst searching for Boom Salt, they are attacked by a Fallen Paladin. After some struggle, it is revealed that Kabo’s iron shield is, in fact, emblazoned with the insignia of the Fallen Paladin’s order, and the paladin ceases combat in order to bargain for the item. After completing their negotiations, the shield in exchange for a pocket-size catapult , Kabo tries to convince the paladin to join the party. Unfortunately, while gesticulating wildly, Kabo slaps the shield, which was already weakened from combat, causing it to split in two. The paladin is enraged and storms off.

Kabo and companion proceed to search again for boom salt. They find some, but trigger a Magical Ward. The ward sends an alarm, and also causes some boom salt to fuse with Kabo’s hand. The alarm alerts a Leprechaun Gang Crewmember and gang, who leap upon the party. Kabo and party persuade the leprechauns they are just goblins going about their business and so are natural allies.

The leprechauns tell Kabo about a Den of Cultists they have been wanting to attack, and they ask for help. Kabo agrees. When the party and leprechauns approach the den, they find that a dwarf, a Clan Ironbelly Warrior, is attacking the cultists. Whilst trying to strategize, the party is spotted and assumed to be another enemy by the cultists. Three-way combat ensues, with the dwarf defeated, but also Kabo and companion knocked down, unconscious, and taken prisoner.

The cultists turn out to be from the monastic Tranquil Ones, worshippers of Ichmere, the Putridscale. Kabo and companion are taken to a monastery as prisoners and forces for weeks to marinade themselves, preparing them to be presented as offerings, to be eaten by Ichmere. Whilst prisoner, Kabo learns a great deal about the function of Moonfall Field, and that an advance of treefolk has caused the field to be less effective, and more information that may be of use later, about the field, moon shards, and the Tranquil Order.

But, the day comes, finally, when Kabo and companion are presented, offered to feed Ichmere. Ichmere eats Kabo’s companion, and Kabo is next. Kabo tries to offer the walking stick, which has a carved dragon on it, to Ichmere, and manages to persuade Ichmere that Kabo made it as a gift. Ichmere accepts the gift but is not persuaded to skip his second course. Kabo tries to convince Ichmere that the boom salt fused in his hand will explode if Ichmere tries to eat Kabo. Kabo fails to convince, but his threat, with a little help from Kabo poking and provoking the boom salt, proves accurate. The boom salt explodes, and in the conflagration, Kabo manages to escape.

Kabo is free again, and heads home to contemplate all that has been learned and experienced, and how this new knowledge might help avoid the ever closer apocalypse.

Encounters are counted. Combats are batted. Lessons are learned. Kabo is captured. Companions are chomped. After weeks in captivity, Kabo finally escapes by blowing up in the mouth that tried to eat him.

Adventure 5
The Wanderer / Hidden Cove / The Serpent

At home in his junkyard, Kabo crafts a new and enhanced exoskeleton living armor, fixes his pocket catapult, grabs a bag of rocks, and a wooden mask with the word “mxyzptlk” carved on it.

Kabo hears that the current season of Adventurer of the Year is holding casting calls for heroes, and decides that he should head there to try to get help stopping the apocalypse. Kabo tries to talk to heroes in line for casting, but is shushed for trying to set up alliances early; and ends up caught up in the casting process. Kabo, as a the only goblin, is chosen as a token diversity contestant for this game of survival.

Kabo and the other contestants are sent to a Hidden Cove where the three day long Adventurer of the Year game have been set up, each day with an individual challenge and a contest between heroes, then followed by tribal council, and a possible reward at the end of the day. Kabo wins the individual but fails the group challenge while sitting quite comfortably in a fine room on fire and trying to convince a Wildfire Shaman to help with the restoring balance to Moonfall Field. Kabo gets voted out of the contest at council on the first day. Kabo is stuck at the cove, not allowed to leave while the contest is being run.

Ignored by cast and crew alike, Kabo manages to survive by scrounging at the edge of camp. Kabo runs into a Patchwork Beast, disguises himself as a Sewer Troll using the magic word carved on his wooden mask, and manages to become frightening enough to escape. While fleeing, Kabo is tripped by a zombified Severed Foot, but the zombie foot is caught severely flat-footed. Kabo easily flees again, further and farther.

Wandering, Kabo discovers a section of wilds where trees and nature are being teleported to Moonfall Field by a device guarded by a Glareling. After stumbling to fall directly in front of and scaring the heck out of the guard, defeating it with surprise, Kabo tries but fails at figuring out how to destroy the complicated device in a way that fully reverses the flow.

Whilst working on trying to figure out that device, the heroic Chosen One, obvious fated favorite to win Adventurer of the Year, stumbles on the scene, and, in spite of Kabo trying to persuade otherwise, clearly thinks the weird, vile little goblin is up to no good. Fighting with the Chosen One, Kabo, an experienced Golem Knight in enhanced living armor, manages to maneuver in such a way that the ensuing battle destroys the device.

Suddenly, as smoke and sparks clear, the one on one fight is interrupted by a bigger battle. The cove is attacked by Kabo’s old enemy, Ichmere, the Putridscale, and, all the heroes, cast, and crew alike are tossed into the fantastical fray.

In the ensuing battle, Kabo is conked on the head, going a bit insane. Kabo starts seeing an eldritch insight of nasty wyrmy Ischmere-like tentacles creeping and crawling on everything and everyone, so he runs into the wilds, out of his mind …

After being voted out on the first day of the Adventurer of the Year contest, Kabo discovers the source of the encroaching nature that is interfering with Moonfall Field, and disables a device in order to halt that process. But, ultimately, the cove is attacked by an old enemy, Ichmere, the Putridscale, and, in the ensuing battle, Kabo is conked on the head, going a bit insane. Kabo runs into the wilds, out of his mind…

Adventure 6
The Inferno / The Assassin / The Crown

… and smashes into the trunk of the Treefolk Guardian, who had been coming to find out what vile magical-mechanical device had been forcing trees to teleport away. Kabo’s sudden arboreal stop cleared his mind just as a Wandering Wizard arrives. The wizard was alerted to the crazed goblin, and came prepared with a burlap sack to contain it. Kabo manages to convince the wizard that his mind is now clear, and then proceeds to tell the entire story of the coming moonshard apocalypse hoping that the wizard will help. The wizard listens to the wild end-of-the-world-is-nigh conspiracy theory rant and then decides that Kabo is still insane. The wizard struggles to force Kabo into the sack, but Kabo find everything needed to construct a device to project an escape portal.

Kabo tumbles out the the portal into the Ash Remains of a destroyed settlement just as another portal opens. Bethany Birdsong steps out chortling about her victory against the settlement and her further evil plans. Kabo puts on his Wooden Mask and disguises himself as an evil minion. Kabo tries to claim Birdsong’s portal device is unstable and dangerous, but Bethany doesn’t believe him. Kabo runs up and tries to yoink the portal device in Bethany’s hands.

Kabo flees through Bethany’s portal and closes it behind him, leaving him in the upside-down Shadow Plane, but he uses the two portal devices he now has to gate himself home.

Kabo arrives home and notices things are awry. It appears that Kabo’s former friend, the dragon Emarius, who turned into an enemy upon hearing about Kabo’s dragon hunting past, has been here searching for information on what Kabo is up to. Something about this whole moonshard situation is actually tied up in a larger plot by Ichmere, the Putridscale, to get revenge on all goblins!

Kabo uses the two portal devices and Rufus the Red’s mechanism to build a portal gun. Kabo combines the portal gun with a mostly broken pocket watch with a second hand moving backward to try to entirely reverse the apocalypse. But, this fails to work.

Kabo then tries to draw the apocalyptic moonshard through the portal so that it ends up in Moonfall Field instead of smashing into Littleback, the Gladedon. But, the force isn’t strong enough to divert the moonshard into the portals.

Suddenly, Maldric, Moon Hunter, appears. Maldric sensed all the moonshard effects and came looking for more information. Maldric brought a silly lot of rope and has a boom salt powered wheelchair, both of which, with Kabo and Maldric working together, is finally just enough to lasso the apocalyptic moonshard and corral it into the portals.

The moonshard falls onto Moonfall Field! Littleback, the slumbering Gladedon, and the entire Goblin city built on its back, are saved!

To Be Continued

Littleback has been saved! The sky fell without causing an apocalypse! But is this the end of the revenge plot by Ichmere, the Putridscale? And, what is Maldric saying about trying to find a creature hiding on the moon? What happens next? Find out in the next adventure!

Kabo Aboom & The Fate of Littleback, Part 1

Here’s a summary of the story of Kabo Aboom & The Fate of Littleback so far, my first playthrough in an ongoing persistent solo roleplaying campaign using the Weave RPG system. You can see all of my actual play sessions in the Weave playlist over on my YouTube, and consider following me over on Twitch so you can catch me playing live.

Back in April, I finally received my backordered copy of Weave by Monocle Society.

This campaign journal entry covers my unboxing, which essentially included a session 0, through my first three adventures since, where things are today.

Unboxing

After unboxing everything, I went on to create my first season and first character. The playset I picked was Goblins R Jerks and I named the season “The Fate of Littleback”. I pulled The Stag / The Turtle / The Coin as the cards that determined the Theme / Location / Boss.

The theme is that a shard has separated from the moon and is hurtling toward the planet, promising doom and destruction when it hits. The location is the back of a Gladedon, a giant turtle, named Littleback, on which an entire city is built, towards which the shard of the moon is flying directly and dangerously. Apparently no one knows yet about the shard, and the turtle has been asleep for aeons, unmoving, an easy target. The boss is Rufus the Red. How will this all play out?

I created my first character, a goblin, named Kabo Aboom with the cards Flame Challenge Two / The Crown / The River / The Inferno. I wonder who this character is and what is their story?

I thought about the playset, theme, and my character for a while, then, even though I had no idea what I was doing, here’s what happened!

Adventure 1
The Stag / The Turtle / The Coin

Living in a private corner of the broad territory on the back of Littleback, a sleeping Gladedon in the Wilds, goblin Kabo Aboom is spending time futzing around in his junk yard and laboratory when Buck Buck, a friend from the swamp, arrives with the news that the sky is falling. The friends try to get in touch with Kabo’s old connections in the Golem Knights, but none remain and Kabo is persona non grata. In a last ditch effort, Buck Buck convinces a guard to trust Kabo, but Buck Buck is forced to give up treasure, and heads home. The guard agrees to help if Kabo will fix a broken golem, which Kabo does; and just in time! A squire of Brighthearth, who found what had seemed like a lone guard in the outskirts, attacks! But, what seemed a single goblin, turns out to be a Kabo, an experienced Golem Knight in now fully functioning living armor. After dispatching the squire, the guard and Kabo head to see Rufus the Red’s private secretary, a squid sorcerer, who is convinced enough to test Kabo with a puzzle. Kabo slices the Gordian Knot, and crumbles the test in some completely unexpected stroke of genius or folly. Kabo is given an audience with Rufus the Red. When Kabo tells Rufus about the shard, Rufus reveals that it was they who called down the shard, hoping to crush everyone living on Littleback to death, and then mine the valuables from the moon shard after everyone is dead. Kabo proceeds to create havoc and destruction in Rufus’ office, find and steals the device used to call the moon shard down; and escapes with that.

Then, for my second session, I still don’t know what I’m doing, but here’s what I did.

Adventure 2
The Gallows / The Watchtower / The Owl

Kabo heads back to his junkyard with the device stolen from Rufus, and gets in touch with his friend Emarius, a dragon with knowledge about cursed devices, to try and figure out what needs to be done to stop, reverse or otherwise repair the damage done; and the coming moon shard apocalypse. While Kabo and Emarius are talking, around the junkyard otherwise normal people start behaving strangely. Then, carts crash, screams are heard, and chaos ensues as people die and then continue to move. Emarius beats a retreat. Kabo head down to the street to find out what is going on. At the gate, Kabo runs into a Dwarven Buccaneer shouting “Prove you’re still alive or I’ll kill you!” They proceed to have a drinking contest to prove they are alive. Kabo succeeds in proving he is alive, but ends up with a killer hangover. Kabo makes his way outside but succumbs to the spins and collapses. When Kabo comes-to, he’s been pulled into a Plucker’s Yum Yum House where he’s fed a revivifying meal of scraps and mold soup; but discovers that he’s stuck, surrounded by living dead, among a group of survivors.

One survivor, Dazzle, is revealed as a sole survivor of a prior attack of living dead, called the Battle of the Death of the Bands. Dazzle survived by sacrificing everyone but herself. In an attempt to thwart Dazzle’s plan to repeat her dastardly survival plan, Kabo challenges Dazzle to an epic rock band battle. In the first set, Kabo uses his knowledge of explosives and bombs to set off an intense fireworks display to wow the crowd. In the second set, Kabo releases a storm from a bottle, acts as a lightning rod to attract strikes, and, unfortunately, though he, himself, is immune, fries several of the living audience along with some undead. In the third set, Kabo constructs a Rube Goldberg device of traps and plays a rousing clutch guitar solo that blows up the entire place, along with the living dead; and Dazzle’s plan is foiled! Kabo escapes alive, but the skin of his teeth! Ewe! Skin on teeth must be a Goblin thing. Nasty.

After bringing down the house and slaying ’em dead with the power of pure explosive rock n’ roll, Kabo heads back to his junkyard to gather some supplies and figure out what to do next.

Adventure 3
The Woods / The Architect / The Dawn

Kabo digs up a spare automaton heart and a candle of sticking from his supplies, and has a conversation with the dwarven pirate, just now waking up from their drinking contest. Kabo learns more about the dwarven pirate’s history on the crew of Captain Brasker.

Dwarven pirate managed to avoid the fate of the Captain and the rest of the crew on the Barrow Stern, who were all turned into undead, cursed to ride the waves, making amends for all the misfortune and havoc they caused whilst alive. Dwarven pirate recalled a legend about the World Soul, and had hoped to appeal to that powerful entity to restore his old crew mates to life, or at least free them from their fates as undead.

Kabo heard the claim that the World Soul might have the power to correct or cure the dire peril posed by the pending moon shard apocalypse, and latched onto the idea of heading to entreat that entity for help. Kabo gathered as much information about the journey ahead and set off.

Hijinks ensue, and a fiasco unfolds.

The first stage was to stowaway on a boat, run by a Sentinel Automaton that secretly ferries supplies, whatever awful stuff undead pirates need supplied, and let’s just agree not get into the gory details of that bloody gothic nightmare! The ferry sails from the shores of civilization to a remote rendezvous with Captain Brasker’s Barrow Stern somewhere at sea. Kabo manages to climb onto a netted crate being loaded into the boat’s hold.

But, hijinks ensue. Kabo is discovered at some point on the journey, and tries to convince the automaton that Kabo can work for passage, fixing things on the boat. But, the automaton is unpersuaded. Kabo flees and tries to hide in the dangerous fiery engine room, where his resistance to fire saves his skin. Sneaky little goblin sneaks, and ends up in a convoluted game of cat and mouse trying to stay hidden from the crew that remains on high alert for a little stowaway.

But, a fiasco unfolds as Kabo’s luck and skill fail. Kabo accidentally stumbles upon the roost of a Messenger Phoenix, that beings to squawk, revealing Kabo’s position. Kabo makes a hail mary direct assault trying to deactivate the automaton, but fails. A struggle begins, and Kabo tries, instead, to just blow the automaton up; but fails, and is knocked unconscious.

Kabo is captured, and wakes in a cage. Taken to Captain Brasker, Kabo attempts to make an appeal, using what he learned from the dwarven pirate about the captain, for mercy and help, but fails. Kabo-in-a-cage is stowed below decks, and ignored. But, he’s near the Messenger Phoenix, and Kabo discovers that the phoenix and the dwarven pirate were close friends, and is able to convince the phoenix that the dwarven pirate and Kabo are also friends; and wins over the phoenix as an ally. The phoenix agrees to take a message to the dwarven pirate and to let Kabo out of the cage.

Once freed by the Messenger Phoenix, Kabo tries to construct a fully functioning golem automaton out of his living armor and automaton heart, but can’t get tab a into slot b, and ends up with a paper cut in an awfully sensitive place.

Kabo’s failure comes at a further cost as he is once again discovered, this time by a large, deadly, frightening Poorly Transmuted Rabbit, one of the many lost and broken things that crew this boat, and in spite of a spirited and inventive attempt to lead that creature into a lightning trap desperately constructed from the bits of living armor and automaton heart, but gets absolutely stomped.

Captured again, Kabo is about to be tossed to the sharks, when the Messenger Phoenix returns. A message from the dwarven pirate calls in a final favour from Captain Brasker to spare Kabo’s life.

Kabo’s quest to find a way to reach the World Soul and appeal for aid with the moon shard fails, at least for now. Losing important and treasured equipment, having a dirty secret about dragon-killing in his past revealed and rumours about it spread far and wide, including to the ears of Emarius, not having made any progress toward solving the greater issues at play, Kabo is dumped back on shore, much the worse for wear.

To Be Continued

But, the moonshard is still hurtling toward Littleback! What happens next? Find out in my next adventures!

Read the more at Kabo Aboom & The Fate of Littleback, Part 2

Letter from Dr Marhaba to Tom Ovenbird, &al.

Greetings Mr Ovenbird, Greetings!

Please convey my regards to Misters Turner and Glizzard, and thank you for the story of their recent adventures. I’m sorry to hear they have suffered wounds, but am greatly gratified they are in recovery with good prospects for full recovery.

Dangerous as the our worlds are, they are made safer and better by our mutual support of each other becoming our better selves. Do let me know if there’s something I can help with using my resources to aid their progress; but I have arranged for a case of supplies to be sent as soon as possible with items that may be useful in that regard.

I read your notes about the music Turner and Glizzard discovered to a colleague who suggested something interesting. Apparently, my colleague was reminded of some ancient materials recovered from research on the long lost Serpent Kingdoms. There were recovered several examples of musical notation from those ancient days, which have been reconstructed as best as we are able. I’m of course not suggesting that the music you found was from that ancient period, but we were reminded of these reconstructions. I have included a sample being sent by my colleague, which you may enjoy and consider.

Who knows what layers of ancient past might be hiding under the surface of the estuary, just waiting to be discovered. We know that the ancient Serpent Kingdoms covered much of our world, and maybe farther, so finds both of direct artifacts and also lingering influence on subsequent eras are to be found everywhere.

When you mention the broken urn, I wanted to share two practices I’ve used to repair similar artifacts to some success. The first practice has proven useful for preserving the original appearance while displaying the historical damage, but in a way that conserves the efficacy of any effect of magic within, often allowing me to not only preserve the item but to engage in a process of repairing the magical function of those artifacts as well. In this technique, use pure gold to fill and repair crack and defects in the object, which is highly malleable and also allows magic to function. Another property of pure gold is to mellow ill effects from any maleficent magics in the original, possibly creating a much more useful artifact than the original even.

The second, as is true of so many broken things, contemplates that breaks are never fully healed, even in hearts as in urns, but that we can grow larger than our breaks. One can sometimes create surprising new artifacts using the materials from older objects by embedding the older material in new, when the older artifacts are not repairable or to be preserved as examples as they are for research.

I will send some material we’ve used successfully at the University to do this. You’ll be interested to know that this material is actually derived from mud! You may be able to create new supplies from the mud in your own estuary, so I’ll also include instructions on the preparation of more.

News of your Ms Frembas will be welcome when there is some to share.

I have recently received a crate, which I have not had a chance to investigate, from another new correspondent, Take, a small fellow who appears to have recently taken up with a newly unified tribal cohort of Goblins and is seeking out ancient forgotten places with the help of their rather amazingly well preserved oral histories, that stretch far beyond what history even those at this University know. I understand there is, as I write this, a remarkable Goblin Market being built to traffic in the arts, crafts and artifacts from those adventures and more. Sounds like a place of wondrous surprises.

Truly, much amazing news and discoveries are being made by all in many quarters, and I am honored and delighted to be able to play a part in those, applying what resources I have available to me, even if only remotely, whilst I make my own progress here.

Signed & sealed,
Hujambo Marhaba

OOC

(This is an in-character letter sent, with an OOC post-script, back in 2017, to someone playing a solitaire game using the Index Card RPG (ICRPG) rules, as a kind of meta-game correspondence play. Unfortunately, there was only one previous letter exchanged and no others, though I did come up with a draft idea of ICRPG Field Research activity, and so this didn’t develop much further, but there’s a lot about this kind of meta-game play, especially for solitaire, that appeals to me. Adding a series of correspondence to an existing game, that links different tables and players across time and space seems pretty awesome, and potentially wildly interesting.)

I know the work of Bach is not the same, and separated by much time, but as I listened to the music you linked, I was reminded of and ended up listening again to several reconstructions of ancient music, including the Hurrian Hymn to Nikkal and Ensemble De Organographia, who I got to hear in person a few years ago, playing at Marylhurst in PDX.

Thinking of that in ICRPG terms, I thought there might be threads of musical magic patterns that survive in subsequent compositions that are preserved from even more ancient works from the Serpent Kingdoms.

Consider what a reasonable but not awkwardly extravagant care package from Marhaba, a well funded adventurer at a magical University might include, and that might be send to Turner and Glizzard; perhaps roll a few times on the ICRPG loot tables, or just grab a few ideas; but something no doubt useful to them will arrive shortly or along with this letter. Something like this care package might be similar to one of many supply crates Marhaba would have on hand, prepared to take on an extended dig, for example, with health and wellness supplies, but perhaps with one or two additional gifts added to it, that may prove useful.

When talking about using gold to fill cracks, I’m of course thinking of Kintsugi, an exemplar from Japan of Wabi Sabi.

Also, when talking about creating something bigger than the original, I’m reminded of the Japanese art Dorodango, of making “shiny dumpling” mud balls, a kind of magical process!

That last, shiny mud balls, I can really imagine being a high art in Grung (from D&D) or Torton (ICRPG) / Tortle (D&D) cultures, and may be something of interest for filling out the culture of some non human settlements in the estuary area. Like finding glass balls from old fishing nets on the beach …

I’ve been on a kick thinking about Myconids, Grung, Torton/Tortle as fun “bioforms” for a swampy/wetlands area of play. I can’t shake ideas of Frog and Toad and Wind in the Willows when I think of adventures in a estuary. And, I’ve gone way off on a tangent now. But, I’ve always been very interested in non-human, even non-humanoid, characters, for a game. Lately, I’ve been dreaming of something set in a place similar to the D&D Chult, in the Snout of Omgar, with Tortle, Grung, and idek Kobolds, Myconids and Vegepygmies?!

Welp. I finally managed to record a bit of a new series for the forthcoming ICRPG Ghost Mountain setting, in Runehammer’s ICRPG Worlds, or rather, inspired by what I imagine that setting will be like. The first moments of that posted just now on youtube!

I spent way more time pulling together preparations for that than I thought I would need, but I think it turned out okay. I wanted to do something leading up to an actual Ghost Mountain adventure, as soon as the ICRPG Worlds book is out, whenever it is finished.

It has been getting darker and drearier here as the cold creeps in and the rain begins lasting weeks at a time, and I’ve not been keeping up with regular game streaming lately. I’ve been struggling a bit with that, but I do what I can.

This weekend is PAX Unplugged in Philly, so I’ve been watching streams from there. Last night was Dice Camera Action, a fun series, and tonight is Acquisitions Incorporated. Then tomorrow is The C Team. Those are all D&D live shows. Don’t know if you’ve ever watched any of that kind of thing, but I watch a few of them. Some day, I think it would be fun to be part of a live stream roleplaying game like those!

Anyhow, hope all is well with you and yours!

Thanks!

SWRPG TFA Beginner Game Discovery on Jakku Post-Mortem

Rigaroga shares some final thoughts, a review and post-mortem, about the experience after running through Discovery on Jakku from Fantasy Flight’s Star Wars RPG The Force Awakens Beginner Game.

Star Wars RPG The Force Awakens Beginner Game by Fantasy Flight Games

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

Become an ongoing Patron, get gratis music downloads, and help me geek out!

Watch, Subscribe, and Cheer! — Watch Rigaroga live on Twitch

IAG The Crash of Packet Cruiser K748N, Part 5

Rigaroga tries adapting for solo play The Crash of Packet Cruiser K748N, an introductory adventure for the playtest of Iris: Adventure Game, “a tabletop roleplaying game set in a sci-fi universe full of color and exploration,” which is currently in development.

In this segment, I play through chapter 1, collecting crash survivors and supplies, and recovering a few secret items. But, then, the wildlife catches our scent.

Iris: Adventure Game by Joshua Hunter Mitchell and Jared Collins

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

Become an ongoing Patron, get gratis music downloads, and help me geek out!

Watch, Subscribe, and Cheer! — Watch Rigaroga live on Twitch

SWRPG TFA Beginner Game Discovery on Jakku, Part 10

Rigaroga plays through Discovery on Jakku from Fantasy Flight’s Star Wars RPG The Force Awakens Beginner Game.

Star Wars RPG The Force Awakens Beginner Game by Fantasy Flight Games

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

Become an ongoing Patron, get gratis music downloads, and help me geek out!

Watch, Subscribe, and Cheer! — Watch Rigaroga live on Twitch